three.js 1.1 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. /**
  55. * https://github.com/mrdoob/eventdispatcher.js/
  56. */
  57. function EventDispatcher() {}
  58. Object.assign( EventDispatcher.prototype, {
  59. addEventListener: function ( type, listener ) {
  60. if ( this._listeners === undefined ) this._listeners = {};
  61. var listeners = this._listeners;
  62. if ( listeners[ type ] === undefined ) {
  63. listeners[ type ] = [];
  64. }
  65. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  66. listeners[ type ].push( listener );
  67. }
  68. },
  69. hasEventListener: function ( type, listener ) {
  70. if ( this._listeners === undefined ) return false;
  71. var listeners = this._listeners;
  72. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  73. },
  74. removeEventListener: function ( type, listener ) {
  75. if ( this._listeners === undefined ) return;
  76. var listeners = this._listeners;
  77. var listenerArray = listeners[ type ];
  78. if ( listenerArray !== undefined ) {
  79. var index = listenerArray.indexOf( listener );
  80. if ( index !== - 1 ) {
  81. listenerArray.splice( index, 1 );
  82. }
  83. }
  84. },
  85. dispatchEvent: function ( event ) {
  86. if ( this._listeners === undefined ) return;
  87. var listeners = this._listeners;
  88. var listenerArray = listeners[ event.type ];
  89. if ( listenerArray !== undefined ) {
  90. event.target = this;
  91. var array = listenerArray.slice( 0 );
  92. for ( var i = 0, l = array.length; i < l; i ++ ) {
  93. array[ i ].call( this, event );
  94. }
  95. }
  96. }
  97. } );
  98. var REVISION = '108dev';
  99. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  100. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  101. var CullFaceNone = 0;
  102. var CullFaceBack = 1;
  103. var CullFaceFront = 2;
  104. var CullFaceFrontBack = 3;
  105. var FrontFaceDirectionCW = 0;
  106. var FrontFaceDirectionCCW = 1;
  107. var BasicShadowMap = 0;
  108. var PCFShadowMap = 1;
  109. var PCFSoftShadowMap = 2;
  110. var FrontSide = 0;
  111. var BackSide = 1;
  112. var DoubleSide = 2;
  113. var FlatShading = 1;
  114. var SmoothShading = 2;
  115. var NoColors = 0;
  116. var FaceColors = 1;
  117. var VertexColors = 2;
  118. var NoBlending = 0;
  119. var NormalBlending = 1;
  120. var AdditiveBlending = 2;
  121. var SubtractiveBlending = 3;
  122. var MultiplyBlending = 4;
  123. var CustomBlending = 5;
  124. var AddEquation = 100;
  125. var SubtractEquation = 101;
  126. var ReverseSubtractEquation = 102;
  127. var MinEquation = 103;
  128. var MaxEquation = 104;
  129. var ZeroFactor = 200;
  130. var OneFactor = 201;
  131. var SrcColorFactor = 202;
  132. var OneMinusSrcColorFactor = 203;
  133. var SrcAlphaFactor = 204;
  134. var OneMinusSrcAlphaFactor = 205;
  135. var DstAlphaFactor = 206;
  136. var OneMinusDstAlphaFactor = 207;
  137. var DstColorFactor = 208;
  138. var OneMinusDstColorFactor = 209;
  139. var SrcAlphaSaturateFactor = 210;
  140. var NeverDepth = 0;
  141. var AlwaysDepth = 1;
  142. var LessDepth = 2;
  143. var LessEqualDepth = 3;
  144. var EqualDepth = 4;
  145. var GreaterEqualDepth = 5;
  146. var GreaterDepth = 6;
  147. var NotEqualDepth = 7;
  148. var MultiplyOperation = 0;
  149. var MixOperation = 1;
  150. var AddOperation = 2;
  151. var NoToneMapping = 0;
  152. var LinearToneMapping = 1;
  153. var ReinhardToneMapping = 2;
  154. var Uncharted2ToneMapping = 3;
  155. var CineonToneMapping = 4;
  156. var ACESFilmicToneMapping = 5;
  157. var UVMapping = 300;
  158. var CubeReflectionMapping = 301;
  159. var CubeRefractionMapping = 302;
  160. var EquirectangularReflectionMapping = 303;
  161. var EquirectangularRefractionMapping = 304;
  162. var SphericalReflectionMapping = 305;
  163. var CubeUVReflectionMapping = 306;
  164. var CubeUVRefractionMapping = 307;
  165. var RepeatWrapping = 1000;
  166. var ClampToEdgeWrapping = 1001;
  167. var MirroredRepeatWrapping = 1002;
  168. var NearestFilter = 1003;
  169. var NearestMipmapNearestFilter = 1004;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipmapLinearFilter = 1005;
  172. var NearestMipMapLinearFilter = 1005;
  173. var LinearFilter = 1006;
  174. var LinearMipmapNearestFilter = 1007;
  175. var LinearMipMapNearestFilter = 1007;
  176. var LinearMipmapLinearFilter = 1008;
  177. var LinearMipMapLinearFilter = 1008;
  178. var UnsignedByteType = 1009;
  179. var ByteType = 1010;
  180. var ShortType = 1011;
  181. var UnsignedShortType = 1012;
  182. var IntType = 1013;
  183. var UnsignedIntType = 1014;
  184. var FloatType = 1015;
  185. var HalfFloatType = 1016;
  186. var UnsignedShort4444Type = 1017;
  187. var UnsignedShort5551Type = 1018;
  188. var UnsignedShort565Type = 1019;
  189. var UnsignedInt248Type = 1020;
  190. var AlphaFormat = 1021;
  191. var RGBFormat = 1022;
  192. var RGBAFormat = 1023;
  193. var LuminanceFormat = 1024;
  194. var LuminanceAlphaFormat = 1025;
  195. var RGBEFormat = RGBAFormat;
  196. var DepthFormat = 1026;
  197. var DepthStencilFormat = 1027;
  198. var RedFormat = 1028;
  199. var RGB_S3TC_DXT1_Format = 33776;
  200. var RGBA_S3TC_DXT1_Format = 33777;
  201. var RGBA_S3TC_DXT3_Format = 33778;
  202. var RGBA_S3TC_DXT5_Format = 33779;
  203. var RGB_PVRTC_4BPPV1_Format = 35840;
  204. var RGB_PVRTC_2BPPV1_Format = 35841;
  205. var RGBA_PVRTC_4BPPV1_Format = 35842;
  206. var RGBA_PVRTC_2BPPV1_Format = 35843;
  207. var RGB_ETC1_Format = 36196;
  208. var RGBA_ASTC_4x4_Format = 37808;
  209. var RGBA_ASTC_5x4_Format = 37809;
  210. var RGBA_ASTC_5x5_Format = 37810;
  211. var RGBA_ASTC_6x5_Format = 37811;
  212. var RGBA_ASTC_6x6_Format = 37812;
  213. var RGBA_ASTC_8x5_Format = 37813;
  214. var RGBA_ASTC_8x6_Format = 37814;
  215. var RGBA_ASTC_8x8_Format = 37815;
  216. var RGBA_ASTC_10x5_Format = 37816;
  217. var RGBA_ASTC_10x6_Format = 37817;
  218. var RGBA_ASTC_10x8_Format = 37818;
  219. var RGBA_ASTC_10x10_Format = 37819;
  220. var RGBA_ASTC_12x10_Format = 37820;
  221. var RGBA_ASTC_12x12_Format = 37821;
  222. var LoopOnce = 2200;
  223. var LoopRepeat = 2201;
  224. var LoopPingPong = 2202;
  225. var InterpolateDiscrete = 2300;
  226. var InterpolateLinear = 2301;
  227. var InterpolateSmooth = 2302;
  228. var ZeroCurvatureEnding = 2400;
  229. var ZeroSlopeEnding = 2401;
  230. var WrapAroundEnding = 2402;
  231. var TrianglesDrawMode = 0;
  232. var TriangleStripDrawMode = 1;
  233. var TriangleFanDrawMode = 2;
  234. var LinearEncoding = 3000;
  235. var sRGBEncoding = 3001;
  236. var GammaEncoding = 3007;
  237. var RGBEEncoding = 3002;
  238. var LogLuvEncoding = 3003;
  239. var RGBM7Encoding = 3004;
  240. var RGBM16Encoding = 3005;
  241. var RGBDEncoding = 3006;
  242. var BasicDepthPacking = 3200;
  243. var RGBADepthPacking = 3201;
  244. var TangentSpaceNormalMap = 0;
  245. var ObjectSpaceNormalMap = 1;
  246. var ZeroStencilOp = 0;
  247. var KeepStencilOp = 7680;
  248. var ReplaceStencilOp = 7681;
  249. var IncrementStencilOp = 7682;
  250. var DecrementStencilOp = 7683;
  251. var IncrementWrapStencilOp = 34055;
  252. var DecrementWrapStencilOp = 34056;
  253. var InvertStencilOp = 5386;
  254. var NeverStencilFunc = 512;
  255. var LessStencilFunc = 513;
  256. var EqualStencilFunc = 514;
  257. var LessEqualStencilFunc = 515;
  258. var GreaterStencilFunc = 516;
  259. var NotEqualStencilFunc = 517;
  260. var GreaterEqualStencilFunc = 518;
  261. var AlwaysStencilFunc = 519;
  262. /**
  263. * @author alteredq / http://alteredqualia.com/
  264. * @author mrdoob / http://mrdoob.com/
  265. */
  266. var _lut = [];
  267. for ( var i = 0; i < 256; i ++ ) {
  268. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  269. }
  270. var _Math = {
  271. DEG2RAD: Math.PI / 180,
  272. RAD2DEG: 180 / Math.PI,
  273. generateUUID: function () {
  274. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  275. var d0 = Math.random() * 0xffffffff | 0;
  276. var d1 = Math.random() * 0xffffffff | 0;
  277. var d2 = Math.random() * 0xffffffff | 0;
  278. var d3 = Math.random() * 0xffffffff | 0;
  279. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  280. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  281. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  282. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  283. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  284. return uuid.toUpperCase();
  285. },
  286. clamp: function ( value, min, max ) {
  287. return Math.max( min, Math.min( max, value ) );
  288. },
  289. // compute euclidian modulo of m % n
  290. // https://en.wikipedia.org/wiki/Modulo_operation
  291. euclideanModulo: function ( n, m ) {
  292. return ( ( n % m ) + m ) % m;
  293. },
  294. // Linear mapping from range <a1, a2> to range <b1, b2>
  295. mapLinear: function ( x, a1, a2, b1, b2 ) {
  296. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  297. },
  298. // https://en.wikipedia.org/wiki/Linear_interpolation
  299. lerp: function ( x, y, t ) {
  300. return ( 1 - t ) * x + t * y;
  301. },
  302. // http://en.wikipedia.org/wiki/Smoothstep
  303. smoothstep: function ( x, min, max ) {
  304. if ( x <= min ) return 0;
  305. if ( x >= max ) return 1;
  306. x = ( x - min ) / ( max - min );
  307. return x * x * ( 3 - 2 * x );
  308. },
  309. smootherstep: function ( x, min, max ) {
  310. if ( x <= min ) return 0;
  311. if ( x >= max ) return 1;
  312. x = ( x - min ) / ( max - min );
  313. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  314. },
  315. // Random integer from <low, high> interval
  316. randInt: function ( low, high ) {
  317. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  318. },
  319. // Random float from <low, high> interval
  320. randFloat: function ( low, high ) {
  321. return low + Math.random() * ( high - low );
  322. },
  323. // Random float from <-range/2, range/2> interval
  324. randFloatSpread: function ( range ) {
  325. return range * ( 0.5 - Math.random() );
  326. },
  327. degToRad: function ( degrees ) {
  328. return degrees * _Math.DEG2RAD;
  329. },
  330. radToDeg: function ( radians ) {
  331. return radians * _Math.RAD2DEG;
  332. },
  333. isPowerOfTwo: function ( value ) {
  334. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  335. },
  336. ceilPowerOfTwo: function ( value ) {
  337. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  338. },
  339. floorPowerOfTwo: function ( value ) {
  340. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  341. }
  342. };
  343. /**
  344. * @author mrdoob / http://mrdoob.com/
  345. * @author philogb / http://blog.thejit.org/
  346. * @author egraether / http://egraether.com/
  347. * @author zz85 / http://www.lab4games.net/zz85/blog
  348. */
  349. function Vector2( x, y ) {
  350. this.x = x || 0;
  351. this.y = y || 0;
  352. }
  353. Object.defineProperties( Vector2.prototype, {
  354. "width": {
  355. get: function () {
  356. return this.x;
  357. },
  358. set: function ( value ) {
  359. this.x = value;
  360. }
  361. },
  362. "height": {
  363. get: function () {
  364. return this.y;
  365. },
  366. set: function ( value ) {
  367. this.y = value;
  368. }
  369. }
  370. } );
  371. Object.assign( Vector2.prototype, {
  372. isVector2: true,
  373. set: function ( x, y ) {
  374. this.x = x;
  375. this.y = y;
  376. return this;
  377. },
  378. setScalar: function ( scalar ) {
  379. this.x = scalar;
  380. this.y = scalar;
  381. return this;
  382. },
  383. setX: function ( x ) {
  384. this.x = x;
  385. return this;
  386. },
  387. setY: function ( y ) {
  388. this.y = y;
  389. return this;
  390. },
  391. setComponent: function ( index, value ) {
  392. switch ( index ) {
  393. case 0: this.x = value; break;
  394. case 1: this.y = value; break;
  395. default: throw new Error( 'index is out of range: ' + index );
  396. }
  397. return this;
  398. },
  399. getComponent: function ( index ) {
  400. switch ( index ) {
  401. case 0: return this.x;
  402. case 1: return this.y;
  403. default: throw new Error( 'index is out of range: ' + index );
  404. }
  405. },
  406. clone: function () {
  407. return new this.constructor( this.x, this.y );
  408. },
  409. copy: function ( v ) {
  410. this.x = v.x;
  411. this.y = v.y;
  412. return this;
  413. },
  414. add: function ( v, w ) {
  415. if ( w !== undefined ) {
  416. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  417. return this.addVectors( v, w );
  418. }
  419. this.x += v.x;
  420. this.y += v.y;
  421. return this;
  422. },
  423. addScalar: function ( s ) {
  424. this.x += s;
  425. this.y += s;
  426. return this;
  427. },
  428. addVectors: function ( a, b ) {
  429. this.x = a.x + b.x;
  430. this.y = a.y + b.y;
  431. return this;
  432. },
  433. addScaledVector: function ( v, s ) {
  434. this.x += v.x * s;
  435. this.y += v.y * s;
  436. return this;
  437. },
  438. sub: function ( v, w ) {
  439. if ( w !== undefined ) {
  440. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  441. return this.subVectors( v, w );
  442. }
  443. this.x -= v.x;
  444. this.y -= v.y;
  445. return this;
  446. },
  447. subScalar: function ( s ) {
  448. this.x -= s;
  449. this.y -= s;
  450. return this;
  451. },
  452. subVectors: function ( a, b ) {
  453. this.x = a.x - b.x;
  454. this.y = a.y - b.y;
  455. return this;
  456. },
  457. multiply: function ( v ) {
  458. this.x *= v.x;
  459. this.y *= v.y;
  460. return this;
  461. },
  462. multiplyScalar: function ( scalar ) {
  463. this.x *= scalar;
  464. this.y *= scalar;
  465. return this;
  466. },
  467. divide: function ( v ) {
  468. this.x /= v.x;
  469. this.y /= v.y;
  470. return this;
  471. },
  472. divideScalar: function ( scalar ) {
  473. return this.multiplyScalar( 1 / scalar );
  474. },
  475. applyMatrix3: function ( m ) {
  476. var x = this.x, y = this.y;
  477. var e = m.elements;
  478. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  479. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  480. return this;
  481. },
  482. min: function ( v ) {
  483. this.x = Math.min( this.x, v.x );
  484. this.y = Math.min( this.y, v.y );
  485. return this;
  486. },
  487. max: function ( v ) {
  488. this.x = Math.max( this.x, v.x );
  489. this.y = Math.max( this.y, v.y );
  490. return this;
  491. },
  492. clamp: function ( min, max ) {
  493. // assumes min < max, componentwise
  494. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  495. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  496. return this;
  497. },
  498. clampScalar: function ( minVal, maxVal ) {
  499. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  500. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  501. return this;
  502. },
  503. clampLength: function ( min, max ) {
  504. var length = this.length();
  505. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  506. },
  507. floor: function () {
  508. this.x = Math.floor( this.x );
  509. this.y = Math.floor( this.y );
  510. return this;
  511. },
  512. ceil: function () {
  513. this.x = Math.ceil( this.x );
  514. this.y = Math.ceil( this.y );
  515. return this;
  516. },
  517. round: function () {
  518. this.x = Math.round( this.x );
  519. this.y = Math.round( this.y );
  520. return this;
  521. },
  522. roundToZero: function () {
  523. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  524. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  525. return this;
  526. },
  527. negate: function () {
  528. this.x = - this.x;
  529. this.y = - this.y;
  530. return this;
  531. },
  532. dot: function ( v ) {
  533. return this.x * v.x + this.y * v.y;
  534. },
  535. cross: function ( v ) {
  536. return this.x * v.y - this.y * v.x;
  537. },
  538. lengthSq: function () {
  539. return this.x * this.x + this.y * this.y;
  540. },
  541. length: function () {
  542. return Math.sqrt( this.x * this.x + this.y * this.y );
  543. },
  544. manhattanLength: function () {
  545. return Math.abs( this.x ) + Math.abs( this.y );
  546. },
  547. normalize: function () {
  548. return this.divideScalar( this.length() || 1 );
  549. },
  550. angle: function () {
  551. // computes the angle in radians with respect to the positive x-axis
  552. var angle = Math.atan2( this.y, this.x );
  553. if ( angle < 0 ) angle += 2 * Math.PI;
  554. return angle;
  555. },
  556. distanceTo: function ( v ) {
  557. return Math.sqrt( this.distanceToSquared( v ) );
  558. },
  559. distanceToSquared: function ( v ) {
  560. var dx = this.x - v.x, dy = this.y - v.y;
  561. return dx * dx + dy * dy;
  562. },
  563. manhattanDistanceTo: function ( v ) {
  564. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  565. },
  566. setLength: function ( length ) {
  567. return this.normalize().multiplyScalar( length );
  568. },
  569. lerp: function ( v, alpha ) {
  570. this.x += ( v.x - this.x ) * alpha;
  571. this.y += ( v.y - this.y ) * alpha;
  572. return this;
  573. },
  574. lerpVectors: function ( v1, v2, alpha ) {
  575. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  576. },
  577. equals: function ( v ) {
  578. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  579. },
  580. fromArray: function ( array, offset ) {
  581. if ( offset === undefined ) offset = 0;
  582. this.x = array[ offset ];
  583. this.y = array[ offset + 1 ];
  584. return this;
  585. },
  586. toArray: function ( array, offset ) {
  587. if ( array === undefined ) array = [];
  588. if ( offset === undefined ) offset = 0;
  589. array[ offset ] = this.x;
  590. array[ offset + 1 ] = this.y;
  591. return array;
  592. },
  593. fromBufferAttribute: function ( attribute, index, offset ) {
  594. if ( offset !== undefined ) {
  595. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  596. }
  597. this.x = attribute.getX( index );
  598. this.y = attribute.getY( index );
  599. return this;
  600. },
  601. rotateAround: function ( center, angle ) {
  602. var c = Math.cos( angle ), s = Math.sin( angle );
  603. var x = this.x - center.x;
  604. var y = this.y - center.y;
  605. this.x = x * c - y * s + center.x;
  606. this.y = x * s + y * c + center.y;
  607. return this;
  608. }
  609. } );
  610. /**
  611. * @author mikael emtinger / http://gomo.se/
  612. * @author alteredq / http://alteredqualia.com/
  613. * @author WestLangley / http://github.com/WestLangley
  614. * @author bhouston / http://clara.io
  615. */
  616. function Quaternion( x, y, z, w ) {
  617. this._x = x || 0;
  618. this._y = y || 0;
  619. this._z = z || 0;
  620. this._w = ( w !== undefined ) ? w : 1;
  621. }
  622. Object.assign( Quaternion, {
  623. slerp: function ( qa, qb, qm, t ) {
  624. return qm.copy( qa ).slerp( qb, t );
  625. },
  626. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  627. // fuzz-free, array-based Quaternion SLERP operation
  628. var x0 = src0[ srcOffset0 + 0 ],
  629. y0 = src0[ srcOffset0 + 1 ],
  630. z0 = src0[ srcOffset0 + 2 ],
  631. w0 = src0[ srcOffset0 + 3 ],
  632. x1 = src1[ srcOffset1 + 0 ],
  633. y1 = src1[ srcOffset1 + 1 ],
  634. z1 = src1[ srcOffset1 + 2 ],
  635. w1 = src1[ srcOffset1 + 3 ];
  636. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  637. var s = 1 - t,
  638. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  639. dir = ( cos >= 0 ? 1 : - 1 ),
  640. sqrSin = 1 - cos * cos;
  641. // Skip the Slerp for tiny steps to avoid numeric problems:
  642. if ( sqrSin > Number.EPSILON ) {
  643. var sin = Math.sqrt( sqrSin ),
  644. len = Math.atan2( sin, cos * dir );
  645. s = Math.sin( s * len ) / sin;
  646. t = Math.sin( t * len ) / sin;
  647. }
  648. var tDir = t * dir;
  649. x0 = x0 * s + x1 * tDir;
  650. y0 = y0 * s + y1 * tDir;
  651. z0 = z0 * s + z1 * tDir;
  652. w0 = w0 * s + w1 * tDir;
  653. // Normalize in case we just did a lerp:
  654. if ( s === 1 - t ) {
  655. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  656. x0 *= f;
  657. y0 *= f;
  658. z0 *= f;
  659. w0 *= f;
  660. }
  661. }
  662. dst[ dstOffset ] = x0;
  663. dst[ dstOffset + 1 ] = y0;
  664. dst[ dstOffset + 2 ] = z0;
  665. dst[ dstOffset + 3 ] = w0;
  666. }
  667. } );
  668. Object.defineProperties( Quaternion.prototype, {
  669. x: {
  670. get: function () {
  671. return this._x;
  672. },
  673. set: function ( value ) {
  674. this._x = value;
  675. this._onChangeCallback();
  676. }
  677. },
  678. y: {
  679. get: function () {
  680. return this._y;
  681. },
  682. set: function ( value ) {
  683. this._y = value;
  684. this._onChangeCallback();
  685. }
  686. },
  687. z: {
  688. get: function () {
  689. return this._z;
  690. },
  691. set: function ( value ) {
  692. this._z = value;
  693. this._onChangeCallback();
  694. }
  695. },
  696. w: {
  697. get: function () {
  698. return this._w;
  699. },
  700. set: function ( value ) {
  701. this._w = value;
  702. this._onChangeCallback();
  703. }
  704. }
  705. } );
  706. Object.assign( Quaternion.prototype, {
  707. isQuaternion: true,
  708. set: function ( x, y, z, w ) {
  709. this._x = x;
  710. this._y = y;
  711. this._z = z;
  712. this._w = w;
  713. this._onChangeCallback();
  714. return this;
  715. },
  716. clone: function () {
  717. return new this.constructor( this._x, this._y, this._z, this._w );
  718. },
  719. copy: function ( quaternion ) {
  720. this._x = quaternion.x;
  721. this._y = quaternion.y;
  722. this._z = quaternion.z;
  723. this._w = quaternion.w;
  724. this._onChangeCallback();
  725. return this;
  726. },
  727. setFromEuler: function ( euler, update ) {
  728. if ( ! ( euler && euler.isEuler ) ) {
  729. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  730. }
  731. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  732. // http://www.mathworks.com/matlabcentral/fileexchange/
  733. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  734. // content/SpinCalc.m
  735. var cos = Math.cos;
  736. var sin = Math.sin;
  737. var c1 = cos( x / 2 );
  738. var c2 = cos( y / 2 );
  739. var c3 = cos( z / 2 );
  740. var s1 = sin( x / 2 );
  741. var s2 = sin( y / 2 );
  742. var s3 = sin( z / 2 );
  743. if ( order === 'XYZ' ) {
  744. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  745. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  746. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  747. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  748. } else if ( order === 'YXZ' ) {
  749. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  750. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  751. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  752. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  753. } else if ( order === 'ZXY' ) {
  754. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  755. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  756. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  757. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  758. } else if ( order === 'ZYX' ) {
  759. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  763. } else if ( order === 'YZX' ) {
  764. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  768. } else if ( order === 'XZY' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  773. }
  774. if ( update !== false ) this._onChangeCallback();
  775. return this;
  776. },
  777. setFromAxisAngle: function ( axis, angle ) {
  778. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  779. // assumes axis is normalized
  780. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  781. this._x = axis.x * s;
  782. this._y = axis.y * s;
  783. this._z = axis.z * s;
  784. this._w = Math.cos( halfAngle );
  785. this._onChangeCallback();
  786. return this;
  787. },
  788. setFromRotationMatrix: function ( m ) {
  789. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  790. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  791. var te = m.elements,
  792. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  793. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  794. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  795. trace = m11 + m22 + m33,
  796. s;
  797. if ( trace > 0 ) {
  798. s = 0.5 / Math.sqrt( trace + 1.0 );
  799. this._w = 0.25 / s;
  800. this._x = ( m32 - m23 ) * s;
  801. this._y = ( m13 - m31 ) * s;
  802. this._z = ( m21 - m12 ) * s;
  803. } else if ( m11 > m22 && m11 > m33 ) {
  804. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  805. this._w = ( m32 - m23 ) / s;
  806. this._x = 0.25 * s;
  807. this._y = ( m12 + m21 ) / s;
  808. this._z = ( m13 + m31 ) / s;
  809. } else if ( m22 > m33 ) {
  810. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  811. this._w = ( m13 - m31 ) / s;
  812. this._x = ( m12 + m21 ) / s;
  813. this._y = 0.25 * s;
  814. this._z = ( m23 + m32 ) / s;
  815. } else {
  816. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  817. this._w = ( m21 - m12 ) / s;
  818. this._x = ( m13 + m31 ) / s;
  819. this._y = ( m23 + m32 ) / s;
  820. this._z = 0.25 * s;
  821. }
  822. this._onChangeCallback();
  823. return this;
  824. },
  825. setFromUnitVectors: function ( vFrom, vTo ) {
  826. // assumes direction vectors vFrom and vTo are normalized
  827. var EPS = 0.000001;
  828. var r = vFrom.dot( vTo ) + 1;
  829. if ( r < EPS ) {
  830. r = 0;
  831. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  832. this._x = - vFrom.y;
  833. this._y = vFrom.x;
  834. this._z = 0;
  835. this._w = r;
  836. } else {
  837. this._x = 0;
  838. this._y = - vFrom.z;
  839. this._z = vFrom.y;
  840. this._w = r;
  841. }
  842. } else {
  843. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  844. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  845. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  846. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  847. this._w = r;
  848. }
  849. return this.normalize();
  850. },
  851. angleTo: function ( q ) {
  852. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  853. },
  854. rotateTowards: function ( q, step ) {
  855. var angle = this.angleTo( q );
  856. if ( angle === 0 ) return this;
  857. var t = Math.min( 1, step / angle );
  858. this.slerp( q, t );
  859. return this;
  860. },
  861. inverse: function () {
  862. // quaternion is assumed to have unit length
  863. return this.conjugate();
  864. },
  865. conjugate: function () {
  866. this._x *= - 1;
  867. this._y *= - 1;
  868. this._z *= - 1;
  869. this._onChangeCallback();
  870. return this;
  871. },
  872. dot: function ( v ) {
  873. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  874. },
  875. lengthSq: function () {
  876. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  877. },
  878. length: function () {
  879. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  880. },
  881. normalize: function () {
  882. var l = this.length();
  883. if ( l === 0 ) {
  884. this._x = 0;
  885. this._y = 0;
  886. this._z = 0;
  887. this._w = 1;
  888. } else {
  889. l = 1 / l;
  890. this._x = this._x * l;
  891. this._y = this._y * l;
  892. this._z = this._z * l;
  893. this._w = this._w * l;
  894. }
  895. this._onChangeCallback();
  896. return this;
  897. },
  898. multiply: function ( q, p ) {
  899. if ( p !== undefined ) {
  900. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  901. return this.multiplyQuaternions( q, p );
  902. }
  903. return this.multiplyQuaternions( this, q );
  904. },
  905. premultiply: function ( q ) {
  906. return this.multiplyQuaternions( q, this );
  907. },
  908. multiplyQuaternions: function ( a, b ) {
  909. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  910. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  911. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  912. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  913. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  914. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  915. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  916. this._onChangeCallback();
  917. return this;
  918. },
  919. slerp: function ( qb, t ) {
  920. if ( t === 0 ) return this;
  921. if ( t === 1 ) return this.copy( qb );
  922. var x = this._x, y = this._y, z = this._z, w = this._w;
  923. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  924. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  925. if ( cosHalfTheta < 0 ) {
  926. this._w = - qb._w;
  927. this._x = - qb._x;
  928. this._y = - qb._y;
  929. this._z = - qb._z;
  930. cosHalfTheta = - cosHalfTheta;
  931. } else {
  932. this.copy( qb );
  933. }
  934. if ( cosHalfTheta >= 1.0 ) {
  935. this._w = w;
  936. this._x = x;
  937. this._y = y;
  938. this._z = z;
  939. return this;
  940. }
  941. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  942. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  943. var s = 1 - t;
  944. this._w = s * w + t * this._w;
  945. this._x = s * x + t * this._x;
  946. this._y = s * y + t * this._y;
  947. this._z = s * z + t * this._z;
  948. this.normalize();
  949. this._onChangeCallback();
  950. return this;
  951. }
  952. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  953. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  954. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  955. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  956. this._w = ( w * ratioA + this._w * ratioB );
  957. this._x = ( x * ratioA + this._x * ratioB );
  958. this._y = ( y * ratioA + this._y * ratioB );
  959. this._z = ( z * ratioA + this._z * ratioB );
  960. this._onChangeCallback();
  961. return this;
  962. },
  963. equals: function ( quaternion ) {
  964. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  965. },
  966. fromArray: function ( array, offset ) {
  967. if ( offset === undefined ) offset = 0;
  968. this._x = array[ offset ];
  969. this._y = array[ offset + 1 ];
  970. this._z = array[ offset + 2 ];
  971. this._w = array[ offset + 3 ];
  972. this._onChangeCallback();
  973. return this;
  974. },
  975. toArray: function ( array, offset ) {
  976. if ( array === undefined ) array = [];
  977. if ( offset === undefined ) offset = 0;
  978. array[ offset ] = this._x;
  979. array[ offset + 1 ] = this._y;
  980. array[ offset + 2 ] = this._z;
  981. array[ offset + 3 ] = this._w;
  982. return array;
  983. },
  984. _onChange: function ( callback ) {
  985. this._onChangeCallback = callback;
  986. return this;
  987. },
  988. _onChangeCallback: function () {}
  989. } );
  990. /**
  991. * @author mrdoob / http://mrdoob.com/
  992. * @author kile / http://kile.stravaganza.org/
  993. * @author philogb / http://blog.thejit.org/
  994. * @author mikael emtinger / http://gomo.se/
  995. * @author egraether / http://egraether.com/
  996. * @author WestLangley / http://github.com/WestLangley
  997. */
  998. var _vector, _quaternion;
  999. function Vector3( x, y, z ) {
  1000. this.x = x || 0;
  1001. this.y = y || 0;
  1002. this.z = z || 0;
  1003. }
  1004. Object.assign( Vector3.prototype, {
  1005. isVector3: true,
  1006. set: function ( x, y, z ) {
  1007. this.x = x;
  1008. this.y = y;
  1009. this.z = z;
  1010. return this;
  1011. },
  1012. setScalar: function ( scalar ) {
  1013. this.x = scalar;
  1014. this.y = scalar;
  1015. this.z = scalar;
  1016. return this;
  1017. },
  1018. setX: function ( x ) {
  1019. this.x = x;
  1020. return this;
  1021. },
  1022. setY: function ( y ) {
  1023. this.y = y;
  1024. return this;
  1025. },
  1026. setZ: function ( z ) {
  1027. this.z = z;
  1028. return this;
  1029. },
  1030. setComponent: function ( index, value ) {
  1031. switch ( index ) {
  1032. case 0: this.x = value; break;
  1033. case 1: this.y = value; break;
  1034. case 2: this.z = value; break;
  1035. default: throw new Error( 'index is out of range: ' + index );
  1036. }
  1037. return this;
  1038. },
  1039. getComponent: function ( index ) {
  1040. switch ( index ) {
  1041. case 0: return this.x;
  1042. case 1: return this.y;
  1043. case 2: return this.z;
  1044. default: throw new Error( 'index is out of range: ' + index );
  1045. }
  1046. },
  1047. clone: function () {
  1048. return new this.constructor( this.x, this.y, this.z );
  1049. },
  1050. copy: function ( v ) {
  1051. this.x = v.x;
  1052. this.y = v.y;
  1053. this.z = v.z;
  1054. return this;
  1055. },
  1056. add: function ( v, w ) {
  1057. if ( w !== undefined ) {
  1058. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1059. return this.addVectors( v, w );
  1060. }
  1061. this.x += v.x;
  1062. this.y += v.y;
  1063. this.z += v.z;
  1064. return this;
  1065. },
  1066. addScalar: function ( s ) {
  1067. this.x += s;
  1068. this.y += s;
  1069. this.z += s;
  1070. return this;
  1071. },
  1072. addVectors: function ( a, b ) {
  1073. this.x = a.x + b.x;
  1074. this.y = a.y + b.y;
  1075. this.z = a.z + b.z;
  1076. return this;
  1077. },
  1078. addScaledVector: function ( v, s ) {
  1079. this.x += v.x * s;
  1080. this.y += v.y * s;
  1081. this.z += v.z * s;
  1082. return this;
  1083. },
  1084. sub: function ( v, w ) {
  1085. if ( w !== undefined ) {
  1086. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1087. return this.subVectors( v, w );
  1088. }
  1089. this.x -= v.x;
  1090. this.y -= v.y;
  1091. this.z -= v.z;
  1092. return this;
  1093. },
  1094. subScalar: function ( s ) {
  1095. this.x -= s;
  1096. this.y -= s;
  1097. this.z -= s;
  1098. return this;
  1099. },
  1100. subVectors: function ( a, b ) {
  1101. this.x = a.x - b.x;
  1102. this.y = a.y - b.y;
  1103. this.z = a.z - b.z;
  1104. return this;
  1105. },
  1106. multiply: function ( v, w ) {
  1107. if ( w !== undefined ) {
  1108. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1109. return this.multiplyVectors( v, w );
  1110. }
  1111. this.x *= v.x;
  1112. this.y *= v.y;
  1113. this.z *= v.z;
  1114. return this;
  1115. },
  1116. multiplyScalar: function ( scalar ) {
  1117. this.x *= scalar;
  1118. this.y *= scalar;
  1119. this.z *= scalar;
  1120. return this;
  1121. },
  1122. multiplyVectors: function ( a, b ) {
  1123. this.x = a.x * b.x;
  1124. this.y = a.y * b.y;
  1125. this.z = a.z * b.z;
  1126. return this;
  1127. },
  1128. applyEuler: function ( euler ) {
  1129. if ( _quaternion === undefined ) _quaternion = new Quaternion();
  1130. if ( ! ( euler && euler.isEuler ) ) {
  1131. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1132. }
  1133. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1134. },
  1135. applyAxisAngle: function ( axis, angle ) {
  1136. if ( _quaternion === undefined ) _quaternion = new Quaternion();
  1137. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1138. },
  1139. applyMatrix3: function ( m ) {
  1140. var x = this.x, y = this.y, z = this.z;
  1141. var e = m.elements;
  1142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1145. return this;
  1146. },
  1147. applyMatrix4: function ( m ) {
  1148. var x = this.x, y = this.y, z = this.z;
  1149. var e = m.elements;
  1150. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1151. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1152. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1153. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1154. return this;
  1155. },
  1156. applyQuaternion: function ( q ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1159. // calculate quat * vector
  1160. var ix = qw * x + qy * z - qz * y;
  1161. var iy = qw * y + qz * x - qx * z;
  1162. var iz = qw * z + qx * y - qy * x;
  1163. var iw = - qx * x - qy * y - qz * z;
  1164. // calculate result * inverse quat
  1165. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1166. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1167. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1168. return this;
  1169. },
  1170. project: function ( camera ) {
  1171. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1172. },
  1173. unproject: function ( camera ) {
  1174. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1175. },
  1176. transformDirection: function ( m ) {
  1177. // input: THREE.Matrix4 affine matrix
  1178. // vector interpreted as a direction
  1179. var x = this.x, y = this.y, z = this.z;
  1180. var e = m.elements;
  1181. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1182. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1183. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1184. return this.normalize();
  1185. },
  1186. divide: function ( v ) {
  1187. this.x /= v.x;
  1188. this.y /= v.y;
  1189. this.z /= v.z;
  1190. return this;
  1191. },
  1192. divideScalar: function ( scalar ) {
  1193. return this.multiplyScalar( 1 / scalar );
  1194. },
  1195. min: function ( v ) {
  1196. this.x = Math.min( this.x, v.x );
  1197. this.y = Math.min( this.y, v.y );
  1198. this.z = Math.min( this.z, v.z );
  1199. return this;
  1200. },
  1201. max: function ( v ) {
  1202. this.x = Math.max( this.x, v.x );
  1203. this.y = Math.max( this.y, v.y );
  1204. this.z = Math.max( this.z, v.z );
  1205. return this;
  1206. },
  1207. clamp: function ( min, max ) {
  1208. // assumes min < max, componentwise
  1209. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1210. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1211. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1212. return this;
  1213. },
  1214. clampScalar: function ( minVal, maxVal ) {
  1215. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1216. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1217. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1218. return this;
  1219. },
  1220. clampLength: function ( min, max ) {
  1221. var length = this.length();
  1222. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1223. },
  1224. floor: function () {
  1225. this.x = Math.floor( this.x );
  1226. this.y = Math.floor( this.y );
  1227. this.z = Math.floor( this.z );
  1228. return this;
  1229. },
  1230. ceil: function () {
  1231. this.x = Math.ceil( this.x );
  1232. this.y = Math.ceil( this.y );
  1233. this.z = Math.ceil( this.z );
  1234. return this;
  1235. },
  1236. round: function () {
  1237. this.x = Math.round( this.x );
  1238. this.y = Math.round( this.y );
  1239. this.z = Math.round( this.z );
  1240. return this;
  1241. },
  1242. roundToZero: function () {
  1243. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1244. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1245. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1246. return this;
  1247. },
  1248. negate: function () {
  1249. this.x = - this.x;
  1250. this.y = - this.y;
  1251. this.z = - this.z;
  1252. return this;
  1253. },
  1254. dot: function ( v ) {
  1255. return this.x * v.x + this.y * v.y + this.z * v.z;
  1256. },
  1257. // TODO lengthSquared?
  1258. lengthSq: function () {
  1259. return this.x * this.x + this.y * this.y + this.z * this.z;
  1260. },
  1261. length: function () {
  1262. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1263. },
  1264. manhattanLength: function () {
  1265. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1266. },
  1267. normalize: function () {
  1268. return this.divideScalar( this.length() || 1 );
  1269. },
  1270. setLength: function ( length ) {
  1271. return this.normalize().multiplyScalar( length );
  1272. },
  1273. lerp: function ( v, alpha ) {
  1274. this.x += ( v.x - this.x ) * alpha;
  1275. this.y += ( v.y - this.y ) * alpha;
  1276. this.z += ( v.z - this.z ) * alpha;
  1277. return this;
  1278. },
  1279. lerpVectors: function ( v1, v2, alpha ) {
  1280. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1281. },
  1282. cross: function ( v, w ) {
  1283. if ( w !== undefined ) {
  1284. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1285. return this.crossVectors( v, w );
  1286. }
  1287. return this.crossVectors( this, v );
  1288. },
  1289. crossVectors: function ( a, b ) {
  1290. var ax = a.x, ay = a.y, az = a.z;
  1291. var bx = b.x, by = b.y, bz = b.z;
  1292. this.x = ay * bz - az * by;
  1293. this.y = az * bx - ax * bz;
  1294. this.z = ax * by - ay * bx;
  1295. return this;
  1296. },
  1297. projectOnVector: function ( vector ) {
  1298. var scalar = vector.dot( this ) / vector.lengthSq();
  1299. return this.copy( vector ).multiplyScalar( scalar );
  1300. },
  1301. projectOnPlane: function ( planeNormal ) {
  1302. if ( _vector === undefined ) _vector = new Vector3();
  1303. _vector.copy( this ).projectOnVector( planeNormal );
  1304. return this.sub( _vector );
  1305. },
  1306. reflect: function ( normal ) {
  1307. if ( _vector === undefined ) _vector = new Vector3();
  1308. // reflect incident vector off plane orthogonal to normal
  1309. // normal is assumed to have unit length
  1310. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1311. },
  1312. angleTo: function ( v ) {
  1313. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1314. // clamp, to handle numerical problems
  1315. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1316. },
  1317. distanceTo: function ( v ) {
  1318. return Math.sqrt( this.distanceToSquared( v ) );
  1319. },
  1320. distanceToSquared: function ( v ) {
  1321. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1322. return dx * dx + dy * dy + dz * dz;
  1323. },
  1324. manhattanDistanceTo: function ( v ) {
  1325. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1326. },
  1327. setFromSpherical: function ( s ) {
  1328. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1329. },
  1330. setFromSphericalCoords: function ( radius, phi, theta ) {
  1331. var sinPhiRadius = Math.sin( phi ) * radius;
  1332. this.x = sinPhiRadius * Math.sin( theta );
  1333. this.y = Math.cos( phi ) * radius;
  1334. this.z = sinPhiRadius * Math.cos( theta );
  1335. return this;
  1336. },
  1337. setFromCylindrical: function ( c ) {
  1338. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1339. },
  1340. setFromCylindricalCoords: function ( radius, theta, y ) {
  1341. this.x = radius * Math.sin( theta );
  1342. this.y = y;
  1343. this.z = radius * Math.cos( theta );
  1344. return this;
  1345. },
  1346. setFromMatrixPosition: function ( m ) {
  1347. var e = m.elements;
  1348. this.x = e[ 12 ];
  1349. this.y = e[ 13 ];
  1350. this.z = e[ 14 ];
  1351. return this;
  1352. },
  1353. setFromMatrixScale: function ( m ) {
  1354. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1355. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1356. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1357. this.x = sx;
  1358. this.y = sy;
  1359. this.z = sz;
  1360. return this;
  1361. },
  1362. setFromMatrixColumn: function ( m, index ) {
  1363. return this.fromArray( m.elements, index * 4 );
  1364. },
  1365. equals: function ( v ) {
  1366. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1367. },
  1368. fromArray: function ( array, offset ) {
  1369. if ( offset === undefined ) offset = 0;
  1370. this.x = array[ offset ];
  1371. this.y = array[ offset + 1 ];
  1372. this.z = array[ offset + 2 ];
  1373. return this;
  1374. },
  1375. toArray: function ( array, offset ) {
  1376. if ( array === undefined ) array = [];
  1377. if ( offset === undefined ) offset = 0;
  1378. array[ offset ] = this.x;
  1379. array[ offset + 1 ] = this.y;
  1380. array[ offset + 2 ] = this.z;
  1381. return array;
  1382. },
  1383. fromBufferAttribute: function ( attribute, index, offset ) {
  1384. if ( offset !== undefined ) {
  1385. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1386. }
  1387. this.x = attribute.getX( index );
  1388. this.y = attribute.getY( index );
  1389. this.z = attribute.getZ( index );
  1390. return this;
  1391. }
  1392. } );
  1393. /**
  1394. * @author alteredq / http://alteredqualia.com/
  1395. * @author WestLangley / http://github.com/WestLangley
  1396. * @author bhouston / http://clara.io
  1397. * @author tschw
  1398. */
  1399. var _vector$1;
  1400. function Matrix3() {
  1401. this.elements = [
  1402. 1, 0, 0,
  1403. 0, 1, 0,
  1404. 0, 0, 1
  1405. ];
  1406. if ( arguments.length > 0 ) {
  1407. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1408. }
  1409. }
  1410. Object.assign( Matrix3.prototype, {
  1411. isMatrix3: true,
  1412. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1413. var te = this.elements;
  1414. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1415. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1416. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1417. return this;
  1418. },
  1419. identity: function () {
  1420. this.set(
  1421. 1, 0, 0,
  1422. 0, 1, 0,
  1423. 0, 0, 1
  1424. );
  1425. return this;
  1426. },
  1427. clone: function () {
  1428. return new this.constructor().fromArray( this.elements );
  1429. },
  1430. copy: function ( m ) {
  1431. var te = this.elements;
  1432. var me = m.elements;
  1433. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1434. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1435. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1436. return this;
  1437. },
  1438. setFromMatrix4: function ( m ) {
  1439. var me = m.elements;
  1440. this.set(
  1441. me[ 0 ], me[ 4 ], me[ 8 ],
  1442. me[ 1 ], me[ 5 ], me[ 9 ],
  1443. me[ 2 ], me[ 6 ], me[ 10 ]
  1444. );
  1445. return this;
  1446. },
  1447. applyToBufferAttribute: function ( attribute ) {
  1448. if ( _vector$1 === undefined ) _vector$1 = new Vector3();
  1449. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1450. _vector$1.x = attribute.getX( i );
  1451. _vector$1.y = attribute.getY( i );
  1452. _vector$1.z = attribute.getZ( i );
  1453. _vector$1.applyMatrix3( this );
  1454. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1455. }
  1456. return attribute;
  1457. },
  1458. multiply: function ( m ) {
  1459. return this.multiplyMatrices( this, m );
  1460. },
  1461. premultiply: function ( m ) {
  1462. return this.multiplyMatrices( m, this );
  1463. },
  1464. multiplyMatrices: function ( a, b ) {
  1465. var ae = a.elements;
  1466. var be = b.elements;
  1467. var te = this.elements;
  1468. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1469. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1470. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1471. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1472. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1473. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1474. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1475. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1476. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1477. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1478. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1479. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1480. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1481. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1482. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1483. return this;
  1484. },
  1485. multiplyScalar: function ( s ) {
  1486. var te = this.elements;
  1487. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1488. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1489. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1490. return this;
  1491. },
  1492. determinant: function () {
  1493. var te = this.elements;
  1494. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1495. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1496. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1497. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1498. },
  1499. getInverse: function ( matrix, throwOnDegenerate ) {
  1500. if ( matrix && matrix.isMatrix4 ) {
  1501. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1502. }
  1503. var me = matrix.elements,
  1504. te = this.elements,
  1505. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1506. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1507. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1508. t11 = n33 * n22 - n32 * n23,
  1509. t12 = n32 * n13 - n33 * n12,
  1510. t13 = n23 * n12 - n22 * n13,
  1511. det = n11 * t11 + n21 * t12 + n31 * t13;
  1512. if ( det === 0 ) {
  1513. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1514. if ( throwOnDegenerate === true ) {
  1515. throw new Error( msg );
  1516. } else {
  1517. console.warn( msg );
  1518. }
  1519. return this.identity();
  1520. }
  1521. var detInv = 1 / det;
  1522. te[ 0 ] = t11 * detInv;
  1523. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1524. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1525. te[ 3 ] = t12 * detInv;
  1526. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1527. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1528. te[ 6 ] = t13 * detInv;
  1529. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1530. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1531. return this;
  1532. },
  1533. transpose: function () {
  1534. var tmp, m = this.elements;
  1535. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1536. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1537. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1538. return this;
  1539. },
  1540. getNormalMatrix: function ( matrix4 ) {
  1541. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1542. },
  1543. transposeIntoArray: function ( r ) {
  1544. var m = this.elements;
  1545. r[ 0 ] = m[ 0 ];
  1546. r[ 1 ] = m[ 3 ];
  1547. r[ 2 ] = m[ 6 ];
  1548. r[ 3 ] = m[ 1 ];
  1549. r[ 4 ] = m[ 4 ];
  1550. r[ 5 ] = m[ 7 ];
  1551. r[ 6 ] = m[ 2 ];
  1552. r[ 7 ] = m[ 5 ];
  1553. r[ 8 ] = m[ 8 ];
  1554. return this;
  1555. },
  1556. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1557. var c = Math.cos( rotation );
  1558. var s = Math.sin( rotation );
  1559. this.set(
  1560. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1561. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1562. 0, 0, 1
  1563. );
  1564. },
  1565. scale: function ( sx, sy ) {
  1566. var te = this.elements;
  1567. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1568. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1569. return this;
  1570. },
  1571. rotate: function ( theta ) {
  1572. var c = Math.cos( theta );
  1573. var s = Math.sin( theta );
  1574. var te = this.elements;
  1575. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1576. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1577. te[ 0 ] = c * a11 + s * a21;
  1578. te[ 3 ] = c * a12 + s * a22;
  1579. te[ 6 ] = c * a13 + s * a23;
  1580. te[ 1 ] = - s * a11 + c * a21;
  1581. te[ 4 ] = - s * a12 + c * a22;
  1582. te[ 7 ] = - s * a13 + c * a23;
  1583. return this;
  1584. },
  1585. translate: function ( tx, ty ) {
  1586. var te = this.elements;
  1587. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1588. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1589. return this;
  1590. },
  1591. equals: function ( matrix ) {
  1592. var te = this.elements;
  1593. var me = matrix.elements;
  1594. for ( var i = 0; i < 9; i ++ ) {
  1595. if ( te[ i ] !== me[ i ] ) return false;
  1596. }
  1597. return true;
  1598. },
  1599. fromArray: function ( array, offset ) {
  1600. if ( offset === undefined ) offset = 0;
  1601. for ( var i = 0; i < 9; i ++ ) {
  1602. this.elements[ i ] = array[ i + offset ];
  1603. }
  1604. return this;
  1605. },
  1606. toArray: function ( array, offset ) {
  1607. if ( array === undefined ) array = [];
  1608. if ( offset === undefined ) offset = 0;
  1609. var te = this.elements;
  1610. array[ offset ] = te[ 0 ];
  1611. array[ offset + 1 ] = te[ 1 ];
  1612. array[ offset + 2 ] = te[ 2 ];
  1613. array[ offset + 3 ] = te[ 3 ];
  1614. array[ offset + 4 ] = te[ 4 ];
  1615. array[ offset + 5 ] = te[ 5 ];
  1616. array[ offset + 6 ] = te[ 6 ];
  1617. array[ offset + 7 ] = te[ 7 ];
  1618. array[ offset + 8 ] = te[ 8 ];
  1619. return array;
  1620. }
  1621. } );
  1622. /**
  1623. * @author mrdoob / http://mrdoob.com/
  1624. * @author alteredq / http://alteredqualia.com/
  1625. * @author szimek / https://github.com/szimek/
  1626. */
  1627. var _canvas;
  1628. var ImageUtils = {
  1629. getDataURL: function ( image ) {
  1630. var canvas;
  1631. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1632. return image.src;
  1633. } else if ( image instanceof HTMLCanvasElement ) {
  1634. canvas = image;
  1635. } else {
  1636. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1637. _canvas.width = image.width;
  1638. _canvas.height = image.height;
  1639. var context = _canvas.getContext( '2d' );
  1640. if ( image instanceof ImageData ) {
  1641. context.putImageData( image, 0, 0 );
  1642. } else {
  1643. context.drawImage( image, 0, 0, image.width, image.height );
  1644. }
  1645. canvas = _canvas;
  1646. }
  1647. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1648. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1649. } else {
  1650. return canvas.toDataURL( 'image/png' );
  1651. }
  1652. }
  1653. };
  1654. /**
  1655. * @author mrdoob / http://mrdoob.com/
  1656. * @author alteredq / http://alteredqualia.com/
  1657. * @author szimek / https://github.com/szimek/
  1658. */
  1659. var textureId = 0;
  1660. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1661. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1662. this.uuid = _Math.generateUUID();
  1663. this.name = '';
  1664. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1665. this.mipmaps = [];
  1666. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1667. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1668. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1669. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1670. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1671. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1672. this.format = format !== undefined ? format : RGBAFormat;
  1673. this.type = type !== undefined ? type : UnsignedByteType;
  1674. this.offset = new Vector2( 0, 0 );
  1675. this.repeat = new Vector2( 1, 1 );
  1676. this.center = new Vector2( 0, 0 );
  1677. this.rotation = 0;
  1678. this.matrixAutoUpdate = true;
  1679. this.matrix = new Matrix3();
  1680. this.generateMipmaps = true;
  1681. this.premultiplyAlpha = false;
  1682. this.flipY = true;
  1683. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1684. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1685. //
  1686. // Also changing the encoding after already used by a Material will not automatically make the Material
  1687. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1688. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1689. this.version = 0;
  1690. this.onUpdate = null;
  1691. }
  1692. Texture.DEFAULT_IMAGE = undefined;
  1693. Texture.DEFAULT_MAPPING = UVMapping;
  1694. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1695. constructor: Texture,
  1696. isTexture: true,
  1697. updateMatrix: function () {
  1698. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1699. },
  1700. clone: function () {
  1701. return new this.constructor().copy( this );
  1702. },
  1703. copy: function ( source ) {
  1704. this.name = source.name;
  1705. this.image = source.image;
  1706. this.mipmaps = source.mipmaps.slice( 0 );
  1707. this.mapping = source.mapping;
  1708. this.wrapS = source.wrapS;
  1709. this.wrapT = source.wrapT;
  1710. this.magFilter = source.magFilter;
  1711. this.minFilter = source.minFilter;
  1712. this.anisotropy = source.anisotropy;
  1713. this.format = source.format;
  1714. this.type = source.type;
  1715. this.offset.copy( source.offset );
  1716. this.repeat.copy( source.repeat );
  1717. this.center.copy( source.center );
  1718. this.rotation = source.rotation;
  1719. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1720. this.matrix.copy( source.matrix );
  1721. this.generateMipmaps = source.generateMipmaps;
  1722. this.premultiplyAlpha = source.premultiplyAlpha;
  1723. this.flipY = source.flipY;
  1724. this.unpackAlignment = source.unpackAlignment;
  1725. this.encoding = source.encoding;
  1726. return this;
  1727. },
  1728. toJSON: function ( meta ) {
  1729. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1730. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1731. return meta.textures[ this.uuid ];
  1732. }
  1733. var output = {
  1734. metadata: {
  1735. version: 4.5,
  1736. type: 'Texture',
  1737. generator: 'Texture.toJSON'
  1738. },
  1739. uuid: this.uuid,
  1740. name: this.name,
  1741. mapping: this.mapping,
  1742. repeat: [ this.repeat.x, this.repeat.y ],
  1743. offset: [ this.offset.x, this.offset.y ],
  1744. center: [ this.center.x, this.center.y ],
  1745. rotation: this.rotation,
  1746. wrap: [ this.wrapS, this.wrapT ],
  1747. format: this.format,
  1748. type: this.type,
  1749. encoding: this.encoding,
  1750. minFilter: this.minFilter,
  1751. magFilter: this.magFilter,
  1752. anisotropy: this.anisotropy,
  1753. flipY: this.flipY,
  1754. premultiplyAlpha: this.premultiplyAlpha,
  1755. unpackAlignment: this.unpackAlignment
  1756. };
  1757. if ( this.image !== undefined ) {
  1758. // TODO: Move to THREE.Image
  1759. var image = this.image;
  1760. if ( image.uuid === undefined ) {
  1761. image.uuid = _Math.generateUUID(); // UGH
  1762. }
  1763. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1764. var url;
  1765. if ( Array.isArray( image ) ) {
  1766. // process array of images e.g. CubeTexture
  1767. url = [];
  1768. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1769. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1770. }
  1771. } else {
  1772. // process single image
  1773. url = ImageUtils.getDataURL( image );
  1774. }
  1775. meta.images[ image.uuid ] = {
  1776. uuid: image.uuid,
  1777. url: url
  1778. };
  1779. }
  1780. output.image = image.uuid;
  1781. }
  1782. if ( ! isRootObject ) {
  1783. meta.textures[ this.uuid ] = output;
  1784. }
  1785. return output;
  1786. },
  1787. dispose: function () {
  1788. this.dispatchEvent( { type: 'dispose' } );
  1789. },
  1790. transformUv: function ( uv ) {
  1791. if ( this.mapping !== UVMapping ) return uv;
  1792. uv.applyMatrix3( this.matrix );
  1793. if ( uv.x < 0 || uv.x > 1 ) {
  1794. switch ( this.wrapS ) {
  1795. case RepeatWrapping:
  1796. uv.x = uv.x - Math.floor( uv.x );
  1797. break;
  1798. case ClampToEdgeWrapping:
  1799. uv.x = uv.x < 0 ? 0 : 1;
  1800. break;
  1801. case MirroredRepeatWrapping:
  1802. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1803. uv.x = Math.ceil( uv.x ) - uv.x;
  1804. } else {
  1805. uv.x = uv.x - Math.floor( uv.x );
  1806. }
  1807. break;
  1808. }
  1809. }
  1810. if ( uv.y < 0 || uv.y > 1 ) {
  1811. switch ( this.wrapT ) {
  1812. case RepeatWrapping:
  1813. uv.y = uv.y - Math.floor( uv.y );
  1814. break;
  1815. case ClampToEdgeWrapping:
  1816. uv.y = uv.y < 0 ? 0 : 1;
  1817. break;
  1818. case MirroredRepeatWrapping:
  1819. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1820. uv.y = Math.ceil( uv.y ) - uv.y;
  1821. } else {
  1822. uv.y = uv.y - Math.floor( uv.y );
  1823. }
  1824. break;
  1825. }
  1826. }
  1827. if ( this.flipY ) {
  1828. uv.y = 1 - uv.y;
  1829. }
  1830. return uv;
  1831. }
  1832. } );
  1833. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1834. set: function ( value ) {
  1835. if ( value === true ) this.version ++;
  1836. }
  1837. } );
  1838. /**
  1839. * @author supereggbert / http://www.paulbrunt.co.uk/
  1840. * @author philogb / http://blog.thejit.org/
  1841. * @author mikael emtinger / http://gomo.se/
  1842. * @author egraether / http://egraether.com/
  1843. * @author WestLangley / http://github.com/WestLangley
  1844. */
  1845. function Vector4( x, y, z, w ) {
  1846. this.x = x || 0;
  1847. this.y = y || 0;
  1848. this.z = z || 0;
  1849. this.w = ( w !== undefined ) ? w : 1;
  1850. }
  1851. Object.defineProperties( Vector4.prototype, {
  1852. "width": {
  1853. get: function () {
  1854. return this.z;
  1855. },
  1856. set: function ( value ) {
  1857. this.z = value;
  1858. }
  1859. },
  1860. "height": {
  1861. get: function () {
  1862. return this.w;
  1863. },
  1864. set: function ( value ) {
  1865. this.w = value;
  1866. }
  1867. }
  1868. } );
  1869. Object.assign( Vector4.prototype, {
  1870. isVector4: true,
  1871. set: function ( x, y, z, w ) {
  1872. this.x = x;
  1873. this.y = y;
  1874. this.z = z;
  1875. this.w = w;
  1876. return this;
  1877. },
  1878. setScalar: function ( scalar ) {
  1879. this.x = scalar;
  1880. this.y = scalar;
  1881. this.z = scalar;
  1882. this.w = scalar;
  1883. return this;
  1884. },
  1885. setX: function ( x ) {
  1886. this.x = x;
  1887. return this;
  1888. },
  1889. setY: function ( y ) {
  1890. this.y = y;
  1891. return this;
  1892. },
  1893. setZ: function ( z ) {
  1894. this.z = z;
  1895. return this;
  1896. },
  1897. setW: function ( w ) {
  1898. this.w = w;
  1899. return this;
  1900. },
  1901. setComponent: function ( index, value ) {
  1902. switch ( index ) {
  1903. case 0: this.x = value; break;
  1904. case 1: this.y = value; break;
  1905. case 2: this.z = value; break;
  1906. case 3: this.w = value; break;
  1907. default: throw new Error( 'index is out of range: ' + index );
  1908. }
  1909. return this;
  1910. },
  1911. getComponent: function ( index ) {
  1912. switch ( index ) {
  1913. case 0: return this.x;
  1914. case 1: return this.y;
  1915. case 2: return this.z;
  1916. case 3: return this.w;
  1917. default: throw new Error( 'index is out of range: ' + index );
  1918. }
  1919. },
  1920. clone: function () {
  1921. return new this.constructor( this.x, this.y, this.z, this.w );
  1922. },
  1923. copy: function ( v ) {
  1924. this.x = v.x;
  1925. this.y = v.y;
  1926. this.z = v.z;
  1927. this.w = ( v.w !== undefined ) ? v.w : 1;
  1928. return this;
  1929. },
  1930. add: function ( v, w ) {
  1931. if ( w !== undefined ) {
  1932. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1933. return this.addVectors( v, w );
  1934. }
  1935. this.x += v.x;
  1936. this.y += v.y;
  1937. this.z += v.z;
  1938. this.w += v.w;
  1939. return this;
  1940. },
  1941. addScalar: function ( s ) {
  1942. this.x += s;
  1943. this.y += s;
  1944. this.z += s;
  1945. this.w += s;
  1946. return this;
  1947. },
  1948. addVectors: function ( a, b ) {
  1949. this.x = a.x + b.x;
  1950. this.y = a.y + b.y;
  1951. this.z = a.z + b.z;
  1952. this.w = a.w + b.w;
  1953. return this;
  1954. },
  1955. addScaledVector: function ( v, s ) {
  1956. this.x += v.x * s;
  1957. this.y += v.y * s;
  1958. this.z += v.z * s;
  1959. this.w += v.w * s;
  1960. return this;
  1961. },
  1962. sub: function ( v, w ) {
  1963. if ( w !== undefined ) {
  1964. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1965. return this.subVectors( v, w );
  1966. }
  1967. this.x -= v.x;
  1968. this.y -= v.y;
  1969. this.z -= v.z;
  1970. this.w -= v.w;
  1971. return this;
  1972. },
  1973. subScalar: function ( s ) {
  1974. this.x -= s;
  1975. this.y -= s;
  1976. this.z -= s;
  1977. this.w -= s;
  1978. return this;
  1979. },
  1980. subVectors: function ( a, b ) {
  1981. this.x = a.x - b.x;
  1982. this.y = a.y - b.y;
  1983. this.z = a.z - b.z;
  1984. this.w = a.w - b.w;
  1985. return this;
  1986. },
  1987. multiplyScalar: function ( scalar ) {
  1988. this.x *= scalar;
  1989. this.y *= scalar;
  1990. this.z *= scalar;
  1991. this.w *= scalar;
  1992. return this;
  1993. },
  1994. applyMatrix4: function ( m ) {
  1995. var x = this.x, y = this.y, z = this.z, w = this.w;
  1996. var e = m.elements;
  1997. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1998. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1999. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2000. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2001. return this;
  2002. },
  2003. divideScalar: function ( scalar ) {
  2004. return this.multiplyScalar( 1 / scalar );
  2005. },
  2006. setAxisAngleFromQuaternion: function ( q ) {
  2007. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2008. // q is assumed to be normalized
  2009. this.w = 2 * Math.acos( q.w );
  2010. var s = Math.sqrt( 1 - q.w * q.w );
  2011. if ( s < 0.0001 ) {
  2012. this.x = 1;
  2013. this.y = 0;
  2014. this.z = 0;
  2015. } else {
  2016. this.x = q.x / s;
  2017. this.y = q.y / s;
  2018. this.z = q.z / s;
  2019. }
  2020. return this;
  2021. },
  2022. setAxisAngleFromRotationMatrix: function ( m ) {
  2023. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2024. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2025. var angle, x, y, z, // variables for result
  2026. epsilon = 0.01, // margin to allow for rounding errors
  2027. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2028. te = m.elements,
  2029. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2030. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2031. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2032. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2033. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2034. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2035. // singularity found
  2036. // first check for identity matrix which must have +1 for all terms
  2037. // in leading diagonal and zero in other terms
  2038. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2039. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2040. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2041. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2042. // this singularity is identity matrix so angle = 0
  2043. this.set( 1, 0, 0, 0 );
  2044. return this; // zero angle, arbitrary axis
  2045. }
  2046. // otherwise this singularity is angle = 180
  2047. angle = Math.PI;
  2048. var xx = ( m11 + 1 ) / 2;
  2049. var yy = ( m22 + 1 ) / 2;
  2050. var zz = ( m33 + 1 ) / 2;
  2051. var xy = ( m12 + m21 ) / 4;
  2052. var xz = ( m13 + m31 ) / 4;
  2053. var yz = ( m23 + m32 ) / 4;
  2054. if ( ( xx > yy ) && ( xx > zz ) ) {
  2055. // m11 is the largest diagonal term
  2056. if ( xx < epsilon ) {
  2057. x = 0;
  2058. y = 0.707106781;
  2059. z = 0.707106781;
  2060. } else {
  2061. x = Math.sqrt( xx );
  2062. y = xy / x;
  2063. z = xz / x;
  2064. }
  2065. } else if ( yy > zz ) {
  2066. // m22 is the largest diagonal term
  2067. if ( yy < epsilon ) {
  2068. x = 0.707106781;
  2069. y = 0;
  2070. z = 0.707106781;
  2071. } else {
  2072. y = Math.sqrt( yy );
  2073. x = xy / y;
  2074. z = yz / y;
  2075. }
  2076. } else {
  2077. // m33 is the largest diagonal term so base result on this
  2078. if ( zz < epsilon ) {
  2079. x = 0.707106781;
  2080. y = 0.707106781;
  2081. z = 0;
  2082. } else {
  2083. z = Math.sqrt( zz );
  2084. x = xz / z;
  2085. y = yz / z;
  2086. }
  2087. }
  2088. this.set( x, y, z, angle );
  2089. return this; // return 180 deg rotation
  2090. }
  2091. // as we have reached here there are no singularities so we can handle normally
  2092. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2093. ( m13 - m31 ) * ( m13 - m31 ) +
  2094. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2095. if ( Math.abs( s ) < 0.001 ) s = 1;
  2096. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2097. // caught by singularity test above, but I've left it in just in case
  2098. this.x = ( m32 - m23 ) / s;
  2099. this.y = ( m13 - m31 ) / s;
  2100. this.z = ( m21 - m12 ) / s;
  2101. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2102. return this;
  2103. },
  2104. min: function ( v ) {
  2105. this.x = Math.min( this.x, v.x );
  2106. this.y = Math.min( this.y, v.y );
  2107. this.z = Math.min( this.z, v.z );
  2108. this.w = Math.min( this.w, v.w );
  2109. return this;
  2110. },
  2111. max: function ( v ) {
  2112. this.x = Math.max( this.x, v.x );
  2113. this.y = Math.max( this.y, v.y );
  2114. this.z = Math.max( this.z, v.z );
  2115. this.w = Math.max( this.w, v.w );
  2116. return this;
  2117. },
  2118. clamp: function ( min, max ) {
  2119. // assumes min < max, componentwise
  2120. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2121. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2122. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2123. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2124. return this;
  2125. },
  2126. clampScalar: function ( minVal, maxVal ) {
  2127. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2128. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2129. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2130. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2131. return this;
  2132. },
  2133. clampLength: function ( min, max ) {
  2134. var length = this.length();
  2135. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2136. },
  2137. floor: function () {
  2138. this.x = Math.floor( this.x );
  2139. this.y = Math.floor( this.y );
  2140. this.z = Math.floor( this.z );
  2141. this.w = Math.floor( this.w );
  2142. return this;
  2143. },
  2144. ceil: function () {
  2145. this.x = Math.ceil( this.x );
  2146. this.y = Math.ceil( this.y );
  2147. this.z = Math.ceil( this.z );
  2148. this.w = Math.ceil( this.w );
  2149. return this;
  2150. },
  2151. round: function () {
  2152. this.x = Math.round( this.x );
  2153. this.y = Math.round( this.y );
  2154. this.z = Math.round( this.z );
  2155. this.w = Math.round( this.w );
  2156. return this;
  2157. },
  2158. roundToZero: function () {
  2159. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2160. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2161. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2162. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2163. return this;
  2164. },
  2165. negate: function () {
  2166. this.x = - this.x;
  2167. this.y = - this.y;
  2168. this.z = - this.z;
  2169. this.w = - this.w;
  2170. return this;
  2171. },
  2172. dot: function ( v ) {
  2173. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2174. },
  2175. lengthSq: function () {
  2176. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2177. },
  2178. length: function () {
  2179. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2180. },
  2181. manhattanLength: function () {
  2182. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2183. },
  2184. normalize: function () {
  2185. return this.divideScalar( this.length() || 1 );
  2186. },
  2187. setLength: function ( length ) {
  2188. return this.normalize().multiplyScalar( length );
  2189. },
  2190. lerp: function ( v, alpha ) {
  2191. this.x += ( v.x - this.x ) * alpha;
  2192. this.y += ( v.y - this.y ) * alpha;
  2193. this.z += ( v.z - this.z ) * alpha;
  2194. this.w += ( v.w - this.w ) * alpha;
  2195. return this;
  2196. },
  2197. lerpVectors: function ( v1, v2, alpha ) {
  2198. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2199. },
  2200. equals: function ( v ) {
  2201. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2202. },
  2203. fromArray: function ( array, offset ) {
  2204. if ( offset === undefined ) offset = 0;
  2205. this.x = array[ offset ];
  2206. this.y = array[ offset + 1 ];
  2207. this.z = array[ offset + 2 ];
  2208. this.w = array[ offset + 3 ];
  2209. return this;
  2210. },
  2211. toArray: function ( array, offset ) {
  2212. if ( array === undefined ) array = [];
  2213. if ( offset === undefined ) offset = 0;
  2214. array[ offset ] = this.x;
  2215. array[ offset + 1 ] = this.y;
  2216. array[ offset + 2 ] = this.z;
  2217. array[ offset + 3 ] = this.w;
  2218. return array;
  2219. },
  2220. fromBufferAttribute: function ( attribute, index, offset ) {
  2221. if ( offset !== undefined ) {
  2222. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2223. }
  2224. this.x = attribute.getX( index );
  2225. this.y = attribute.getY( index );
  2226. this.z = attribute.getZ( index );
  2227. this.w = attribute.getW( index );
  2228. return this;
  2229. }
  2230. } );
  2231. /**
  2232. * @author szimek / https://github.com/szimek/
  2233. * @author alteredq / http://alteredqualia.com/
  2234. * @author Marius Kintel / https://github.com/kintel
  2235. */
  2236. /*
  2237. In options, we can specify:
  2238. * Texture parameters for an auto-generated target texture
  2239. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2240. */
  2241. function WebGLRenderTarget( width, height, options ) {
  2242. this.width = width;
  2243. this.height = height;
  2244. this.scissor = new Vector4( 0, 0, width, height );
  2245. this.scissorTest = false;
  2246. this.viewport = new Vector4( 0, 0, width, height );
  2247. options = options || {};
  2248. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2249. this.texture.image = {};
  2250. this.texture.image.width = width;
  2251. this.texture.image.height = height;
  2252. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2253. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2254. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2255. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2256. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2257. }
  2258. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2259. constructor: WebGLRenderTarget,
  2260. isWebGLRenderTarget: true,
  2261. setSize: function ( width, height ) {
  2262. if ( this.width !== width || this.height !== height ) {
  2263. this.width = width;
  2264. this.height = height;
  2265. this.texture.image.width = width;
  2266. this.texture.image.height = height;
  2267. this.dispose();
  2268. }
  2269. this.viewport.set( 0, 0, width, height );
  2270. this.scissor.set( 0, 0, width, height );
  2271. },
  2272. clone: function () {
  2273. return new this.constructor().copy( this );
  2274. },
  2275. copy: function ( source ) {
  2276. this.width = source.width;
  2277. this.height = source.height;
  2278. this.viewport.copy( source.viewport );
  2279. this.texture = source.texture.clone();
  2280. this.depthBuffer = source.depthBuffer;
  2281. this.stencilBuffer = source.stencilBuffer;
  2282. this.depthTexture = source.depthTexture;
  2283. return this;
  2284. },
  2285. dispose: function () {
  2286. this.dispatchEvent( { type: 'dispose' } );
  2287. }
  2288. } );
  2289. /**
  2290. * @author Mugen87 / https://github.com/Mugen87
  2291. * @author Matt DesLauriers / @mattdesl
  2292. */
  2293. function WebGLMultisampleRenderTarget( width, height, options ) {
  2294. WebGLRenderTarget.call( this, width, height, options );
  2295. this.samples = 4;
  2296. }
  2297. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2298. constructor: WebGLMultisampleRenderTarget,
  2299. isWebGLMultisampleRenderTarget: true,
  2300. copy: function ( source ) {
  2301. WebGLRenderTarget.prototype.copy.call( this, source );
  2302. this.samples = source.samples;
  2303. return this;
  2304. }
  2305. } );
  2306. /**
  2307. * @author mrdoob / http://mrdoob.com/
  2308. * @author supereggbert / http://www.paulbrunt.co.uk/
  2309. * @author philogb / http://blog.thejit.org/
  2310. * @author jordi_ros / http://plattsoft.com
  2311. * @author D1plo1d / http://github.com/D1plo1d
  2312. * @author alteredq / http://alteredqualia.com/
  2313. * @author mikael emtinger / http://gomo.se/
  2314. * @author timknip / http://www.floorplanner.com/
  2315. * @author bhouston / http://clara.io
  2316. * @author WestLangley / http://github.com/WestLangley
  2317. */
  2318. var _v1, _m1;
  2319. var _zero, _one;
  2320. var _x, _y, _z;
  2321. function Matrix4() {
  2322. this.elements = [
  2323. 1, 0, 0, 0,
  2324. 0, 1, 0, 0,
  2325. 0, 0, 1, 0,
  2326. 0, 0, 0, 1
  2327. ];
  2328. if ( arguments.length > 0 ) {
  2329. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2330. }
  2331. }
  2332. Object.assign( Matrix4.prototype, {
  2333. isMatrix4: true,
  2334. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2335. var te = this.elements;
  2336. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2337. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2338. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2339. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2340. return this;
  2341. },
  2342. identity: function () {
  2343. this.set(
  2344. 1, 0, 0, 0,
  2345. 0, 1, 0, 0,
  2346. 0, 0, 1, 0,
  2347. 0, 0, 0, 1
  2348. );
  2349. return this;
  2350. },
  2351. clone: function () {
  2352. return new Matrix4().fromArray( this.elements );
  2353. },
  2354. copy: function ( m ) {
  2355. var te = this.elements;
  2356. var me = m.elements;
  2357. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2358. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2359. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2360. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2361. return this;
  2362. },
  2363. copyPosition: function ( m ) {
  2364. var te = this.elements, me = m.elements;
  2365. te[ 12 ] = me[ 12 ];
  2366. te[ 13 ] = me[ 13 ];
  2367. te[ 14 ] = me[ 14 ];
  2368. return this;
  2369. },
  2370. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2371. xAxis.setFromMatrixColumn( this, 0 );
  2372. yAxis.setFromMatrixColumn( this, 1 );
  2373. zAxis.setFromMatrixColumn( this, 2 );
  2374. return this;
  2375. },
  2376. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2377. this.set(
  2378. xAxis.x, yAxis.x, zAxis.x, 0,
  2379. xAxis.y, yAxis.y, zAxis.y, 0,
  2380. xAxis.z, yAxis.z, zAxis.z, 0,
  2381. 0, 0, 0, 1
  2382. );
  2383. return this;
  2384. },
  2385. extractRotation: function ( m ) {
  2386. if ( _v1 === undefined ) _v1 = new Vector3();
  2387. // this method does not support reflection matrices
  2388. var te = this.elements;
  2389. var me = m.elements;
  2390. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2391. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2392. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2393. te[ 0 ] = me[ 0 ] * scaleX;
  2394. te[ 1 ] = me[ 1 ] * scaleX;
  2395. te[ 2 ] = me[ 2 ] * scaleX;
  2396. te[ 3 ] = 0;
  2397. te[ 4 ] = me[ 4 ] * scaleY;
  2398. te[ 5 ] = me[ 5 ] * scaleY;
  2399. te[ 6 ] = me[ 6 ] * scaleY;
  2400. te[ 7 ] = 0;
  2401. te[ 8 ] = me[ 8 ] * scaleZ;
  2402. te[ 9 ] = me[ 9 ] * scaleZ;
  2403. te[ 10 ] = me[ 10 ] * scaleZ;
  2404. te[ 11 ] = 0;
  2405. te[ 12 ] = 0;
  2406. te[ 13 ] = 0;
  2407. te[ 14 ] = 0;
  2408. te[ 15 ] = 1;
  2409. return this;
  2410. },
  2411. makeRotationFromEuler: function ( euler ) {
  2412. if ( ! ( euler && euler.isEuler ) ) {
  2413. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2414. }
  2415. var te = this.elements;
  2416. var x = euler.x, y = euler.y, z = euler.z;
  2417. var a = Math.cos( x ), b = Math.sin( x );
  2418. var c = Math.cos( y ), d = Math.sin( y );
  2419. var e = Math.cos( z ), f = Math.sin( z );
  2420. if ( euler.order === 'XYZ' ) {
  2421. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2422. te[ 0 ] = c * e;
  2423. te[ 4 ] = - c * f;
  2424. te[ 8 ] = d;
  2425. te[ 1 ] = af + be * d;
  2426. te[ 5 ] = ae - bf * d;
  2427. te[ 9 ] = - b * c;
  2428. te[ 2 ] = bf - ae * d;
  2429. te[ 6 ] = be + af * d;
  2430. te[ 10 ] = a * c;
  2431. } else if ( euler.order === 'YXZ' ) {
  2432. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2433. te[ 0 ] = ce + df * b;
  2434. te[ 4 ] = de * b - cf;
  2435. te[ 8 ] = a * d;
  2436. te[ 1 ] = a * f;
  2437. te[ 5 ] = a * e;
  2438. te[ 9 ] = - b;
  2439. te[ 2 ] = cf * b - de;
  2440. te[ 6 ] = df + ce * b;
  2441. te[ 10 ] = a * c;
  2442. } else if ( euler.order === 'ZXY' ) {
  2443. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2444. te[ 0 ] = ce - df * b;
  2445. te[ 4 ] = - a * f;
  2446. te[ 8 ] = de + cf * b;
  2447. te[ 1 ] = cf + de * b;
  2448. te[ 5 ] = a * e;
  2449. te[ 9 ] = df - ce * b;
  2450. te[ 2 ] = - a * d;
  2451. te[ 6 ] = b;
  2452. te[ 10 ] = a * c;
  2453. } else if ( euler.order === 'ZYX' ) {
  2454. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2455. te[ 0 ] = c * e;
  2456. te[ 4 ] = be * d - af;
  2457. te[ 8 ] = ae * d + bf;
  2458. te[ 1 ] = c * f;
  2459. te[ 5 ] = bf * d + ae;
  2460. te[ 9 ] = af * d - be;
  2461. te[ 2 ] = - d;
  2462. te[ 6 ] = b * c;
  2463. te[ 10 ] = a * c;
  2464. } else if ( euler.order === 'YZX' ) {
  2465. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2466. te[ 0 ] = c * e;
  2467. te[ 4 ] = bd - ac * f;
  2468. te[ 8 ] = bc * f + ad;
  2469. te[ 1 ] = f;
  2470. te[ 5 ] = a * e;
  2471. te[ 9 ] = - b * e;
  2472. te[ 2 ] = - d * e;
  2473. te[ 6 ] = ad * f + bc;
  2474. te[ 10 ] = ac - bd * f;
  2475. } else if ( euler.order === 'XZY' ) {
  2476. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2477. te[ 0 ] = c * e;
  2478. te[ 4 ] = - f;
  2479. te[ 8 ] = d * e;
  2480. te[ 1 ] = ac * f + bd;
  2481. te[ 5 ] = a * e;
  2482. te[ 9 ] = ad * f - bc;
  2483. te[ 2 ] = bc * f - ad;
  2484. te[ 6 ] = b * e;
  2485. te[ 10 ] = bd * f + ac;
  2486. }
  2487. // bottom row
  2488. te[ 3 ] = 0;
  2489. te[ 7 ] = 0;
  2490. te[ 11 ] = 0;
  2491. // last column
  2492. te[ 12 ] = 0;
  2493. te[ 13 ] = 0;
  2494. te[ 14 ] = 0;
  2495. te[ 15 ] = 1;
  2496. return this;
  2497. },
  2498. makeRotationFromQuaternion: function ( q ) {
  2499. if ( _zero === undefined ) {
  2500. _zero = new Vector3( 0, 0, 0 );
  2501. _one = new Vector3( 1, 1, 1 );
  2502. }
  2503. return this.compose( _zero, q, _one );
  2504. },
  2505. lookAt: function ( eye, target, up ) {
  2506. if ( _x === undefined ) {
  2507. _x = new Vector3();
  2508. _y = new Vector3();
  2509. _z = new Vector3();
  2510. }
  2511. var te = this.elements;
  2512. _z.subVectors( eye, target );
  2513. if ( _z.lengthSq() === 0 ) {
  2514. // eye and target are in the same position
  2515. _z.z = 1;
  2516. }
  2517. _z.normalize();
  2518. _x.crossVectors( up, _z );
  2519. if ( _x.lengthSq() === 0 ) {
  2520. // up and z are parallel
  2521. if ( Math.abs( up.z ) === 1 ) {
  2522. _z.x += 0.0001;
  2523. } else {
  2524. _z.z += 0.0001;
  2525. }
  2526. _z.normalize();
  2527. _x.crossVectors( up, _z );
  2528. }
  2529. _x.normalize();
  2530. _y.crossVectors( _z, _x );
  2531. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2532. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2533. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2534. return this;
  2535. },
  2536. multiply: function ( m, n ) {
  2537. if ( n !== undefined ) {
  2538. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2539. return this.multiplyMatrices( m, n );
  2540. }
  2541. return this.multiplyMatrices( this, m );
  2542. },
  2543. premultiply: function ( m ) {
  2544. return this.multiplyMatrices( m, this );
  2545. },
  2546. multiplyMatrices: function ( a, b ) {
  2547. var ae = a.elements;
  2548. var be = b.elements;
  2549. var te = this.elements;
  2550. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2551. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2552. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2553. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2554. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2555. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2556. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2557. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2558. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2559. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2560. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2561. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2562. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2563. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2564. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2565. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2566. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2567. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2568. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2569. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2570. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2571. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2572. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2573. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2574. return this;
  2575. },
  2576. multiplyScalar: function ( s ) {
  2577. var te = this.elements;
  2578. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2579. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2580. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2581. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2582. return this;
  2583. },
  2584. applyToBufferAttribute: function ( attribute ) {
  2585. if ( _v1 === undefined ) _v1 = new Vector3();
  2586. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2587. _v1.x = attribute.getX( i );
  2588. _v1.y = attribute.getY( i );
  2589. _v1.z = attribute.getZ( i );
  2590. _v1.applyMatrix4( this );
  2591. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2592. }
  2593. return attribute;
  2594. },
  2595. determinant: function () {
  2596. var te = this.elements;
  2597. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2598. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2599. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2600. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2601. //TODO: make this more efficient
  2602. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2603. return (
  2604. n41 * (
  2605. + n14 * n23 * n32
  2606. - n13 * n24 * n32
  2607. - n14 * n22 * n33
  2608. + n12 * n24 * n33
  2609. + n13 * n22 * n34
  2610. - n12 * n23 * n34
  2611. ) +
  2612. n42 * (
  2613. + n11 * n23 * n34
  2614. - n11 * n24 * n33
  2615. + n14 * n21 * n33
  2616. - n13 * n21 * n34
  2617. + n13 * n24 * n31
  2618. - n14 * n23 * n31
  2619. ) +
  2620. n43 * (
  2621. + n11 * n24 * n32
  2622. - n11 * n22 * n34
  2623. - n14 * n21 * n32
  2624. + n12 * n21 * n34
  2625. + n14 * n22 * n31
  2626. - n12 * n24 * n31
  2627. ) +
  2628. n44 * (
  2629. - n13 * n22 * n31
  2630. - n11 * n23 * n32
  2631. + n11 * n22 * n33
  2632. + n13 * n21 * n32
  2633. - n12 * n21 * n33
  2634. + n12 * n23 * n31
  2635. )
  2636. );
  2637. },
  2638. transpose: function () {
  2639. var te = this.elements;
  2640. var tmp;
  2641. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2642. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2643. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2644. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2645. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2646. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2647. return this;
  2648. },
  2649. setPosition: function ( x, y, z ) {
  2650. var te = this.elements;
  2651. if ( x.isVector3 ) {
  2652. te[ 12 ] = x.x;
  2653. te[ 13 ] = x.y;
  2654. te[ 14 ] = x.z;
  2655. } else {
  2656. te[ 12 ] = x;
  2657. te[ 13 ] = y;
  2658. te[ 14 ] = z;
  2659. }
  2660. return this;
  2661. },
  2662. getInverse: function ( m, throwOnDegenerate ) {
  2663. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2664. var te = this.elements,
  2665. me = m.elements,
  2666. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2667. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2668. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2669. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2670. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2671. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2672. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2673. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2674. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2675. if ( det === 0 ) {
  2676. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2677. if ( throwOnDegenerate === true ) {
  2678. throw new Error( msg );
  2679. } else {
  2680. console.warn( msg );
  2681. }
  2682. return this.identity();
  2683. }
  2684. var detInv = 1 / det;
  2685. te[ 0 ] = t11 * detInv;
  2686. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2687. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2688. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2689. te[ 4 ] = t12 * detInv;
  2690. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2691. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2692. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2693. te[ 8 ] = t13 * detInv;
  2694. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2695. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2696. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2697. te[ 12 ] = t14 * detInv;
  2698. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2699. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2700. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2701. return this;
  2702. },
  2703. scale: function ( v ) {
  2704. var te = this.elements;
  2705. var x = v.x, y = v.y, z = v.z;
  2706. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2707. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2708. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2709. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2710. return this;
  2711. },
  2712. getMaxScaleOnAxis: function () {
  2713. var te = this.elements;
  2714. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2715. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2716. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2717. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2718. },
  2719. makeTranslation: function ( x, y, z ) {
  2720. this.set(
  2721. 1, 0, 0, x,
  2722. 0, 1, 0, y,
  2723. 0, 0, 1, z,
  2724. 0, 0, 0, 1
  2725. );
  2726. return this;
  2727. },
  2728. makeRotationX: function ( theta ) {
  2729. var c = Math.cos( theta ), s = Math.sin( theta );
  2730. this.set(
  2731. 1, 0, 0, 0,
  2732. 0, c, - s, 0,
  2733. 0, s, c, 0,
  2734. 0, 0, 0, 1
  2735. );
  2736. return this;
  2737. },
  2738. makeRotationY: function ( theta ) {
  2739. var c = Math.cos( theta ), s = Math.sin( theta );
  2740. this.set(
  2741. c, 0, s, 0,
  2742. 0, 1, 0, 0,
  2743. - s, 0, c, 0,
  2744. 0, 0, 0, 1
  2745. );
  2746. return this;
  2747. },
  2748. makeRotationZ: function ( theta ) {
  2749. var c = Math.cos( theta ), s = Math.sin( theta );
  2750. this.set(
  2751. c, - s, 0, 0,
  2752. s, c, 0, 0,
  2753. 0, 0, 1, 0,
  2754. 0, 0, 0, 1
  2755. );
  2756. return this;
  2757. },
  2758. makeRotationAxis: function ( axis, angle ) {
  2759. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2760. var c = Math.cos( angle );
  2761. var s = Math.sin( angle );
  2762. var t = 1 - c;
  2763. var x = axis.x, y = axis.y, z = axis.z;
  2764. var tx = t * x, ty = t * y;
  2765. this.set(
  2766. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2767. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2768. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2769. 0, 0, 0, 1
  2770. );
  2771. return this;
  2772. },
  2773. makeScale: function ( x, y, z ) {
  2774. this.set(
  2775. x, 0, 0, 0,
  2776. 0, y, 0, 0,
  2777. 0, 0, z, 0,
  2778. 0, 0, 0, 1
  2779. );
  2780. return this;
  2781. },
  2782. makeShear: function ( x, y, z ) {
  2783. this.set(
  2784. 1, y, z, 0,
  2785. x, 1, z, 0,
  2786. x, y, 1, 0,
  2787. 0, 0, 0, 1
  2788. );
  2789. return this;
  2790. },
  2791. compose: function ( position, quaternion, scale ) {
  2792. var te = this.elements;
  2793. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2794. var x2 = x + x, y2 = y + y, z2 = z + z;
  2795. var xx = x * x2, xy = x * y2, xz = x * z2;
  2796. var yy = y * y2, yz = y * z2, zz = z * z2;
  2797. var wx = w * x2, wy = w * y2, wz = w * z2;
  2798. var sx = scale.x, sy = scale.y, sz = scale.z;
  2799. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2800. te[ 1 ] = ( xy + wz ) * sx;
  2801. te[ 2 ] = ( xz - wy ) * sx;
  2802. te[ 3 ] = 0;
  2803. te[ 4 ] = ( xy - wz ) * sy;
  2804. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2805. te[ 6 ] = ( yz + wx ) * sy;
  2806. te[ 7 ] = 0;
  2807. te[ 8 ] = ( xz + wy ) * sz;
  2808. te[ 9 ] = ( yz - wx ) * sz;
  2809. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2810. te[ 11 ] = 0;
  2811. te[ 12 ] = position.x;
  2812. te[ 13 ] = position.y;
  2813. te[ 14 ] = position.z;
  2814. te[ 15 ] = 1;
  2815. return this;
  2816. },
  2817. decompose: function ( position, quaternion, scale ) {
  2818. if ( _m1 === undefined ) {
  2819. _m1 = new Matrix4();
  2820. _v1 = new Vector3();
  2821. }
  2822. var te = this.elements;
  2823. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2824. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2825. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2826. // if determine is negative, we need to invert one scale
  2827. var det = this.determinant();
  2828. if ( det < 0 ) sx = - sx;
  2829. position.x = te[ 12 ];
  2830. position.y = te[ 13 ];
  2831. position.z = te[ 14 ];
  2832. // scale the rotation part
  2833. _m1.copy( this );
  2834. var invSX = 1 / sx;
  2835. var invSY = 1 / sy;
  2836. var invSZ = 1 / sz;
  2837. _m1.elements[ 0 ] *= invSX;
  2838. _m1.elements[ 1 ] *= invSX;
  2839. _m1.elements[ 2 ] *= invSX;
  2840. _m1.elements[ 4 ] *= invSY;
  2841. _m1.elements[ 5 ] *= invSY;
  2842. _m1.elements[ 6 ] *= invSY;
  2843. _m1.elements[ 8 ] *= invSZ;
  2844. _m1.elements[ 9 ] *= invSZ;
  2845. _m1.elements[ 10 ] *= invSZ;
  2846. quaternion.setFromRotationMatrix( _m1 );
  2847. scale.x = sx;
  2848. scale.y = sy;
  2849. scale.z = sz;
  2850. return this;
  2851. },
  2852. makePerspective: function ( left, right, top, bottom, near, far ) {
  2853. if ( far === undefined ) {
  2854. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2855. }
  2856. var te = this.elements;
  2857. var x = 2 * near / ( right - left );
  2858. var y = 2 * near / ( top - bottom );
  2859. var a = ( right + left ) / ( right - left );
  2860. var b = ( top + bottom ) / ( top - bottom );
  2861. var c = - ( far + near ) / ( far - near );
  2862. var d = - 2 * far * near / ( far - near );
  2863. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2864. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2865. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2866. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2867. return this;
  2868. },
  2869. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2870. var te = this.elements;
  2871. var w = 1.0 / ( right - left );
  2872. var h = 1.0 / ( top - bottom );
  2873. var p = 1.0 / ( far - near );
  2874. var x = ( right + left ) * w;
  2875. var y = ( top + bottom ) * h;
  2876. var z = ( far + near ) * p;
  2877. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2878. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2879. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2880. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2881. return this;
  2882. },
  2883. equals: function ( matrix ) {
  2884. var te = this.elements;
  2885. var me = matrix.elements;
  2886. for ( var i = 0; i < 16; i ++ ) {
  2887. if ( te[ i ] !== me[ i ] ) return false;
  2888. }
  2889. return true;
  2890. },
  2891. fromArray: function ( array, offset ) {
  2892. if ( offset === undefined ) offset = 0;
  2893. for ( var i = 0; i < 16; i ++ ) {
  2894. this.elements[ i ] = array[ i + offset ];
  2895. }
  2896. return this;
  2897. },
  2898. toArray: function ( array, offset ) {
  2899. if ( array === undefined ) array = [];
  2900. if ( offset === undefined ) offset = 0;
  2901. var te = this.elements;
  2902. array[ offset ] = te[ 0 ];
  2903. array[ offset + 1 ] = te[ 1 ];
  2904. array[ offset + 2 ] = te[ 2 ];
  2905. array[ offset + 3 ] = te[ 3 ];
  2906. array[ offset + 4 ] = te[ 4 ];
  2907. array[ offset + 5 ] = te[ 5 ];
  2908. array[ offset + 6 ] = te[ 6 ];
  2909. array[ offset + 7 ] = te[ 7 ];
  2910. array[ offset + 8 ] = te[ 8 ];
  2911. array[ offset + 9 ] = te[ 9 ];
  2912. array[ offset + 10 ] = te[ 10 ];
  2913. array[ offset + 11 ] = te[ 11 ];
  2914. array[ offset + 12 ] = te[ 12 ];
  2915. array[ offset + 13 ] = te[ 13 ];
  2916. array[ offset + 14 ] = te[ 14 ];
  2917. array[ offset + 15 ] = te[ 15 ];
  2918. return array;
  2919. }
  2920. } );
  2921. /**
  2922. * @author mrdoob / http://mrdoob.com/
  2923. * @author WestLangley / http://github.com/WestLangley
  2924. * @author bhouston / http://clara.io
  2925. */
  2926. var _matrix, _quaternion$1;
  2927. function Euler( x, y, z, order ) {
  2928. this._x = x || 0;
  2929. this._y = y || 0;
  2930. this._z = z || 0;
  2931. this._order = order || Euler.DefaultOrder;
  2932. }
  2933. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2934. Euler.DefaultOrder = 'XYZ';
  2935. Object.defineProperties( Euler.prototype, {
  2936. x: {
  2937. get: function () {
  2938. return this._x;
  2939. },
  2940. set: function ( value ) {
  2941. this._x = value;
  2942. this._onChangeCallback();
  2943. }
  2944. },
  2945. y: {
  2946. get: function () {
  2947. return this._y;
  2948. },
  2949. set: function ( value ) {
  2950. this._y = value;
  2951. this._onChangeCallback();
  2952. }
  2953. },
  2954. z: {
  2955. get: function () {
  2956. return this._z;
  2957. },
  2958. set: function ( value ) {
  2959. this._z = value;
  2960. this._onChangeCallback();
  2961. }
  2962. },
  2963. order: {
  2964. get: function () {
  2965. return this._order;
  2966. },
  2967. set: function ( value ) {
  2968. this._order = value;
  2969. this._onChangeCallback();
  2970. }
  2971. }
  2972. } );
  2973. Object.assign( Euler.prototype, {
  2974. isEuler: true,
  2975. set: function ( x, y, z, order ) {
  2976. this._x = x;
  2977. this._y = y;
  2978. this._z = z;
  2979. this._order = order || this._order;
  2980. this._onChangeCallback();
  2981. return this;
  2982. },
  2983. clone: function () {
  2984. return new this.constructor( this._x, this._y, this._z, this._order );
  2985. },
  2986. copy: function ( euler ) {
  2987. this._x = euler._x;
  2988. this._y = euler._y;
  2989. this._z = euler._z;
  2990. this._order = euler._order;
  2991. this._onChangeCallback();
  2992. return this;
  2993. },
  2994. setFromRotationMatrix: function ( m, order, update ) {
  2995. var clamp = _Math.clamp;
  2996. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2997. var te = m.elements;
  2998. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2999. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3000. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3001. order = order || this._order;
  3002. if ( order === 'XYZ' ) {
  3003. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3004. if ( Math.abs( m13 ) < 0.9999999 ) {
  3005. this._x = Math.atan2( - m23, m33 );
  3006. this._z = Math.atan2( - m12, m11 );
  3007. } else {
  3008. this._x = Math.atan2( m32, m22 );
  3009. this._z = 0;
  3010. }
  3011. } else if ( order === 'YXZ' ) {
  3012. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3013. if ( Math.abs( m23 ) < 0.9999999 ) {
  3014. this._y = Math.atan2( m13, m33 );
  3015. this._z = Math.atan2( m21, m22 );
  3016. } else {
  3017. this._y = Math.atan2( - m31, m11 );
  3018. this._z = 0;
  3019. }
  3020. } else if ( order === 'ZXY' ) {
  3021. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3022. if ( Math.abs( m32 ) < 0.9999999 ) {
  3023. this._y = Math.atan2( - m31, m33 );
  3024. this._z = Math.atan2( - m12, m22 );
  3025. } else {
  3026. this._y = 0;
  3027. this._z = Math.atan2( m21, m11 );
  3028. }
  3029. } else if ( order === 'ZYX' ) {
  3030. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3031. if ( Math.abs( m31 ) < 0.9999999 ) {
  3032. this._x = Math.atan2( m32, m33 );
  3033. this._z = Math.atan2( m21, m11 );
  3034. } else {
  3035. this._x = 0;
  3036. this._z = Math.atan2( - m12, m22 );
  3037. }
  3038. } else if ( order === 'YZX' ) {
  3039. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3040. if ( Math.abs( m21 ) < 0.9999999 ) {
  3041. this._x = Math.atan2( - m23, m22 );
  3042. this._y = Math.atan2( - m31, m11 );
  3043. } else {
  3044. this._x = 0;
  3045. this._y = Math.atan2( m13, m33 );
  3046. }
  3047. } else if ( order === 'XZY' ) {
  3048. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3049. if ( Math.abs( m12 ) < 0.9999999 ) {
  3050. this._x = Math.atan2( m32, m22 );
  3051. this._y = Math.atan2( m13, m11 );
  3052. } else {
  3053. this._x = Math.atan2( - m23, m33 );
  3054. this._y = 0;
  3055. }
  3056. } else {
  3057. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3058. }
  3059. this._order = order;
  3060. if ( update !== false ) this._onChangeCallback();
  3061. return this;
  3062. },
  3063. setFromQuaternion: function ( q, order, update ) {
  3064. if ( _matrix === undefined ) _matrix = new Matrix4();
  3065. _matrix.makeRotationFromQuaternion( q );
  3066. return this.setFromRotationMatrix( _matrix, order, update );
  3067. },
  3068. setFromVector3: function ( v, order ) {
  3069. return this.set( v.x, v.y, v.z, order || this._order );
  3070. },
  3071. reorder: function ( newOrder ) {
  3072. // WARNING: this discards revolution information -bhouston
  3073. if ( _quaternion$1 === undefined ) _quaternion$1 = new Quaternion();
  3074. _quaternion$1.setFromEuler( this );
  3075. return this.setFromQuaternion( _quaternion$1, newOrder );
  3076. },
  3077. equals: function ( euler ) {
  3078. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3079. },
  3080. fromArray: function ( array ) {
  3081. this._x = array[ 0 ];
  3082. this._y = array[ 1 ];
  3083. this._z = array[ 2 ];
  3084. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3085. this._onChangeCallback();
  3086. return this;
  3087. },
  3088. toArray: function ( array, offset ) {
  3089. if ( array === undefined ) array = [];
  3090. if ( offset === undefined ) offset = 0;
  3091. array[ offset ] = this._x;
  3092. array[ offset + 1 ] = this._y;
  3093. array[ offset + 2 ] = this._z;
  3094. array[ offset + 3 ] = this._order;
  3095. return array;
  3096. },
  3097. toVector3: function ( optionalResult ) {
  3098. if ( optionalResult ) {
  3099. return optionalResult.set( this._x, this._y, this._z );
  3100. } else {
  3101. return new Vector3( this._x, this._y, this._z );
  3102. }
  3103. },
  3104. _onChange: function ( callback ) {
  3105. this._onChangeCallback = callback;
  3106. return this;
  3107. },
  3108. _onChangeCallback: function () {}
  3109. } );
  3110. /**
  3111. * @author mrdoob / http://mrdoob.com/
  3112. */
  3113. function Layers() {
  3114. this.mask = 1 | 0;
  3115. }
  3116. Object.assign( Layers.prototype, {
  3117. set: function ( channel ) {
  3118. this.mask = 1 << channel | 0;
  3119. },
  3120. enable: function ( channel ) {
  3121. this.mask |= 1 << channel | 0;
  3122. },
  3123. toggle: function ( channel ) {
  3124. this.mask ^= 1 << channel | 0;
  3125. },
  3126. disable: function ( channel ) {
  3127. this.mask &= ~ ( 1 << channel | 0 );
  3128. },
  3129. test: function ( layers ) {
  3130. return ( this.mask & layers.mask ) !== 0;
  3131. }
  3132. } );
  3133. /**
  3134. * @author mrdoob / http://mrdoob.com/
  3135. * @author mikael emtinger / http://gomo.se/
  3136. * @author alteredq / http://alteredqualia.com/
  3137. * @author WestLangley / http://github.com/WestLangley
  3138. * @author elephantatwork / www.elephantatwork.ch
  3139. */
  3140. var _object3DId = 0;
  3141. var _m1$1, _q1, _v1$1;
  3142. var _xAxis, _yAxis, _zAxis;
  3143. var _target, _position, _scale, _quaternion$2;
  3144. function Object3D() {
  3145. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3146. this.uuid = _Math.generateUUID();
  3147. this.name = '';
  3148. this.type = 'Object3D';
  3149. this.parent = null;
  3150. this.children = [];
  3151. this.up = Object3D.DefaultUp.clone();
  3152. var position = new Vector3();
  3153. var rotation = new Euler();
  3154. var quaternion = new Quaternion();
  3155. var scale = new Vector3( 1, 1, 1 );
  3156. function onRotationChange() {
  3157. quaternion.setFromEuler( rotation, false );
  3158. }
  3159. function onQuaternionChange() {
  3160. rotation.setFromQuaternion( quaternion, undefined, false );
  3161. }
  3162. rotation._onChange( onRotationChange );
  3163. quaternion._onChange( onQuaternionChange );
  3164. Object.defineProperties( this, {
  3165. position: {
  3166. configurable: true,
  3167. enumerable: true,
  3168. value: position
  3169. },
  3170. rotation: {
  3171. configurable: true,
  3172. enumerable: true,
  3173. value: rotation
  3174. },
  3175. quaternion: {
  3176. configurable: true,
  3177. enumerable: true,
  3178. value: quaternion
  3179. },
  3180. scale: {
  3181. configurable: true,
  3182. enumerable: true,
  3183. value: scale
  3184. },
  3185. modelViewMatrix: {
  3186. value: new Matrix4()
  3187. },
  3188. normalMatrix: {
  3189. value: new Matrix3()
  3190. }
  3191. } );
  3192. this.matrix = new Matrix4();
  3193. this.matrixWorld = new Matrix4();
  3194. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3195. this.matrixWorldNeedsUpdate = false;
  3196. this.layers = new Layers();
  3197. this.visible = true;
  3198. this.castShadow = false;
  3199. this.receiveShadow = false;
  3200. this.frustumCulled = true;
  3201. this.renderOrder = 0;
  3202. this.userData = {};
  3203. }
  3204. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3205. Object3D.DefaultMatrixAutoUpdate = true;
  3206. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3207. constructor: Object3D,
  3208. isObject3D: true,
  3209. onBeforeRender: function () {},
  3210. onAfterRender: function () {},
  3211. applyMatrix: function ( matrix ) {
  3212. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3213. this.matrix.premultiply( matrix );
  3214. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3215. },
  3216. applyQuaternion: function ( q ) {
  3217. this.quaternion.premultiply( q );
  3218. return this;
  3219. },
  3220. setRotationFromAxisAngle: function ( axis, angle ) {
  3221. // assumes axis is normalized
  3222. this.quaternion.setFromAxisAngle( axis, angle );
  3223. },
  3224. setRotationFromEuler: function ( euler ) {
  3225. this.quaternion.setFromEuler( euler, true );
  3226. },
  3227. setRotationFromMatrix: function ( m ) {
  3228. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3229. this.quaternion.setFromRotationMatrix( m );
  3230. },
  3231. setRotationFromQuaternion: function ( q ) {
  3232. // assumes q is normalized
  3233. this.quaternion.copy( q );
  3234. },
  3235. rotateOnAxis: function ( axis, angle ) {
  3236. // rotate object on axis in object space
  3237. // axis is assumed to be normalized
  3238. if ( _q1 === undefined ) _q1 = new Quaternion();
  3239. _q1.setFromAxisAngle( axis, angle );
  3240. this.quaternion.multiply( _q1 );
  3241. return this;
  3242. },
  3243. rotateOnWorldAxis: function ( axis, angle ) {
  3244. // rotate object on axis in world space
  3245. // axis is assumed to be normalized
  3246. // method assumes no rotated parent
  3247. if ( _q1 === undefined ) _q1 = new Quaternion();
  3248. _q1.setFromAxisAngle( axis, angle );
  3249. this.quaternion.premultiply( _q1 );
  3250. return this;
  3251. },
  3252. rotateX: function ( angle ) {
  3253. if ( _xAxis === undefined ) _xAxis = new Vector3( 1, 0, 0 );
  3254. return this.rotateOnAxis( _xAxis, angle );
  3255. },
  3256. rotateY: function ( angle ) {
  3257. if ( _yAxis === undefined ) _yAxis = new Vector3( 0, 1, 0 );
  3258. return this.rotateOnAxis( _yAxis, angle );
  3259. },
  3260. rotateZ: function ( angle ) {
  3261. if ( _zAxis === undefined ) _zAxis = new Vector3( 0, 0, 1 );
  3262. return this.rotateOnAxis( _zAxis, angle );
  3263. },
  3264. translateOnAxis: function ( axis, distance ) {
  3265. // translate object by distance along axis in object space
  3266. // axis is assumed to be normalized
  3267. if ( _v1$1 === undefined ) _v1$1 = new Vector3();
  3268. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3269. this.position.add( _v1$1.multiplyScalar( distance ) );
  3270. return this;
  3271. },
  3272. translateX: function ( distance ) {
  3273. if ( _xAxis === undefined ) _xAxis = new Vector3( 1, 0, 0 );
  3274. return this.translateOnAxis( _xAxis, distance );
  3275. },
  3276. translateY: function ( distance ) {
  3277. if ( _yAxis === undefined ) _yAxis = new Vector3( 0, 1, 0 );
  3278. return this.translateOnAxis( _yAxis, distance );
  3279. },
  3280. translateZ: function ( distance ) {
  3281. if ( _zAxis === undefined ) _zAxis = new Vector3( 0, 0, 1 );
  3282. return this.translateOnAxis( _zAxis, distance );
  3283. },
  3284. localToWorld: function ( vector ) {
  3285. return vector.applyMatrix4( this.matrixWorld );
  3286. },
  3287. worldToLocal: function ( vector ) {
  3288. if ( _m1$1 === undefined ) _m1$1 = new Matrix4();
  3289. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3290. },
  3291. lookAt: function ( x, y, z ) {
  3292. // This method does not support objects having non-uniformly-scaled parent(s)
  3293. if ( _position === undefined ) {
  3294. _q1 = new Quaternion();
  3295. _m1$1 = new Matrix4();
  3296. _target = new Vector3();
  3297. _position = new Vector3();
  3298. }
  3299. if ( x.isVector3 ) {
  3300. _target.copy( x );
  3301. } else {
  3302. _target.set( x, y, z );
  3303. }
  3304. var parent = this.parent;
  3305. this.updateWorldMatrix( true, false );
  3306. _position.setFromMatrixPosition( this.matrixWorld );
  3307. if ( this.isCamera || this.isLight ) {
  3308. _m1$1.lookAt( _position, _target, this.up );
  3309. } else {
  3310. _m1$1.lookAt( _target, _position, this.up );
  3311. }
  3312. this.quaternion.setFromRotationMatrix( _m1$1 );
  3313. if ( parent ) {
  3314. _m1$1.extractRotation( parent.matrixWorld );
  3315. _q1.setFromRotationMatrix( _m1$1 );
  3316. this.quaternion.premultiply( _q1.inverse() );
  3317. }
  3318. },
  3319. add: function ( object ) {
  3320. if ( arguments.length > 1 ) {
  3321. for ( var i = 0; i < arguments.length; i ++ ) {
  3322. this.add( arguments[ i ] );
  3323. }
  3324. return this;
  3325. }
  3326. if ( object === this ) {
  3327. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3328. return this;
  3329. }
  3330. if ( ( object && object.isObject3D ) ) {
  3331. if ( object.parent !== null ) {
  3332. object.parent.remove( object );
  3333. }
  3334. object.parent = this;
  3335. this.children.push( object );
  3336. object.dispatchEvent( { type: 'added' } );
  3337. } else {
  3338. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3339. }
  3340. return this;
  3341. },
  3342. remove: function ( object ) {
  3343. if ( arguments.length > 1 ) {
  3344. for ( var i = 0; i < arguments.length; i ++ ) {
  3345. this.remove( arguments[ i ] );
  3346. }
  3347. return this;
  3348. }
  3349. var index = this.children.indexOf( object );
  3350. if ( index !== - 1 ) {
  3351. object.parent = null;
  3352. this.children.splice( index, 1 );
  3353. object.dispatchEvent( { type: 'removed' } );
  3354. }
  3355. return this;
  3356. },
  3357. attach: function ( object ) {
  3358. // adds object as a child of this, while maintaining the object's world transform
  3359. if ( _m1$1 === undefined ) _m1$1 = new Matrix4();
  3360. this.updateWorldMatrix( true, false );
  3361. _m1$1.getInverse( this.matrixWorld );
  3362. if ( object.parent !== null ) {
  3363. object.parent.updateWorldMatrix( true, false );
  3364. _m1$1.multiply( object.parent.matrixWorld );
  3365. }
  3366. object.applyMatrix( _m1$1 );
  3367. object.updateWorldMatrix( false, false );
  3368. this.add( object );
  3369. return this;
  3370. },
  3371. getObjectById: function ( id ) {
  3372. return this.getObjectByProperty( 'id', id );
  3373. },
  3374. getObjectByName: function ( name ) {
  3375. return this.getObjectByProperty( 'name', name );
  3376. },
  3377. getObjectByProperty: function ( name, value ) {
  3378. if ( this[ name ] === value ) return this;
  3379. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3380. var child = this.children[ i ];
  3381. var object = child.getObjectByProperty( name, value );
  3382. if ( object !== undefined ) {
  3383. return object;
  3384. }
  3385. }
  3386. return undefined;
  3387. },
  3388. getWorldPosition: function ( target ) {
  3389. if ( target === undefined ) {
  3390. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3391. target = new Vector3();
  3392. }
  3393. this.updateMatrixWorld( true );
  3394. return target.setFromMatrixPosition( this.matrixWorld );
  3395. },
  3396. getWorldQuaternion: function ( target ) {
  3397. if ( _scale === undefined ) {
  3398. _position = new Vector3();
  3399. _scale = new Vector3();
  3400. }
  3401. if ( target === undefined ) {
  3402. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3403. target = new Quaternion();
  3404. }
  3405. this.updateMatrixWorld( true );
  3406. this.matrixWorld.decompose( _position, target, _scale );
  3407. return target;
  3408. },
  3409. getWorldScale: function ( target ) {
  3410. if ( _quaternion$2 === undefined ) {
  3411. _position = new Vector3();
  3412. _quaternion$2 = new Quaternion();
  3413. }
  3414. if ( target === undefined ) {
  3415. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3416. target = new Vector3();
  3417. }
  3418. this.updateMatrixWorld( true );
  3419. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3420. return target;
  3421. },
  3422. getWorldDirection: function ( target ) {
  3423. if ( target === undefined ) {
  3424. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3425. target = new Vector3();
  3426. }
  3427. this.updateMatrixWorld( true );
  3428. var e = this.matrixWorld.elements;
  3429. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3430. },
  3431. raycast: function () {},
  3432. traverse: function ( callback ) {
  3433. callback( this );
  3434. var children = this.children;
  3435. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3436. children[ i ].traverse( callback );
  3437. }
  3438. },
  3439. traverseVisible: function ( callback ) {
  3440. if ( this.visible === false ) return;
  3441. callback( this );
  3442. var children = this.children;
  3443. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3444. children[ i ].traverseVisible( callback );
  3445. }
  3446. },
  3447. traverseAncestors: function ( callback ) {
  3448. var parent = this.parent;
  3449. if ( parent !== null ) {
  3450. callback( parent );
  3451. parent.traverseAncestors( callback );
  3452. }
  3453. },
  3454. updateMatrix: function () {
  3455. this.matrix.compose( this.position, this.quaternion, this.scale );
  3456. this.matrixWorldNeedsUpdate = true;
  3457. },
  3458. updateMatrixWorld: function ( force ) {
  3459. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3460. if ( this.matrixWorldNeedsUpdate || force ) {
  3461. if ( this.parent === null ) {
  3462. this.matrixWorld.copy( this.matrix );
  3463. } else {
  3464. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3465. }
  3466. this.matrixWorldNeedsUpdate = false;
  3467. force = true;
  3468. }
  3469. // update children
  3470. var children = this.children;
  3471. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3472. children[ i ].updateMatrixWorld( force );
  3473. }
  3474. },
  3475. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3476. var parent = this.parent;
  3477. if ( updateParents === true && parent !== null ) {
  3478. parent.updateWorldMatrix( true, false );
  3479. }
  3480. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3481. if ( this.parent === null ) {
  3482. this.matrixWorld.copy( this.matrix );
  3483. } else {
  3484. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3485. }
  3486. // update children
  3487. if ( updateChildren === true ) {
  3488. var children = this.children;
  3489. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3490. children[ i ].updateWorldMatrix( false, true );
  3491. }
  3492. }
  3493. },
  3494. toJSON: function ( meta ) {
  3495. // meta is a string when called from JSON.stringify
  3496. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3497. var output = {};
  3498. // meta is a hash used to collect geometries, materials.
  3499. // not providing it implies that this is the root object
  3500. // being serialized.
  3501. if ( isRootObject ) {
  3502. // initialize meta obj
  3503. meta = {
  3504. geometries: {},
  3505. materials: {},
  3506. textures: {},
  3507. images: {},
  3508. shapes: {}
  3509. };
  3510. output.metadata = {
  3511. version: 4.5,
  3512. type: 'Object',
  3513. generator: 'Object3D.toJSON'
  3514. };
  3515. }
  3516. // standard Object3D serialization
  3517. var object = {};
  3518. object.uuid = this.uuid;
  3519. object.type = this.type;
  3520. if ( this.name !== '' ) object.name = this.name;
  3521. if ( this.castShadow === true ) object.castShadow = true;
  3522. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3523. if ( this.visible === false ) object.visible = false;
  3524. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3525. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3526. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3527. object.layers = this.layers.mask;
  3528. object.matrix = this.matrix.toArray();
  3529. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3530. // object specific properties
  3531. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3532. //
  3533. function serialize( library, element ) {
  3534. if ( library[ element.uuid ] === undefined ) {
  3535. library[ element.uuid ] = element.toJSON( meta );
  3536. }
  3537. return element.uuid;
  3538. }
  3539. if ( this.isMesh || this.isLine || this.isPoints ) {
  3540. object.geometry = serialize( meta.geometries, this.geometry );
  3541. var parameters = this.geometry.parameters;
  3542. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3543. var shapes = parameters.shapes;
  3544. if ( Array.isArray( shapes ) ) {
  3545. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3546. var shape = shapes[ i ];
  3547. serialize( meta.shapes, shape );
  3548. }
  3549. } else {
  3550. serialize( meta.shapes, shapes );
  3551. }
  3552. }
  3553. }
  3554. if ( this.material !== undefined ) {
  3555. if ( Array.isArray( this.material ) ) {
  3556. var uuids = [];
  3557. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3558. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3559. }
  3560. object.material = uuids;
  3561. } else {
  3562. object.material = serialize( meta.materials, this.material );
  3563. }
  3564. }
  3565. //
  3566. if ( this.children.length > 0 ) {
  3567. object.children = [];
  3568. for ( var i = 0; i < this.children.length; i ++ ) {
  3569. object.children.push( this.children[ i ].toJSON( meta ).object );
  3570. }
  3571. }
  3572. if ( isRootObject ) {
  3573. var geometries = extractFromCache( meta.geometries );
  3574. var materials = extractFromCache( meta.materials );
  3575. var textures = extractFromCache( meta.textures );
  3576. var images = extractFromCache( meta.images );
  3577. var shapes = extractFromCache( meta.shapes );
  3578. if ( geometries.length > 0 ) output.geometries = geometries;
  3579. if ( materials.length > 0 ) output.materials = materials;
  3580. if ( textures.length > 0 ) output.textures = textures;
  3581. if ( images.length > 0 ) output.images = images;
  3582. if ( shapes.length > 0 ) output.shapes = shapes;
  3583. }
  3584. output.object = object;
  3585. return output;
  3586. // extract data from the cache hash
  3587. // remove metadata on each item
  3588. // and return as array
  3589. function extractFromCache( cache ) {
  3590. var values = [];
  3591. for ( var key in cache ) {
  3592. var data = cache[ key ];
  3593. delete data.metadata;
  3594. values.push( data );
  3595. }
  3596. return values;
  3597. }
  3598. },
  3599. clone: function ( recursive ) {
  3600. return new this.constructor().copy( this, recursive );
  3601. },
  3602. copy: function ( source, recursive ) {
  3603. if ( recursive === undefined ) recursive = true;
  3604. this.name = source.name;
  3605. this.up.copy( source.up );
  3606. this.position.copy( source.position );
  3607. this.quaternion.copy( source.quaternion );
  3608. this.scale.copy( source.scale );
  3609. this.matrix.copy( source.matrix );
  3610. this.matrixWorld.copy( source.matrixWorld );
  3611. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3612. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3613. this.layers.mask = source.layers.mask;
  3614. this.visible = source.visible;
  3615. this.castShadow = source.castShadow;
  3616. this.receiveShadow = source.receiveShadow;
  3617. this.frustumCulled = source.frustumCulled;
  3618. this.renderOrder = source.renderOrder;
  3619. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3620. if ( recursive === true ) {
  3621. for ( var i = 0; i < source.children.length; i ++ ) {
  3622. var child = source.children[ i ];
  3623. this.add( child.clone() );
  3624. }
  3625. }
  3626. return this;
  3627. }
  3628. } );
  3629. /**
  3630. * @author mrdoob / http://mrdoob.com/
  3631. */
  3632. function Scene() {
  3633. Object3D.call( this );
  3634. this.type = 'Scene';
  3635. this.background = null;
  3636. this.fog = null;
  3637. this.overrideMaterial = null;
  3638. this.autoUpdate = true; // checked by the renderer
  3639. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3640. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3641. }
  3642. }
  3643. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3644. constructor: Scene,
  3645. isScene: true,
  3646. copy: function ( source, recursive ) {
  3647. Object3D.prototype.copy.call( this, source, recursive );
  3648. if ( source.background !== null ) this.background = source.background.clone();
  3649. if ( source.fog !== null ) this.fog = source.fog.clone();
  3650. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3651. this.autoUpdate = source.autoUpdate;
  3652. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3653. return this;
  3654. },
  3655. toJSON: function ( meta ) {
  3656. var data = Object3D.prototype.toJSON.call( this, meta );
  3657. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3658. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3659. return data;
  3660. },
  3661. dispose: function () {
  3662. this.dispatchEvent( { type: 'dispose' } );
  3663. }
  3664. } );
  3665. /**
  3666. * @author bhouston / http://clara.io
  3667. * @author WestLangley / http://github.com/WestLangley
  3668. */
  3669. var _points;
  3670. var _vector$2;
  3671. var _v0, _v1$2, _v2;
  3672. var _f0, _f1, _f2;
  3673. var _center;
  3674. var _extents;
  3675. var _triangleNormal;
  3676. function Box3( min, max ) {
  3677. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3678. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3679. }
  3680. Object.assign( Box3.prototype, {
  3681. isBox3: true,
  3682. set: function ( min, max ) {
  3683. this.min.copy( min );
  3684. this.max.copy( max );
  3685. return this;
  3686. },
  3687. setFromArray: function ( array ) {
  3688. var minX = + Infinity;
  3689. var minY = + Infinity;
  3690. var minZ = + Infinity;
  3691. var maxX = - Infinity;
  3692. var maxY = - Infinity;
  3693. var maxZ = - Infinity;
  3694. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3695. var x = array[ i ];
  3696. var y = array[ i + 1 ];
  3697. var z = array[ i + 2 ];
  3698. if ( x < minX ) minX = x;
  3699. if ( y < minY ) minY = y;
  3700. if ( z < minZ ) minZ = z;
  3701. if ( x > maxX ) maxX = x;
  3702. if ( y > maxY ) maxY = y;
  3703. if ( z > maxZ ) maxZ = z;
  3704. }
  3705. this.min.set( minX, minY, minZ );
  3706. this.max.set( maxX, maxY, maxZ );
  3707. return this;
  3708. },
  3709. setFromBufferAttribute: function ( attribute ) {
  3710. var minX = + Infinity;
  3711. var minY = + Infinity;
  3712. var minZ = + Infinity;
  3713. var maxX = - Infinity;
  3714. var maxY = - Infinity;
  3715. var maxZ = - Infinity;
  3716. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3717. var x = attribute.getX( i );
  3718. var y = attribute.getY( i );
  3719. var z = attribute.getZ( i );
  3720. if ( x < minX ) minX = x;
  3721. if ( y < minY ) minY = y;
  3722. if ( z < minZ ) minZ = z;
  3723. if ( x > maxX ) maxX = x;
  3724. if ( y > maxY ) maxY = y;
  3725. if ( z > maxZ ) maxZ = z;
  3726. }
  3727. this.min.set( minX, minY, minZ );
  3728. this.max.set( maxX, maxY, maxZ );
  3729. return this;
  3730. },
  3731. setFromPoints: function ( points ) {
  3732. this.makeEmpty();
  3733. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3734. this.expandByPoint( points[ i ] );
  3735. }
  3736. return this;
  3737. },
  3738. setFromCenterAndSize: function ( center, size ) {
  3739. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3740. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3741. this.min.copy( center ).sub( halfSize );
  3742. this.max.copy( center ).add( halfSize );
  3743. return this;
  3744. },
  3745. setFromObject: function ( object ) {
  3746. this.makeEmpty();
  3747. return this.expandByObject( object );
  3748. },
  3749. clone: function () {
  3750. return new this.constructor().copy( this );
  3751. },
  3752. copy: function ( box ) {
  3753. this.min.copy( box.min );
  3754. this.max.copy( box.max );
  3755. return this;
  3756. },
  3757. makeEmpty: function () {
  3758. this.min.x = this.min.y = this.min.z = + Infinity;
  3759. this.max.x = this.max.y = this.max.z = - Infinity;
  3760. return this;
  3761. },
  3762. isEmpty: function () {
  3763. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3764. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3765. },
  3766. getCenter: function ( target ) {
  3767. if ( target === undefined ) {
  3768. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3769. target = new Vector3();
  3770. }
  3771. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3772. },
  3773. getSize: function ( target ) {
  3774. if ( target === undefined ) {
  3775. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3776. target = new Vector3();
  3777. }
  3778. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3779. },
  3780. expandByPoint: function ( point ) {
  3781. this.min.min( point );
  3782. this.max.max( point );
  3783. return this;
  3784. },
  3785. expandByVector: function ( vector ) {
  3786. this.min.sub( vector );
  3787. this.max.add( vector );
  3788. return this;
  3789. },
  3790. expandByScalar: function ( scalar ) {
  3791. this.min.addScalar( - scalar );
  3792. this.max.addScalar( scalar );
  3793. return this;
  3794. },
  3795. expandByObject: function ( object ) {
  3796. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3797. var i, l;
  3798. // Computes the world-axis-aligned bounding box of an object (including its children),
  3799. // accounting for both the object's, and children's, world transforms
  3800. object.updateWorldMatrix( false, false );
  3801. var geometry = object.geometry;
  3802. if ( geometry !== undefined ) {
  3803. if ( geometry.isGeometry ) {
  3804. var vertices = geometry.vertices;
  3805. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3806. _vector$2.copy( vertices[ i ] );
  3807. _vector$2.applyMatrix4( object.matrixWorld );
  3808. this.expandByPoint( _vector$2 );
  3809. }
  3810. } else if ( geometry.isBufferGeometry ) {
  3811. var attribute = geometry.attributes.position;
  3812. if ( attribute !== undefined ) {
  3813. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3814. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3815. this.expandByPoint( _vector$2 );
  3816. }
  3817. }
  3818. }
  3819. }
  3820. //
  3821. var children = object.children;
  3822. for ( i = 0, l = children.length; i < l; i ++ ) {
  3823. this.expandByObject( children[ i ] );
  3824. }
  3825. return this;
  3826. },
  3827. containsPoint: function ( point ) {
  3828. return point.x < this.min.x || point.x > this.max.x ||
  3829. point.y < this.min.y || point.y > this.max.y ||
  3830. point.z < this.min.z || point.z > this.max.z ? false : true;
  3831. },
  3832. containsBox: function ( box ) {
  3833. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3834. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3835. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3836. },
  3837. getParameter: function ( point, target ) {
  3838. // This can potentially have a divide by zero if the box
  3839. // has a size dimension of 0.
  3840. if ( target === undefined ) {
  3841. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3842. target = new Vector3();
  3843. }
  3844. return target.set(
  3845. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3846. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3847. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3848. );
  3849. },
  3850. intersectsBox: function ( box ) {
  3851. // using 6 splitting planes to rule out intersections.
  3852. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3853. box.max.y < this.min.y || box.min.y > this.max.y ||
  3854. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3855. },
  3856. intersectsSphere: function ( sphere ) {
  3857. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3858. // Find the point on the AABB closest to the sphere center.
  3859. this.clampPoint( sphere.center, _vector$2 );
  3860. // If that point is inside the sphere, the AABB and sphere intersect.
  3861. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3862. },
  3863. intersectsPlane: function ( plane ) {
  3864. // We compute the minimum and maximum dot product values. If those values
  3865. // are on the same side (back or front) of the plane, then there is no intersection.
  3866. var min, max;
  3867. if ( plane.normal.x > 0 ) {
  3868. min = plane.normal.x * this.min.x;
  3869. max = plane.normal.x * this.max.x;
  3870. } else {
  3871. min = plane.normal.x * this.max.x;
  3872. max = plane.normal.x * this.min.x;
  3873. }
  3874. if ( plane.normal.y > 0 ) {
  3875. min += plane.normal.y * this.min.y;
  3876. max += plane.normal.y * this.max.y;
  3877. } else {
  3878. min += plane.normal.y * this.max.y;
  3879. max += plane.normal.y * this.min.y;
  3880. }
  3881. if ( plane.normal.z > 0 ) {
  3882. min += plane.normal.z * this.min.z;
  3883. max += plane.normal.z * this.max.z;
  3884. } else {
  3885. min += plane.normal.z * this.max.z;
  3886. max += plane.normal.z * this.min.z;
  3887. }
  3888. return ( min <= - plane.constant && max >= - plane.constant );
  3889. },
  3890. intersectsTriangle: function ( triangle ) {
  3891. if ( _v0 === undefined ) {
  3892. // triangle centered vertices
  3893. _v0 = new Vector3();
  3894. _v1$2 = new Vector3();
  3895. _v2 = new Vector3();
  3896. // triangle edge vectors
  3897. _f0 = new Vector3();
  3898. _f1 = new Vector3();
  3899. _f2 = new Vector3();
  3900. _center = new Vector3();
  3901. _extents = new Vector3();
  3902. _triangleNormal = new Vector3();
  3903. }
  3904. if ( this.isEmpty() ) {
  3905. return false;
  3906. }
  3907. // compute box center and extents
  3908. this.getCenter( _center );
  3909. _extents.subVectors( this.max, _center );
  3910. // translate triangle to aabb origin
  3911. _v0.subVectors( triangle.a, _center );
  3912. _v1$2.subVectors( triangle.b, _center );
  3913. _v2.subVectors( triangle.c, _center );
  3914. // compute edge vectors for triangle
  3915. _f0.subVectors( _v1$2, _v0 );
  3916. _f1.subVectors( _v2, _v1$2 );
  3917. _f2.subVectors( _v0, _v2 );
  3918. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3919. // 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
  3920. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3921. var axes = [
  3922. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3923. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3924. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3925. ];
  3926. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3927. return false;
  3928. }
  3929. // test 3 face normals from the aabb
  3930. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3931. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3932. return false;
  3933. }
  3934. // finally testing the face normal of the triangle
  3935. // use already existing triangle edge vectors here
  3936. _triangleNormal.crossVectors( _f0, _f1 );
  3937. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3938. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3939. },
  3940. clampPoint: function ( point, target ) {
  3941. if ( target === undefined ) {
  3942. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3943. target = new Vector3();
  3944. }
  3945. return target.copy( point ).clamp( this.min, this.max );
  3946. },
  3947. distanceToPoint: function ( point ) {
  3948. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3949. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3950. return clampedPoint.sub( point ).length();
  3951. },
  3952. getBoundingSphere: function ( target ) {
  3953. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3954. if ( target === undefined ) {
  3955. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3956. //target = new Sphere(); // removed to avoid cyclic dependency
  3957. }
  3958. this.getCenter( target.center );
  3959. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3960. return target;
  3961. },
  3962. intersect: function ( box ) {
  3963. this.min.max( box.min );
  3964. this.max.min( box.max );
  3965. // 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.
  3966. if ( this.isEmpty() ) this.makeEmpty();
  3967. return this;
  3968. },
  3969. union: function ( box ) {
  3970. this.min.min( box.min );
  3971. this.max.max( box.max );
  3972. return this;
  3973. },
  3974. applyMatrix4: function ( matrix ) {
  3975. if ( _points === undefined ) {
  3976. _points = [
  3977. new Vector3(),
  3978. new Vector3(),
  3979. new Vector3(),
  3980. new Vector3(),
  3981. new Vector3(),
  3982. new Vector3(),
  3983. new Vector3(),
  3984. new Vector3()
  3985. ];
  3986. }
  3987. // transform of empty box is an empty box.
  3988. if ( this.isEmpty() ) return this;
  3989. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3990. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3991. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3992. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3993. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3994. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3995. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3996. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3997. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3998. this.setFromPoints( _points );
  3999. return this;
  4000. },
  4001. translate: function ( offset ) {
  4002. this.min.add( offset );
  4003. this.max.add( offset );
  4004. return this;
  4005. },
  4006. equals: function ( box ) {
  4007. return box.min.equals( this.min ) && box.max.equals( this.max );
  4008. }
  4009. } );
  4010. var _testAxis;
  4011. function satForAxes( axes, v0, v1, v2, extents ) {
  4012. if ( _testAxis === undefined ) _testAxis = new Vector3();
  4013. var i, j;
  4014. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4015. _testAxis.fromArray( axes, i );
  4016. // project the aabb onto the seperating axis
  4017. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4018. // project all 3 vertices of the triangle onto the seperating axis
  4019. var p0 = v0.dot( _testAxis );
  4020. var p1 = v1.dot( _testAxis );
  4021. var p2 = v2.dot( _testAxis );
  4022. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4023. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4024. // points of the projected triangle are outside the projected half-length of the aabb
  4025. // the axis is seperating and we can exit
  4026. return false;
  4027. }
  4028. }
  4029. return true;
  4030. }
  4031. /**
  4032. * @author bhouston / http://clara.io
  4033. * @author mrdoob / http://mrdoob.com/
  4034. */
  4035. var _box;
  4036. function Sphere( center, radius ) {
  4037. this.center = ( center !== undefined ) ? center : new Vector3();
  4038. this.radius = ( radius !== undefined ) ? radius : 0;
  4039. }
  4040. Object.assign( Sphere.prototype, {
  4041. set: function ( center, radius ) {
  4042. this.center.copy( center );
  4043. this.radius = radius;
  4044. return this;
  4045. },
  4046. setFromPoints: function ( points, optionalCenter ) {
  4047. if ( _box === undefined ) _box = new Box3();
  4048. var center = this.center;
  4049. if ( optionalCenter !== undefined ) {
  4050. center.copy( optionalCenter );
  4051. } else {
  4052. _box.setFromPoints( points ).getCenter( center );
  4053. }
  4054. var maxRadiusSq = 0;
  4055. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4056. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4057. }
  4058. this.radius = Math.sqrt( maxRadiusSq );
  4059. return this;
  4060. },
  4061. clone: function () {
  4062. return new this.constructor().copy( this );
  4063. },
  4064. copy: function ( sphere ) {
  4065. this.center.copy( sphere.center );
  4066. this.radius = sphere.radius;
  4067. return this;
  4068. },
  4069. empty: function () {
  4070. return ( this.radius <= 0 );
  4071. },
  4072. containsPoint: function ( point ) {
  4073. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4074. },
  4075. distanceToPoint: function ( point ) {
  4076. return ( point.distanceTo( this.center ) - this.radius );
  4077. },
  4078. intersectsSphere: function ( sphere ) {
  4079. var radiusSum = this.radius + sphere.radius;
  4080. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4081. },
  4082. intersectsBox: function ( box ) {
  4083. return box.intersectsSphere( this );
  4084. },
  4085. intersectsPlane: function ( plane ) {
  4086. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4087. },
  4088. clampPoint: function ( point, target ) {
  4089. var deltaLengthSq = this.center.distanceToSquared( point );
  4090. if ( target === undefined ) {
  4091. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4092. target = new Vector3();
  4093. }
  4094. target.copy( point );
  4095. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4096. target.sub( this.center ).normalize();
  4097. target.multiplyScalar( this.radius ).add( this.center );
  4098. }
  4099. return target;
  4100. },
  4101. getBoundingBox: function ( target ) {
  4102. if ( target === undefined ) {
  4103. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4104. target = new Box3();
  4105. }
  4106. target.set( this.center, this.center );
  4107. target.expandByScalar( this.radius );
  4108. return target;
  4109. },
  4110. applyMatrix4: function ( matrix ) {
  4111. this.center.applyMatrix4( matrix );
  4112. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4113. return this;
  4114. },
  4115. translate: function ( offset ) {
  4116. this.center.add( offset );
  4117. return this;
  4118. },
  4119. equals: function ( sphere ) {
  4120. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4121. }
  4122. } );
  4123. /**
  4124. * @author bhouston / http://clara.io
  4125. */
  4126. var _vector$3;
  4127. var _segCenter, _segDir, _diff;
  4128. var _diff, _edge1, _edge2, _normal;
  4129. function Ray( origin, direction ) {
  4130. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4131. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4132. }
  4133. Object.assign( Ray.prototype, {
  4134. set: function ( origin, direction ) {
  4135. this.origin.copy( origin );
  4136. this.direction.copy( direction );
  4137. return this;
  4138. },
  4139. clone: function () {
  4140. return new this.constructor().copy( this );
  4141. },
  4142. copy: function ( ray ) {
  4143. this.origin.copy( ray.origin );
  4144. this.direction.copy( ray.direction );
  4145. return this;
  4146. },
  4147. at: function ( t, target ) {
  4148. if ( target === undefined ) {
  4149. console.warn( 'THREE.Ray: .at() target is now required' );
  4150. target = new Vector3();
  4151. }
  4152. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4153. },
  4154. lookAt: function ( v ) {
  4155. this.direction.copy( v ).sub( this.origin ).normalize();
  4156. return this;
  4157. },
  4158. recast: function ( t ) {
  4159. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4160. this.origin.copy( this.at( t, _vector$3 ) );
  4161. return this;
  4162. },
  4163. closestPointToPoint: function ( point, target ) {
  4164. if ( target === undefined ) {
  4165. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4166. target = new Vector3();
  4167. }
  4168. target.subVectors( point, this.origin );
  4169. var directionDistance = target.dot( this.direction );
  4170. if ( directionDistance < 0 ) {
  4171. return target.copy( this.origin );
  4172. }
  4173. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4174. },
  4175. distanceToPoint: function ( point ) {
  4176. return Math.sqrt( this.distanceSqToPoint( point ) );
  4177. },
  4178. distanceSqToPoint: function ( point ) {
  4179. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4180. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4181. // point behind the ray
  4182. if ( directionDistance < 0 ) {
  4183. return this.origin.distanceToSquared( point );
  4184. }
  4185. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4186. return _vector$3.distanceToSquared( point );
  4187. },
  4188. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4189. if ( _segCenter === undefined ) {
  4190. _segCenter = new Vector3();
  4191. _segDir = new Vector3();
  4192. _diff = new Vector3();
  4193. }
  4194. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4195. // It returns the min distance between the ray and the segment
  4196. // defined by v0 and v1
  4197. // It can also set two optional targets :
  4198. // - The closest point on the ray
  4199. // - The closest point on the segment
  4200. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4201. _segDir.copy( v1 ).sub( v0 ).normalize();
  4202. _diff.copy( this.origin ).sub( _segCenter );
  4203. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4204. var a01 = - this.direction.dot( _segDir );
  4205. var b0 = _diff.dot( this.direction );
  4206. var b1 = - _diff.dot( _segDir );
  4207. var c = _diff.lengthSq();
  4208. var det = Math.abs( 1 - a01 * a01 );
  4209. var s0, s1, sqrDist, extDet;
  4210. if ( det > 0 ) {
  4211. // The ray and segment are not parallel.
  4212. s0 = a01 * b1 - b0;
  4213. s1 = a01 * b0 - b1;
  4214. extDet = segExtent * det;
  4215. if ( s0 >= 0 ) {
  4216. if ( s1 >= - extDet ) {
  4217. if ( s1 <= extDet ) {
  4218. // region 0
  4219. // Minimum at interior points of ray and segment.
  4220. var invDet = 1 / det;
  4221. s0 *= invDet;
  4222. s1 *= invDet;
  4223. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4224. } else {
  4225. // region 1
  4226. s1 = segExtent;
  4227. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4228. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4229. }
  4230. } else {
  4231. // region 5
  4232. s1 = - segExtent;
  4233. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4234. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4235. }
  4236. } else {
  4237. if ( s1 <= - extDet ) {
  4238. // region 4
  4239. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4240. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4241. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4242. } else if ( s1 <= extDet ) {
  4243. // region 3
  4244. s0 = 0;
  4245. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4246. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4247. } else {
  4248. // region 2
  4249. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4250. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4251. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4252. }
  4253. }
  4254. } else {
  4255. // Ray and segment are parallel.
  4256. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4257. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4258. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4259. }
  4260. if ( optionalPointOnRay ) {
  4261. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4262. }
  4263. if ( optionalPointOnSegment ) {
  4264. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4265. }
  4266. return sqrDist;
  4267. },
  4268. intersectSphere: function ( sphere, target ) {
  4269. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4270. _vector$3.subVectors( sphere.center, this.origin );
  4271. var tca = _vector$3.dot( this.direction );
  4272. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4273. var radius2 = sphere.radius * sphere.radius;
  4274. if ( d2 > radius2 ) return null;
  4275. var thc = Math.sqrt( radius2 - d2 );
  4276. // t0 = first intersect point - entrance on front of sphere
  4277. var t0 = tca - thc;
  4278. // t1 = second intersect point - exit point on back of sphere
  4279. var t1 = tca + thc;
  4280. // test to see if both t0 and t1 are behind the ray - if so, return null
  4281. if ( t0 < 0 && t1 < 0 ) return null;
  4282. // test to see if t0 is behind the ray:
  4283. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4284. // in order to always return an intersect point that is in front of the ray.
  4285. if ( t0 < 0 ) return this.at( t1, target );
  4286. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4287. return this.at( t0, target );
  4288. },
  4289. intersectsSphere: function ( sphere ) {
  4290. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4291. },
  4292. distanceToPlane: function ( plane ) {
  4293. var denominator = plane.normal.dot( this.direction );
  4294. if ( denominator === 0 ) {
  4295. // line is coplanar, return origin
  4296. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4297. return 0;
  4298. }
  4299. // Null is preferable to undefined since undefined means.... it is undefined
  4300. return null;
  4301. }
  4302. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4303. // Return if the ray never intersects the plane
  4304. return t >= 0 ? t : null;
  4305. },
  4306. intersectPlane: function ( plane, target ) {
  4307. var t = this.distanceToPlane( plane );
  4308. if ( t === null ) {
  4309. return null;
  4310. }
  4311. return this.at( t, target );
  4312. },
  4313. intersectsPlane: function ( plane ) {
  4314. // check if the ray lies on the plane first
  4315. var distToPoint = plane.distanceToPoint( this.origin );
  4316. if ( distToPoint === 0 ) {
  4317. return true;
  4318. }
  4319. var denominator = plane.normal.dot( this.direction );
  4320. if ( denominator * distToPoint < 0 ) {
  4321. return true;
  4322. }
  4323. // ray origin is behind the plane (and is pointing behind it)
  4324. return false;
  4325. },
  4326. intersectBox: function ( box, target ) {
  4327. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4328. var invdirx = 1 / this.direction.x,
  4329. invdiry = 1 / this.direction.y,
  4330. invdirz = 1 / this.direction.z;
  4331. var origin = this.origin;
  4332. if ( invdirx >= 0 ) {
  4333. tmin = ( box.min.x - origin.x ) * invdirx;
  4334. tmax = ( box.max.x - origin.x ) * invdirx;
  4335. } else {
  4336. tmin = ( box.max.x - origin.x ) * invdirx;
  4337. tmax = ( box.min.x - origin.x ) * invdirx;
  4338. }
  4339. if ( invdiry >= 0 ) {
  4340. tymin = ( box.min.y - origin.y ) * invdiry;
  4341. tymax = ( box.max.y - origin.y ) * invdiry;
  4342. } else {
  4343. tymin = ( box.max.y - origin.y ) * invdiry;
  4344. tymax = ( box.min.y - origin.y ) * invdiry;
  4345. }
  4346. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4347. // These lines also handle the case where tmin or tmax is NaN
  4348. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4349. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4350. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4351. if ( invdirz >= 0 ) {
  4352. tzmin = ( box.min.z - origin.z ) * invdirz;
  4353. tzmax = ( box.max.z - origin.z ) * invdirz;
  4354. } else {
  4355. tzmin = ( box.max.z - origin.z ) * invdirz;
  4356. tzmax = ( box.min.z - origin.z ) * invdirz;
  4357. }
  4358. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4359. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4360. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4361. //return point closest to the ray (positive side)
  4362. if ( tmax < 0 ) return null;
  4363. return this.at( tmin >= 0 ? tmin : tmax, target );
  4364. },
  4365. intersectsBox: function ( box ) {
  4366. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4367. return this.intersectBox( box, _vector$3 ) !== null;
  4368. },
  4369. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4370. // Compute the offset origin, edges, and normal.
  4371. if ( _diff === undefined ) {
  4372. _diff = new Vector3();
  4373. _edge1 = new Vector3();
  4374. _edge2 = new Vector3();
  4375. _normal = new Vector3();
  4376. }
  4377. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4378. _edge1.subVectors( b, a );
  4379. _edge2.subVectors( c, a );
  4380. _normal.crossVectors( _edge1, _edge2 );
  4381. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4382. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4383. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4384. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4385. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4386. var DdN = this.direction.dot( _normal );
  4387. var sign;
  4388. if ( DdN > 0 ) {
  4389. if ( backfaceCulling ) return null;
  4390. sign = 1;
  4391. } else if ( DdN < 0 ) {
  4392. sign = - 1;
  4393. DdN = - DdN;
  4394. } else {
  4395. return null;
  4396. }
  4397. _diff.subVectors( this.origin, a );
  4398. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4399. // b1 < 0, no intersection
  4400. if ( DdQxE2 < 0 ) {
  4401. return null;
  4402. }
  4403. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4404. // b2 < 0, no intersection
  4405. if ( DdE1xQ < 0 ) {
  4406. return null;
  4407. }
  4408. // b1+b2 > 1, no intersection
  4409. if ( DdQxE2 + DdE1xQ > DdN ) {
  4410. return null;
  4411. }
  4412. // Line intersects triangle, check if ray does.
  4413. var QdN = - sign * _diff.dot( _normal );
  4414. // t < 0, no intersection
  4415. if ( QdN < 0 ) {
  4416. return null;
  4417. }
  4418. // Ray intersects triangle.
  4419. return this.at( QdN / DdN, target );
  4420. },
  4421. applyMatrix4: function ( matrix4 ) {
  4422. this.origin.applyMatrix4( matrix4 );
  4423. this.direction.transformDirection( matrix4 );
  4424. return this;
  4425. },
  4426. equals: function ( ray ) {
  4427. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4428. }
  4429. } );
  4430. /**
  4431. * @author bhouston / http://clara.io
  4432. * @author mrdoob / http://mrdoob.com/
  4433. */
  4434. var _v0$1, _v1$3, _v2$1, _v3;
  4435. var _vab, _vac, _vbc, _vap, _vbp, _vcp;
  4436. function Triangle( a, b, c ) {
  4437. this.a = ( a !== undefined ) ? a : new Vector3();
  4438. this.b = ( b !== undefined ) ? b : new Vector3();
  4439. this.c = ( c !== undefined ) ? c : new Vector3();
  4440. }
  4441. Object.assign( Triangle, {
  4442. getNormal: function ( a, b, c, target ) {
  4443. if ( _v0$1 === undefined ) _v0$1 = new Vector3();
  4444. if ( target === undefined ) {
  4445. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4446. target = new Vector3();
  4447. }
  4448. target.subVectors( c, b );
  4449. _v0$1.subVectors( a, b );
  4450. target.cross( _v0$1 );
  4451. var targetLengthSq = target.lengthSq();
  4452. if ( targetLengthSq > 0 ) {
  4453. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4454. }
  4455. return target.set( 0, 0, 0 );
  4456. },
  4457. // static/instance method to calculate barycentric coordinates
  4458. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4459. getBarycoord: function ( point, a, b, c, target ) {
  4460. if ( _v2$1 === undefined ) {
  4461. _v0$1 = new Vector3();
  4462. _v1$3 = new Vector3();
  4463. _v2$1 = new Vector3();
  4464. }
  4465. _v0$1.subVectors( c, a );
  4466. _v1$3.subVectors( b, a );
  4467. _v2$1.subVectors( point, a );
  4468. var dot00 = _v0$1.dot( _v0$1 );
  4469. var dot01 = _v0$1.dot( _v1$3 );
  4470. var dot02 = _v0$1.dot( _v2$1 );
  4471. var dot11 = _v1$3.dot( _v1$3 );
  4472. var dot12 = _v1$3.dot( _v2$1 );
  4473. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4474. if ( target === undefined ) {
  4475. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4476. target = new Vector3();
  4477. }
  4478. // collinear or singular triangle
  4479. if ( denom === 0 ) {
  4480. // arbitrary location outside of triangle?
  4481. // not sure if this is the best idea, maybe should be returning undefined
  4482. return target.set( - 2, - 1, - 1 );
  4483. }
  4484. var invDenom = 1 / denom;
  4485. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4486. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4487. // barycentric coordinates must always sum to 1
  4488. return target.set( 1 - u - v, v, u );
  4489. },
  4490. containsPoint: function ( point, a, b, c ) {
  4491. if ( _v3 === undefined ) _v3 = new Vector3();
  4492. Triangle.getBarycoord( point, a, b, c, _v3 );
  4493. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4494. },
  4495. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4496. if ( _v3 === undefined ) _v3 = new Vector3();
  4497. this.getBarycoord( point, p1, p2, p3, _v3 );
  4498. target.set( 0, 0 );
  4499. target.addScaledVector( uv1, _v3.x );
  4500. target.addScaledVector( uv2, _v3.y );
  4501. target.addScaledVector( uv3, _v3.z );
  4502. return target;
  4503. },
  4504. isFrontFacing: function ( a, b, c, direction ) {
  4505. if ( _v1$3 === undefined ) {
  4506. _v0$1 = new Vector3();
  4507. _v1$3 = new Vector3();
  4508. }
  4509. _v0$1.subVectors( c, b );
  4510. _v1$3.subVectors( a, b );
  4511. // strictly front facing
  4512. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4513. }
  4514. } );
  4515. Object.assign( Triangle.prototype, {
  4516. set: function ( a, b, c ) {
  4517. this.a.copy( a );
  4518. this.b.copy( b );
  4519. this.c.copy( c );
  4520. return this;
  4521. },
  4522. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4523. this.a.copy( points[ i0 ] );
  4524. this.b.copy( points[ i1 ] );
  4525. this.c.copy( points[ i2 ] );
  4526. return this;
  4527. },
  4528. clone: function () {
  4529. return new this.constructor().copy( this );
  4530. },
  4531. copy: function ( triangle ) {
  4532. this.a.copy( triangle.a );
  4533. this.b.copy( triangle.b );
  4534. this.c.copy( triangle.c );
  4535. return this;
  4536. },
  4537. getArea: function () {
  4538. if ( _v1$3 === undefined ) {
  4539. _v0$1 = new Vector3();
  4540. _v1$3 = new Vector3();
  4541. }
  4542. _v0$1.subVectors( this.c, this.b );
  4543. _v1$3.subVectors( this.a, this.b );
  4544. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4545. },
  4546. getMidpoint: function ( target ) {
  4547. if ( target === undefined ) {
  4548. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4549. target = new Vector3();
  4550. }
  4551. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4552. },
  4553. getNormal: function ( target ) {
  4554. return Triangle.getNormal( this.a, this.b, this.c, target );
  4555. },
  4556. getPlane: function ( target ) {
  4557. if ( target === undefined ) {
  4558. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4559. target = new Vector3();
  4560. }
  4561. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4562. },
  4563. getBarycoord: function ( point, target ) {
  4564. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4565. },
  4566. getUV: function ( point, uv1, uv2, uv3, target ) {
  4567. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4568. },
  4569. containsPoint: function ( point ) {
  4570. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4571. },
  4572. isFrontFacing: function ( direction ) {
  4573. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4574. },
  4575. intersectsBox: function ( box ) {
  4576. return box.intersectsTriangle( this );
  4577. },
  4578. closestPointToPoint: function ( p, target ) {
  4579. if ( _vab === undefined ) {
  4580. _vab = new Vector3();
  4581. _vac = new Vector3();
  4582. _vbc = new Vector3();
  4583. _vap = new Vector3();
  4584. _vbp = new Vector3();
  4585. _vcp = new Vector3();
  4586. }
  4587. if ( target === undefined ) {
  4588. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4589. target = new Vector3();
  4590. }
  4591. var a = this.a, b = this.b, c = this.c;
  4592. var v, w;
  4593. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4594. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4595. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4596. // basically, we're distinguishing which of the voronoi regions of the triangle
  4597. // the point lies in with the minimum amount of redundant computation.
  4598. _vab.subVectors( b, a );
  4599. _vac.subVectors( c, a );
  4600. _vap.subVectors( p, a );
  4601. var d1 = _vab.dot( _vap );
  4602. var d2 = _vac.dot( _vap );
  4603. if ( d1 <= 0 && d2 <= 0 ) {
  4604. // vertex region of A; barycentric coords (1, 0, 0)
  4605. return target.copy( a );
  4606. }
  4607. _vbp.subVectors( p, b );
  4608. var d3 = _vab.dot( _vbp );
  4609. var d4 = _vac.dot( _vbp );
  4610. if ( d3 >= 0 && d4 <= d3 ) {
  4611. // vertex region of B; barycentric coords (0, 1, 0)
  4612. return target.copy( b );
  4613. }
  4614. var vc = d1 * d4 - d3 * d2;
  4615. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4616. v = d1 / ( d1 - d3 );
  4617. // edge region of AB; barycentric coords (1-v, v, 0)
  4618. return target.copy( a ).addScaledVector( _vab, v );
  4619. }
  4620. _vcp.subVectors( p, c );
  4621. var d5 = _vab.dot( _vcp );
  4622. var d6 = _vac.dot( _vcp );
  4623. if ( d6 >= 0 && d5 <= d6 ) {
  4624. // vertex region of C; barycentric coords (0, 0, 1)
  4625. return target.copy( c );
  4626. }
  4627. var vb = d5 * d2 - d1 * d6;
  4628. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4629. w = d2 / ( d2 - d6 );
  4630. // edge region of AC; barycentric coords (1-w, 0, w)
  4631. return target.copy( a ).addScaledVector( _vac, w );
  4632. }
  4633. var va = d3 * d6 - d5 * d4;
  4634. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4635. _vbc.subVectors( c, b );
  4636. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4637. // edge region of BC; barycentric coords (0, 1-w, w)
  4638. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4639. }
  4640. // face region
  4641. var denom = 1 / ( va + vb + vc );
  4642. // u = va * denom
  4643. v = vb * denom;
  4644. w = vc * denom;
  4645. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4646. },
  4647. equals: function ( triangle ) {
  4648. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4649. }
  4650. } );
  4651. /**
  4652. * @author mrdoob / http://mrdoob.com/
  4653. */
  4654. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4655. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4656. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4657. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4658. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4659. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4660. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4661. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4662. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4663. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4664. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4665. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4666. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4667. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4668. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4669. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4670. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4671. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4672. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4673. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4674. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4675. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4676. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4677. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4678. var _hslA = { h: 0, s: 0, l: 0 };
  4679. var _hslB = { h: 0, s: 0, l: 0 };
  4680. function Color( r, g, b ) {
  4681. if ( g === undefined && b === undefined ) {
  4682. // r is THREE.Color, hex or string
  4683. return this.set( r );
  4684. }
  4685. return this.setRGB( r, g, b );
  4686. }
  4687. function hue2rgb( p, q, t ) {
  4688. if ( t < 0 ) t += 1;
  4689. if ( t > 1 ) t -= 1;
  4690. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4691. if ( t < 1 / 2 ) return q;
  4692. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4693. return p;
  4694. }
  4695. function SRGBToLinear( c ) {
  4696. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4697. }
  4698. function LinearToSRGB( c ) {
  4699. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4700. }
  4701. Object.assign( Color.prototype, {
  4702. isColor: true,
  4703. r: 1, g: 1, b: 1,
  4704. set: function ( value ) {
  4705. if ( value && value.isColor ) {
  4706. this.copy( value );
  4707. } else if ( typeof value === 'number' ) {
  4708. this.setHex( value );
  4709. } else if ( typeof value === 'string' ) {
  4710. this.setStyle( value );
  4711. }
  4712. return this;
  4713. },
  4714. setScalar: function ( scalar ) {
  4715. this.r = scalar;
  4716. this.g = scalar;
  4717. this.b = scalar;
  4718. return this;
  4719. },
  4720. setHex: function ( hex ) {
  4721. hex = Math.floor( hex );
  4722. this.r = ( hex >> 16 & 255 ) / 255;
  4723. this.g = ( hex >> 8 & 255 ) / 255;
  4724. this.b = ( hex & 255 ) / 255;
  4725. return this;
  4726. },
  4727. setRGB: function ( r, g, b ) {
  4728. this.r = r;
  4729. this.g = g;
  4730. this.b = b;
  4731. return this;
  4732. },
  4733. setHSL: function ( h, s, l ) {
  4734. // h,s,l ranges are in 0.0 - 1.0
  4735. h = _Math.euclideanModulo( h, 1 );
  4736. s = _Math.clamp( s, 0, 1 );
  4737. l = _Math.clamp( l, 0, 1 );
  4738. if ( s === 0 ) {
  4739. this.r = this.g = this.b = l;
  4740. } else {
  4741. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4742. var q = ( 2 * l ) - p;
  4743. this.r = hue2rgb( q, p, h + 1 / 3 );
  4744. this.g = hue2rgb( q, p, h );
  4745. this.b = hue2rgb( q, p, h - 1 / 3 );
  4746. }
  4747. return this;
  4748. },
  4749. setStyle: function ( style ) {
  4750. function handleAlpha( string ) {
  4751. if ( string === undefined ) return;
  4752. if ( parseFloat( string ) < 1 ) {
  4753. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4754. }
  4755. }
  4756. var m;
  4757. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4758. // rgb / hsl
  4759. var color;
  4760. var name = m[ 1 ];
  4761. var components = m[ 2 ];
  4762. switch ( name ) {
  4763. case 'rgb':
  4764. case 'rgba':
  4765. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4766. // rgb(255,0,0) rgba(255,0,0,0.5)
  4767. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4768. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4769. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4770. handleAlpha( color[ 5 ] );
  4771. return this;
  4772. }
  4773. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4774. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4775. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4776. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4777. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4778. handleAlpha( color[ 5 ] );
  4779. return this;
  4780. }
  4781. break;
  4782. case 'hsl':
  4783. case 'hsla':
  4784. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4785. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4786. var h = parseFloat( color[ 1 ] ) / 360;
  4787. var s = parseInt( color[ 2 ], 10 ) / 100;
  4788. var l = parseInt( color[ 3 ], 10 ) / 100;
  4789. handleAlpha( color[ 5 ] );
  4790. return this.setHSL( h, s, l );
  4791. }
  4792. break;
  4793. }
  4794. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4795. // hex color
  4796. var hex = m[ 1 ];
  4797. var size = hex.length;
  4798. if ( size === 3 ) {
  4799. // #ff0
  4800. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4801. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4802. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4803. return this;
  4804. } else if ( size === 6 ) {
  4805. // #ff0000
  4806. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4807. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4808. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4809. return this;
  4810. }
  4811. }
  4812. if ( style && style.length > 0 ) {
  4813. // color keywords
  4814. var hex = _colorKeywords[ style ];
  4815. if ( hex !== undefined ) {
  4816. // red
  4817. this.setHex( hex );
  4818. } else {
  4819. // unknown color
  4820. console.warn( 'THREE.Color: Unknown color ' + style );
  4821. }
  4822. }
  4823. return this;
  4824. },
  4825. clone: function () {
  4826. return new this.constructor( this.r, this.g, this.b );
  4827. },
  4828. copy: function ( color ) {
  4829. this.r = color.r;
  4830. this.g = color.g;
  4831. this.b = color.b;
  4832. return this;
  4833. },
  4834. copyGammaToLinear: function ( color, gammaFactor ) {
  4835. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4836. this.r = Math.pow( color.r, gammaFactor );
  4837. this.g = Math.pow( color.g, gammaFactor );
  4838. this.b = Math.pow( color.b, gammaFactor );
  4839. return this;
  4840. },
  4841. copyLinearToGamma: function ( color, gammaFactor ) {
  4842. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4843. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4844. this.r = Math.pow( color.r, safeInverse );
  4845. this.g = Math.pow( color.g, safeInverse );
  4846. this.b = Math.pow( color.b, safeInverse );
  4847. return this;
  4848. },
  4849. convertGammaToLinear: function ( gammaFactor ) {
  4850. this.copyGammaToLinear( this, gammaFactor );
  4851. return this;
  4852. },
  4853. convertLinearToGamma: function ( gammaFactor ) {
  4854. this.copyLinearToGamma( this, gammaFactor );
  4855. return this;
  4856. },
  4857. copySRGBToLinear: function ( color ) {
  4858. this.r = SRGBToLinear( color.r );
  4859. this.g = SRGBToLinear( color.g );
  4860. this.b = SRGBToLinear( color.b );
  4861. return this;
  4862. },
  4863. copyLinearToSRGB: function ( color ) {
  4864. this.r = LinearToSRGB( color.r );
  4865. this.g = LinearToSRGB( color.g );
  4866. this.b = LinearToSRGB( color.b );
  4867. return this;
  4868. },
  4869. convertSRGBToLinear: function () {
  4870. this.copySRGBToLinear( this );
  4871. return this;
  4872. },
  4873. convertLinearToSRGB: function () {
  4874. this.copyLinearToSRGB( this );
  4875. return this;
  4876. },
  4877. getHex: function () {
  4878. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4879. },
  4880. getHexString: function () {
  4881. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4882. },
  4883. getHSL: function ( target ) {
  4884. // h,s,l ranges are in 0.0 - 1.0
  4885. if ( target === undefined ) {
  4886. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4887. target = { h: 0, s: 0, l: 0 };
  4888. }
  4889. var r = this.r, g = this.g, b = this.b;
  4890. var max = Math.max( r, g, b );
  4891. var min = Math.min( r, g, b );
  4892. var hue, saturation;
  4893. var lightness = ( min + max ) / 2.0;
  4894. if ( min === max ) {
  4895. hue = 0;
  4896. saturation = 0;
  4897. } else {
  4898. var delta = max - min;
  4899. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4900. switch ( max ) {
  4901. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4902. case g: hue = ( b - r ) / delta + 2; break;
  4903. case b: hue = ( r - g ) / delta + 4; break;
  4904. }
  4905. hue /= 6;
  4906. }
  4907. target.h = hue;
  4908. target.s = saturation;
  4909. target.l = lightness;
  4910. return target;
  4911. },
  4912. getStyle: function () {
  4913. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4914. },
  4915. offsetHSL: function ( h, s, l ) {
  4916. this.getHSL( _hslA );
  4917. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4918. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4919. return this;
  4920. },
  4921. add: function ( color ) {
  4922. this.r += color.r;
  4923. this.g += color.g;
  4924. this.b += color.b;
  4925. return this;
  4926. },
  4927. addColors: function ( color1, color2 ) {
  4928. this.r = color1.r + color2.r;
  4929. this.g = color1.g + color2.g;
  4930. this.b = color1.b + color2.b;
  4931. return this;
  4932. },
  4933. addScalar: function ( s ) {
  4934. this.r += s;
  4935. this.g += s;
  4936. this.b += s;
  4937. return this;
  4938. },
  4939. sub: function ( color ) {
  4940. this.r = Math.max( 0, this.r - color.r );
  4941. this.g = Math.max( 0, this.g - color.g );
  4942. this.b = Math.max( 0, this.b - color.b );
  4943. return this;
  4944. },
  4945. multiply: function ( color ) {
  4946. this.r *= color.r;
  4947. this.g *= color.g;
  4948. this.b *= color.b;
  4949. return this;
  4950. },
  4951. multiplyScalar: function ( s ) {
  4952. this.r *= s;
  4953. this.g *= s;
  4954. this.b *= s;
  4955. return this;
  4956. },
  4957. lerp: function ( color, alpha ) {
  4958. this.r += ( color.r - this.r ) * alpha;
  4959. this.g += ( color.g - this.g ) * alpha;
  4960. this.b += ( color.b - this.b ) * alpha;
  4961. return this;
  4962. },
  4963. lerpHSL: function ( color, alpha ) {
  4964. this.getHSL( _hslA );
  4965. color.getHSL( _hslB );
  4966. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4967. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4968. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4969. this.setHSL( h, s, l );
  4970. return this;
  4971. },
  4972. equals: function ( c ) {
  4973. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4974. },
  4975. fromArray: function ( array, offset ) {
  4976. if ( offset === undefined ) offset = 0;
  4977. this.r = array[ offset ];
  4978. this.g = array[ offset + 1 ];
  4979. this.b = array[ offset + 2 ];
  4980. return this;
  4981. },
  4982. toArray: function ( array, offset ) {
  4983. if ( array === undefined ) array = [];
  4984. if ( offset === undefined ) offset = 0;
  4985. array[ offset ] = this.r;
  4986. array[ offset + 1 ] = this.g;
  4987. array[ offset + 2 ] = this.b;
  4988. return array;
  4989. },
  4990. toJSON: function () {
  4991. return this.getHex();
  4992. }
  4993. } );
  4994. /**
  4995. * @author mrdoob / http://mrdoob.com/
  4996. * @author alteredq / http://alteredqualia.com/
  4997. */
  4998. function Face3( a, b, c, normal, color, materialIndex ) {
  4999. this.a = a;
  5000. this.b = b;
  5001. this.c = c;
  5002. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5003. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5004. this.color = ( color && color.isColor ) ? color : new Color();
  5005. this.vertexColors = Array.isArray( color ) ? color : [];
  5006. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5007. }
  5008. Object.assign( Face3.prototype, {
  5009. clone: function () {
  5010. return new this.constructor().copy( this );
  5011. },
  5012. copy: function ( source ) {
  5013. this.a = source.a;
  5014. this.b = source.b;
  5015. this.c = source.c;
  5016. this.normal.copy( source.normal );
  5017. this.color.copy( source.color );
  5018. this.materialIndex = source.materialIndex;
  5019. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5020. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5021. }
  5022. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5023. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5024. }
  5025. return this;
  5026. }
  5027. } );
  5028. /**
  5029. * @author mrdoob / http://mrdoob.com/
  5030. * @author alteredq / http://alteredqualia.com/
  5031. */
  5032. var materialId = 0;
  5033. function Material() {
  5034. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5035. this.uuid = _Math.generateUUID();
  5036. this.name = '';
  5037. this.type = 'Material';
  5038. this.fog = true;
  5039. this.lights = true;
  5040. this.blending = NormalBlending;
  5041. this.side = FrontSide;
  5042. this.flatShading = false;
  5043. this.vertexTangents = false;
  5044. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5045. this.opacity = 1;
  5046. this.transparent = false;
  5047. this.blendSrc = SrcAlphaFactor;
  5048. this.blendDst = OneMinusSrcAlphaFactor;
  5049. this.blendEquation = AddEquation;
  5050. this.blendSrcAlpha = null;
  5051. this.blendDstAlpha = null;
  5052. this.blendEquationAlpha = null;
  5053. this.depthFunc = LessEqualDepth;
  5054. this.depthTest = true;
  5055. this.depthWrite = true;
  5056. this.stencilFunc = AlwaysStencilFunc;
  5057. this.stencilRef = 0;
  5058. this.stencilMask = 0xff;
  5059. this.stencilFail = KeepStencilOp;
  5060. this.stencilZFail = KeepStencilOp;
  5061. this.stencilZPass = KeepStencilOp;
  5062. this.stencilWrite = false;
  5063. this.clippingPlanes = null;
  5064. this.clipIntersection = false;
  5065. this.clipShadows = false;
  5066. this.shadowSide = null;
  5067. this.colorWrite = true;
  5068. this.precision = null; // override the renderer's default precision for this material
  5069. this.polygonOffset = false;
  5070. this.polygonOffsetFactor = 0;
  5071. this.polygonOffsetUnits = 0;
  5072. this.dithering = false;
  5073. this.alphaTest = 0;
  5074. this.premultipliedAlpha = false;
  5075. this.visible = true;
  5076. this.userData = {};
  5077. this.needsUpdate = true;
  5078. }
  5079. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5080. constructor: Material,
  5081. isMaterial: true,
  5082. onBeforeCompile: function () {},
  5083. setValues: function ( values ) {
  5084. if ( values === undefined ) return;
  5085. for ( var key in values ) {
  5086. var newValue = values[ key ];
  5087. if ( newValue === undefined ) {
  5088. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5089. continue;
  5090. }
  5091. // for backward compatability if shading is set in the constructor
  5092. if ( key === 'shading' ) {
  5093. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5094. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5095. continue;
  5096. }
  5097. var currentValue = this[ key ];
  5098. if ( currentValue === undefined ) {
  5099. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5100. continue;
  5101. }
  5102. if ( currentValue && currentValue.isColor ) {
  5103. currentValue.set( newValue );
  5104. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5105. currentValue.copy( newValue );
  5106. } else {
  5107. this[ key ] = newValue;
  5108. }
  5109. }
  5110. },
  5111. toJSON: function ( meta ) {
  5112. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5113. if ( isRoot ) {
  5114. meta = {
  5115. textures: {},
  5116. images: {}
  5117. };
  5118. }
  5119. var data = {
  5120. metadata: {
  5121. version: 4.5,
  5122. type: 'Material',
  5123. generator: 'Material.toJSON'
  5124. }
  5125. };
  5126. // standard Material serialization
  5127. data.uuid = this.uuid;
  5128. data.type = this.type;
  5129. if ( this.name !== '' ) data.name = this.name;
  5130. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5131. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5132. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5133. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5134. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5135. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5136. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5137. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  5138. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  5139. if ( this.clearCoatNormalMap && this.clearCoatNormalMap.isTexture ) {
  5140. data.clearCoatNormalMap = this.clearCoatNormalMap.toJSON( meta ).uuid;
  5141. data.clearCoatNormalScale = this.clearCoatNormalScale.toArray();
  5142. }
  5143. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5144. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5145. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5146. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5147. if ( this.aoMap && this.aoMap.isTexture ) {
  5148. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5149. data.aoMapIntensity = this.aoMapIntensity;
  5150. }
  5151. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5152. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5153. data.bumpScale = this.bumpScale;
  5154. }
  5155. if ( this.normalMap && this.normalMap.isTexture ) {
  5156. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5157. data.normalMapType = this.normalMapType;
  5158. data.normalScale = this.normalScale.toArray();
  5159. }
  5160. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5161. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5162. data.displacementScale = this.displacementScale;
  5163. data.displacementBias = this.displacementBias;
  5164. }
  5165. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5166. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5167. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5168. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5169. if ( this.envMap && this.envMap.isTexture ) {
  5170. data.envMap = this.envMap.toJSON( meta ).uuid;
  5171. data.reflectivity = this.reflectivity; // Scale behind envMap
  5172. data.refractionRatio = this.refractionRatio;
  5173. if ( this.combine !== undefined ) data.combine = this.combine;
  5174. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5175. }
  5176. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5177. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5178. }
  5179. if ( this.size !== undefined ) data.size = this.size;
  5180. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5181. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5182. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5183. if ( this.side !== FrontSide ) data.side = this.side;
  5184. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5185. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5186. if ( this.transparent === true ) data.transparent = this.transparent;
  5187. data.depthFunc = this.depthFunc;
  5188. data.depthTest = this.depthTest;
  5189. data.depthWrite = this.depthWrite;
  5190. data.stencilWrite = this.stencilWrite;
  5191. data.stencilFunc = this.stencilFunc;
  5192. data.stencilRef = this.stencilRef;
  5193. data.stencilMask = this.stencilMask;
  5194. data.stencilFail = this.stencilFail;
  5195. data.stencilZFail = this.stencilZFail;
  5196. data.stencilZPass = this.stencilZPass;
  5197. // rotation (SpriteMaterial)
  5198. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5199. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5200. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5201. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5202. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5203. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5204. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5205. if ( this.scale !== undefined ) data.scale = this.scale;
  5206. if ( this.dithering === true ) data.dithering = true;
  5207. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5208. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5209. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5210. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5211. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5212. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5213. if ( this.morphTargets === true ) data.morphTargets = true;
  5214. if ( this.morphNormals === true ) data.morphNormals = true;
  5215. if ( this.skinning === true ) data.skinning = true;
  5216. if ( this.visible === false ) data.visible = false;
  5217. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5218. // TODO: Copied from Object3D.toJSON
  5219. function extractFromCache( cache ) {
  5220. var values = [];
  5221. for ( var key in cache ) {
  5222. var data = cache[ key ];
  5223. delete data.metadata;
  5224. values.push( data );
  5225. }
  5226. return values;
  5227. }
  5228. if ( isRoot ) {
  5229. var textures = extractFromCache( meta.textures );
  5230. var images = extractFromCache( meta.images );
  5231. if ( textures.length > 0 ) data.textures = textures;
  5232. if ( images.length > 0 ) data.images = images;
  5233. }
  5234. return data;
  5235. },
  5236. clone: function () {
  5237. return new this.constructor().copy( this );
  5238. },
  5239. copy: function ( source ) {
  5240. this.name = source.name;
  5241. this.fog = source.fog;
  5242. this.lights = source.lights;
  5243. this.blending = source.blending;
  5244. this.side = source.side;
  5245. this.flatShading = source.flatShading;
  5246. this.vertexColors = source.vertexColors;
  5247. this.opacity = source.opacity;
  5248. this.transparent = source.transparent;
  5249. this.blendSrc = source.blendSrc;
  5250. this.blendDst = source.blendDst;
  5251. this.blendEquation = source.blendEquation;
  5252. this.blendSrcAlpha = source.blendSrcAlpha;
  5253. this.blendDstAlpha = source.blendDstAlpha;
  5254. this.blendEquationAlpha = source.blendEquationAlpha;
  5255. this.depthFunc = source.depthFunc;
  5256. this.depthTest = source.depthTest;
  5257. this.depthWrite = source.depthWrite;
  5258. this.stencilWrite = source.stencilWrite;
  5259. this.stencilFunc = source.stencilFunc;
  5260. this.stencilRef = source.stencilRef;
  5261. this.stencilMask = source.stencilMask;
  5262. this.stencilFail = source.stencilFail;
  5263. this.stencilZFail = source.stencilZFail;
  5264. this.stencilZPass = source.stencilZPass;
  5265. this.colorWrite = source.colorWrite;
  5266. this.precision = source.precision;
  5267. this.polygonOffset = source.polygonOffset;
  5268. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5269. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5270. this.dithering = source.dithering;
  5271. this.alphaTest = source.alphaTest;
  5272. this.premultipliedAlpha = source.premultipliedAlpha;
  5273. this.visible = source.visible;
  5274. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5275. this.clipShadows = source.clipShadows;
  5276. this.clipIntersection = source.clipIntersection;
  5277. var srcPlanes = source.clippingPlanes,
  5278. dstPlanes = null;
  5279. if ( srcPlanes !== null ) {
  5280. var n = srcPlanes.length;
  5281. dstPlanes = new Array( n );
  5282. for ( var i = 0; i !== n; ++ i )
  5283. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5284. }
  5285. this.clippingPlanes = dstPlanes;
  5286. this.shadowSide = source.shadowSide;
  5287. return this;
  5288. },
  5289. dispose: function () {
  5290. this.dispatchEvent( { type: 'dispose' } );
  5291. }
  5292. } );
  5293. /**
  5294. * @author mrdoob / http://mrdoob.com/
  5295. * @author alteredq / http://alteredqualia.com/
  5296. *
  5297. * parameters = {
  5298. * color: <hex>,
  5299. * opacity: <float>,
  5300. * map: new THREE.Texture( <Image> ),
  5301. *
  5302. * lightMap: new THREE.Texture( <Image> ),
  5303. * lightMapIntensity: <float>
  5304. *
  5305. * aoMap: new THREE.Texture( <Image> ),
  5306. * aoMapIntensity: <float>
  5307. *
  5308. * specularMap: new THREE.Texture( <Image> ),
  5309. *
  5310. * alphaMap: new THREE.Texture( <Image> ),
  5311. *
  5312. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5313. * combine: THREE.Multiply,
  5314. * reflectivity: <float>,
  5315. * refractionRatio: <float>,
  5316. *
  5317. * depthTest: <bool>,
  5318. * depthWrite: <bool>,
  5319. *
  5320. * wireframe: <boolean>,
  5321. * wireframeLinewidth: <float>,
  5322. *
  5323. * skinning: <bool>,
  5324. * morphTargets: <bool>
  5325. * }
  5326. */
  5327. function MeshBasicMaterial( parameters ) {
  5328. Material.call( this );
  5329. this.type = 'MeshBasicMaterial';
  5330. this.color = new Color( 0xffffff ); // emissive
  5331. this.map = null;
  5332. this.lightMap = null;
  5333. this.lightMapIntensity = 1.0;
  5334. this.aoMap = null;
  5335. this.aoMapIntensity = 1.0;
  5336. this.specularMap = null;
  5337. this.alphaMap = null;
  5338. this.envMap = null;
  5339. this.combine = MultiplyOperation;
  5340. this.reflectivity = 1;
  5341. this.refractionRatio = 0.98;
  5342. this.wireframe = false;
  5343. this.wireframeLinewidth = 1;
  5344. this.wireframeLinecap = 'round';
  5345. this.wireframeLinejoin = 'round';
  5346. this.skinning = false;
  5347. this.morphTargets = false;
  5348. this.lights = false;
  5349. this.setValues( parameters );
  5350. }
  5351. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5352. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5353. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5354. MeshBasicMaterial.prototype.copy = function ( source ) {
  5355. Material.prototype.copy.call( this, source );
  5356. this.color.copy( source.color );
  5357. this.map = source.map;
  5358. this.lightMap = source.lightMap;
  5359. this.lightMapIntensity = source.lightMapIntensity;
  5360. this.aoMap = source.aoMap;
  5361. this.aoMapIntensity = source.aoMapIntensity;
  5362. this.specularMap = source.specularMap;
  5363. this.alphaMap = source.alphaMap;
  5364. this.envMap = source.envMap;
  5365. this.combine = source.combine;
  5366. this.reflectivity = source.reflectivity;
  5367. this.refractionRatio = source.refractionRatio;
  5368. this.wireframe = source.wireframe;
  5369. this.wireframeLinewidth = source.wireframeLinewidth;
  5370. this.wireframeLinecap = source.wireframeLinecap;
  5371. this.wireframeLinejoin = source.wireframeLinejoin;
  5372. this.skinning = source.skinning;
  5373. this.morphTargets = source.morphTargets;
  5374. return this;
  5375. };
  5376. /**
  5377. * @author mrdoob / http://mrdoob.com/
  5378. */
  5379. function BufferAttribute( array, itemSize, normalized ) {
  5380. if ( Array.isArray( array ) ) {
  5381. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5382. }
  5383. this.name = '';
  5384. this.array = array;
  5385. this.itemSize = itemSize;
  5386. this.count = array !== undefined ? array.length / itemSize : 0;
  5387. this.normalized = normalized === true;
  5388. this.dynamic = false;
  5389. this.updateRange = { offset: 0, count: - 1 };
  5390. this.version = 0;
  5391. }
  5392. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5393. set: function ( value ) {
  5394. if ( value === true ) this.version ++;
  5395. }
  5396. } );
  5397. Object.assign( BufferAttribute.prototype, {
  5398. isBufferAttribute: true,
  5399. onUploadCallback: function () {},
  5400. setArray: function ( array ) {
  5401. if ( Array.isArray( array ) ) {
  5402. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5403. }
  5404. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5405. this.array = array;
  5406. return this;
  5407. },
  5408. setDynamic: function ( value ) {
  5409. this.dynamic = value;
  5410. return this;
  5411. },
  5412. copy: function ( source ) {
  5413. this.name = source.name;
  5414. this.array = new source.array.constructor( source.array );
  5415. this.itemSize = source.itemSize;
  5416. this.count = source.count;
  5417. this.normalized = source.normalized;
  5418. this.dynamic = source.dynamic;
  5419. return this;
  5420. },
  5421. copyAt: function ( index1, attribute, index2 ) {
  5422. index1 *= this.itemSize;
  5423. index2 *= attribute.itemSize;
  5424. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5425. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5426. }
  5427. return this;
  5428. },
  5429. copyArray: function ( array ) {
  5430. this.array.set( array );
  5431. return this;
  5432. },
  5433. copyColorsArray: function ( colors ) {
  5434. var array = this.array, offset = 0;
  5435. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5436. var color = colors[ i ];
  5437. if ( color === undefined ) {
  5438. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5439. color = new Color();
  5440. }
  5441. array[ offset ++ ] = color.r;
  5442. array[ offset ++ ] = color.g;
  5443. array[ offset ++ ] = color.b;
  5444. }
  5445. return this;
  5446. },
  5447. copyVector2sArray: function ( vectors ) {
  5448. var array = this.array, offset = 0;
  5449. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5450. var vector = vectors[ i ];
  5451. if ( vector === undefined ) {
  5452. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5453. vector = new Vector2();
  5454. }
  5455. array[ offset ++ ] = vector.x;
  5456. array[ offset ++ ] = vector.y;
  5457. }
  5458. return this;
  5459. },
  5460. copyVector3sArray: function ( vectors ) {
  5461. var array = this.array, offset = 0;
  5462. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5463. var vector = vectors[ i ];
  5464. if ( vector === undefined ) {
  5465. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5466. vector = new Vector3();
  5467. }
  5468. array[ offset ++ ] = vector.x;
  5469. array[ offset ++ ] = vector.y;
  5470. array[ offset ++ ] = vector.z;
  5471. }
  5472. return this;
  5473. },
  5474. copyVector4sArray: function ( vectors ) {
  5475. var array = this.array, offset = 0;
  5476. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5477. var vector = vectors[ i ];
  5478. if ( vector === undefined ) {
  5479. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5480. vector = new Vector4();
  5481. }
  5482. array[ offset ++ ] = vector.x;
  5483. array[ offset ++ ] = vector.y;
  5484. array[ offset ++ ] = vector.z;
  5485. array[ offset ++ ] = vector.w;
  5486. }
  5487. return this;
  5488. },
  5489. set: function ( value, offset ) {
  5490. if ( offset === undefined ) offset = 0;
  5491. this.array.set( value, offset );
  5492. return this;
  5493. },
  5494. getX: function ( index ) {
  5495. return this.array[ index * this.itemSize ];
  5496. },
  5497. setX: function ( index, x ) {
  5498. this.array[ index * this.itemSize ] = x;
  5499. return this;
  5500. },
  5501. getY: function ( index ) {
  5502. return this.array[ index * this.itemSize + 1 ];
  5503. },
  5504. setY: function ( index, y ) {
  5505. this.array[ index * this.itemSize + 1 ] = y;
  5506. return this;
  5507. },
  5508. getZ: function ( index ) {
  5509. return this.array[ index * this.itemSize + 2 ];
  5510. },
  5511. setZ: function ( index, z ) {
  5512. this.array[ index * this.itemSize + 2 ] = z;
  5513. return this;
  5514. },
  5515. getW: function ( index ) {
  5516. return this.array[ index * this.itemSize + 3 ];
  5517. },
  5518. setW: function ( index, w ) {
  5519. this.array[ index * this.itemSize + 3 ] = w;
  5520. return this;
  5521. },
  5522. setXY: function ( index, x, y ) {
  5523. index *= this.itemSize;
  5524. this.array[ index + 0 ] = x;
  5525. this.array[ index + 1 ] = y;
  5526. return this;
  5527. },
  5528. setXYZ: function ( index, x, y, z ) {
  5529. index *= this.itemSize;
  5530. this.array[ index + 0 ] = x;
  5531. this.array[ index + 1 ] = y;
  5532. this.array[ index + 2 ] = z;
  5533. return this;
  5534. },
  5535. setXYZW: function ( index, x, y, z, w ) {
  5536. index *= this.itemSize;
  5537. this.array[ index + 0 ] = x;
  5538. this.array[ index + 1 ] = y;
  5539. this.array[ index + 2 ] = z;
  5540. this.array[ index + 3 ] = w;
  5541. return this;
  5542. },
  5543. onUpload: function ( callback ) {
  5544. this.onUploadCallback = callback;
  5545. return this;
  5546. },
  5547. clone: function () {
  5548. return new this.constructor( this.array, this.itemSize ).copy( this );
  5549. },
  5550. toJSON: function () {
  5551. return {
  5552. itemSize: this.itemSize,
  5553. type: this.array.constructor.name,
  5554. array: Array.prototype.slice.call( this.array ),
  5555. normalized: this.normalized
  5556. };
  5557. }
  5558. } );
  5559. //
  5560. function Int8BufferAttribute( array, itemSize, normalized ) {
  5561. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5562. }
  5563. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5564. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5565. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5566. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5567. }
  5568. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5569. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5570. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5571. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5572. }
  5573. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5574. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5575. function Int16BufferAttribute( array, itemSize, normalized ) {
  5576. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5577. }
  5578. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5579. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5580. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5581. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5582. }
  5583. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5584. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5585. function Int32BufferAttribute( array, itemSize, normalized ) {
  5586. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5587. }
  5588. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5589. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5590. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5591. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5592. }
  5593. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5594. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5595. function Float32BufferAttribute( array, itemSize, normalized ) {
  5596. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5597. }
  5598. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5599. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5600. function Float64BufferAttribute( array, itemSize, normalized ) {
  5601. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5602. }
  5603. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5604. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5605. /**
  5606. * @author mrdoob / http://mrdoob.com/
  5607. */
  5608. function DirectGeometry() {
  5609. this.vertices = [];
  5610. this.normals = [];
  5611. this.colors = [];
  5612. this.uvs = [];
  5613. this.uvs2 = [];
  5614. this.groups = [];
  5615. this.morphTargets = {};
  5616. this.skinWeights = [];
  5617. this.skinIndices = [];
  5618. // this.lineDistances = [];
  5619. this.boundingBox = null;
  5620. this.boundingSphere = null;
  5621. // update flags
  5622. this.verticesNeedUpdate = false;
  5623. this.normalsNeedUpdate = false;
  5624. this.colorsNeedUpdate = false;
  5625. this.uvsNeedUpdate = false;
  5626. this.groupsNeedUpdate = false;
  5627. }
  5628. Object.assign( DirectGeometry.prototype, {
  5629. computeGroups: function ( geometry ) {
  5630. var group;
  5631. var groups = [];
  5632. var materialIndex = undefined;
  5633. var faces = geometry.faces;
  5634. for ( var i = 0; i < faces.length; i ++ ) {
  5635. var face = faces[ i ];
  5636. // materials
  5637. if ( face.materialIndex !== materialIndex ) {
  5638. materialIndex = face.materialIndex;
  5639. if ( group !== undefined ) {
  5640. group.count = ( i * 3 ) - group.start;
  5641. groups.push( group );
  5642. }
  5643. group = {
  5644. start: i * 3,
  5645. materialIndex: materialIndex
  5646. };
  5647. }
  5648. }
  5649. if ( group !== undefined ) {
  5650. group.count = ( i * 3 ) - group.start;
  5651. groups.push( group );
  5652. }
  5653. this.groups = groups;
  5654. },
  5655. fromGeometry: function ( geometry ) {
  5656. var faces = geometry.faces;
  5657. var vertices = geometry.vertices;
  5658. var faceVertexUvs = geometry.faceVertexUvs;
  5659. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5660. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5661. // morphs
  5662. var morphTargets = geometry.morphTargets;
  5663. var morphTargetsLength = morphTargets.length;
  5664. var morphTargetsPosition;
  5665. if ( morphTargetsLength > 0 ) {
  5666. morphTargetsPosition = [];
  5667. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5668. morphTargetsPosition[ i ] = {
  5669. name: morphTargets[ i ].name,
  5670. data: []
  5671. };
  5672. }
  5673. this.morphTargets.position = morphTargetsPosition;
  5674. }
  5675. var morphNormals = geometry.morphNormals;
  5676. var morphNormalsLength = morphNormals.length;
  5677. var morphTargetsNormal;
  5678. if ( morphNormalsLength > 0 ) {
  5679. morphTargetsNormal = [];
  5680. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5681. morphTargetsNormal[ i ] = {
  5682. name: morphNormals[ i ].name,
  5683. data: []
  5684. };
  5685. }
  5686. this.morphTargets.normal = morphTargetsNormal;
  5687. }
  5688. // skins
  5689. var skinIndices = geometry.skinIndices;
  5690. var skinWeights = geometry.skinWeights;
  5691. var hasSkinIndices = skinIndices.length === vertices.length;
  5692. var hasSkinWeights = skinWeights.length === vertices.length;
  5693. //
  5694. if ( vertices.length > 0 && faces.length === 0 ) {
  5695. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5696. }
  5697. for ( var i = 0; i < faces.length; i ++ ) {
  5698. var face = faces[ i ];
  5699. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5700. var vertexNormals = face.vertexNormals;
  5701. if ( vertexNormals.length === 3 ) {
  5702. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5703. } else {
  5704. var normal = face.normal;
  5705. this.normals.push( normal, normal, normal );
  5706. }
  5707. var vertexColors = face.vertexColors;
  5708. if ( vertexColors.length === 3 ) {
  5709. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5710. } else {
  5711. var color = face.color;
  5712. this.colors.push( color, color, color );
  5713. }
  5714. if ( hasFaceVertexUv === true ) {
  5715. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5716. if ( vertexUvs !== undefined ) {
  5717. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5718. } else {
  5719. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5720. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5721. }
  5722. }
  5723. if ( hasFaceVertexUv2 === true ) {
  5724. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5725. if ( vertexUvs !== undefined ) {
  5726. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5727. } else {
  5728. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5729. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5730. }
  5731. }
  5732. // morphs
  5733. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5734. var morphTarget = morphTargets[ j ].vertices;
  5735. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5736. }
  5737. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5738. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5739. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5740. }
  5741. // skins
  5742. if ( hasSkinIndices ) {
  5743. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5744. }
  5745. if ( hasSkinWeights ) {
  5746. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5747. }
  5748. }
  5749. this.computeGroups( geometry );
  5750. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5751. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5752. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5753. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5754. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5755. if ( geometry.boundingSphere !== null ) {
  5756. this.boundingSphere = geometry.boundingSphere.clone();
  5757. }
  5758. if ( geometry.boundingBox !== null ) {
  5759. this.boundingBox = geometry.boundingBox.clone();
  5760. }
  5761. return this;
  5762. }
  5763. } );
  5764. /**
  5765. * @author mrdoob / http://mrdoob.com/
  5766. */
  5767. function arrayMax( array ) {
  5768. if ( array.length === 0 ) return - Infinity;
  5769. var max = array[ 0 ];
  5770. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5771. if ( array[ i ] > max ) max = array[ i ];
  5772. }
  5773. return max;
  5774. }
  5775. /**
  5776. * @author alteredq / http://alteredqualia.com/
  5777. * @author mrdoob / http://mrdoob.com/
  5778. */
  5779. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5780. var _m1$2, _obj, _offset;
  5781. var _box$1, _boxMorphTargets;
  5782. var _vector$4;
  5783. function BufferGeometry() {
  5784. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5785. this.uuid = _Math.generateUUID();
  5786. this.name = '';
  5787. this.type = 'BufferGeometry';
  5788. this.index = null;
  5789. this.attributes = {};
  5790. this.morphAttributes = {};
  5791. this.groups = [];
  5792. this.boundingBox = null;
  5793. this.boundingSphere = null;
  5794. this.drawRange = { start: 0, count: Infinity };
  5795. this.userData = {};
  5796. }
  5797. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5798. constructor: BufferGeometry,
  5799. isBufferGeometry: true,
  5800. getIndex: function () {
  5801. return this.index;
  5802. },
  5803. setIndex: function ( index ) {
  5804. if ( Array.isArray( index ) ) {
  5805. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5806. } else {
  5807. this.index = index;
  5808. }
  5809. },
  5810. addAttribute: function ( name, attribute ) {
  5811. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5812. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5813. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5814. }
  5815. if ( name === 'index' ) {
  5816. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5817. this.setIndex( attribute );
  5818. return this;
  5819. }
  5820. this.attributes[ name ] = attribute;
  5821. return this;
  5822. },
  5823. getAttribute: function ( name ) {
  5824. return this.attributes[ name ];
  5825. },
  5826. removeAttribute: function ( name ) {
  5827. delete this.attributes[ name ];
  5828. return this;
  5829. },
  5830. addGroup: function ( start, count, materialIndex ) {
  5831. this.groups.push( {
  5832. start: start,
  5833. count: count,
  5834. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5835. } );
  5836. },
  5837. clearGroups: function () {
  5838. this.groups = [];
  5839. },
  5840. setDrawRange: function ( start, count ) {
  5841. this.drawRange.start = start;
  5842. this.drawRange.count = count;
  5843. },
  5844. applyMatrix: function ( matrix ) {
  5845. var position = this.attributes.position;
  5846. if ( position !== undefined ) {
  5847. matrix.applyToBufferAttribute( position );
  5848. position.needsUpdate = true;
  5849. }
  5850. var normal = this.attributes.normal;
  5851. if ( normal !== undefined ) {
  5852. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5853. normalMatrix.applyToBufferAttribute( normal );
  5854. normal.needsUpdate = true;
  5855. }
  5856. var tangent = this.attributes.tangent;
  5857. if ( tangent !== undefined ) {
  5858. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5859. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5860. normalMatrix.applyToBufferAttribute( tangent );
  5861. tangent.needsUpdate = true;
  5862. }
  5863. if ( this.boundingBox !== null ) {
  5864. this.computeBoundingBox();
  5865. }
  5866. if ( this.boundingSphere !== null ) {
  5867. this.computeBoundingSphere();
  5868. }
  5869. return this;
  5870. },
  5871. rotateX: function ( angle ) {
  5872. // rotate geometry around world x-axis
  5873. if ( _m1$2 === undefined ) _m1$2 = new Matrix4();
  5874. _m1$2.makeRotationX( angle );
  5875. this.applyMatrix( _m1$2 );
  5876. return this;
  5877. },
  5878. rotateY: function ( angle ) {
  5879. // rotate geometry around world y-axis
  5880. if ( _m1$2 === undefined ) _m1$2 = new Matrix4();
  5881. _m1$2.makeRotationY( angle );
  5882. this.applyMatrix( _m1$2 );
  5883. return this;
  5884. },
  5885. rotateZ: function ( angle ) {
  5886. // rotate geometry around world z-axis
  5887. if ( _m1$2 === undefined ) _m1$2 = new Matrix4();
  5888. _m1$2.makeRotationZ( angle );
  5889. this.applyMatrix( _m1$2 );
  5890. return this;
  5891. },
  5892. translate: function ( x, y, z ) {
  5893. // translate geometry
  5894. if ( _m1$2 === undefined ) _m1$2 = new Matrix4();
  5895. _m1$2.makeTranslation( x, y, z );
  5896. this.applyMatrix( _m1$2 );
  5897. return this;
  5898. },
  5899. scale: function ( x, y, z ) {
  5900. // scale geometry
  5901. if ( _m1$2 === undefined ) _m1$2 = new Matrix4();
  5902. _m1$2.makeScale( x, y, z );
  5903. this.applyMatrix( _m1$2 );
  5904. return this;
  5905. },
  5906. lookAt: function ( vector ) {
  5907. if ( _obj === undefined ) _obj = new Object3D();
  5908. _obj.lookAt( vector );
  5909. _obj.updateMatrix();
  5910. this.applyMatrix( _obj.matrix );
  5911. return this;
  5912. },
  5913. center: function () {
  5914. if ( _offset === undefined ) _offset = new Vector3();
  5915. this.computeBoundingBox();
  5916. this.boundingBox.getCenter( _offset ).negate();
  5917. this.translate( _offset.x, _offset.y, _offset.z );
  5918. return this;
  5919. },
  5920. setFromObject: function ( object ) {
  5921. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5922. var geometry = object.geometry;
  5923. if ( object.isPoints || object.isLine ) {
  5924. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5925. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5926. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5927. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5928. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5929. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5930. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5931. }
  5932. if ( geometry.boundingSphere !== null ) {
  5933. this.boundingSphere = geometry.boundingSphere.clone();
  5934. }
  5935. if ( geometry.boundingBox !== null ) {
  5936. this.boundingBox = geometry.boundingBox.clone();
  5937. }
  5938. } else if ( object.isMesh ) {
  5939. if ( geometry && geometry.isGeometry ) {
  5940. this.fromGeometry( geometry );
  5941. }
  5942. }
  5943. return this;
  5944. },
  5945. setFromPoints: function ( points ) {
  5946. var position = [];
  5947. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5948. var point = points[ i ];
  5949. position.push( point.x, point.y, point.z || 0 );
  5950. }
  5951. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5952. return this;
  5953. },
  5954. updateFromObject: function ( object ) {
  5955. var geometry = object.geometry;
  5956. if ( object.isMesh ) {
  5957. var direct = geometry.__directGeometry;
  5958. if ( geometry.elementsNeedUpdate === true ) {
  5959. direct = undefined;
  5960. geometry.elementsNeedUpdate = false;
  5961. }
  5962. if ( direct === undefined ) {
  5963. return this.fromGeometry( geometry );
  5964. }
  5965. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5966. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5967. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5968. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5969. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5970. geometry.verticesNeedUpdate = false;
  5971. geometry.normalsNeedUpdate = false;
  5972. geometry.colorsNeedUpdate = false;
  5973. geometry.uvsNeedUpdate = false;
  5974. geometry.groupsNeedUpdate = false;
  5975. geometry = direct;
  5976. }
  5977. var attribute;
  5978. if ( geometry.verticesNeedUpdate === true ) {
  5979. attribute = this.attributes.position;
  5980. if ( attribute !== undefined ) {
  5981. attribute.copyVector3sArray( geometry.vertices );
  5982. attribute.needsUpdate = true;
  5983. }
  5984. geometry.verticesNeedUpdate = false;
  5985. }
  5986. if ( geometry.normalsNeedUpdate === true ) {
  5987. attribute = this.attributes.normal;
  5988. if ( attribute !== undefined ) {
  5989. attribute.copyVector3sArray( geometry.normals );
  5990. attribute.needsUpdate = true;
  5991. }
  5992. geometry.normalsNeedUpdate = false;
  5993. }
  5994. if ( geometry.colorsNeedUpdate === true ) {
  5995. attribute = this.attributes.color;
  5996. if ( attribute !== undefined ) {
  5997. attribute.copyColorsArray( geometry.colors );
  5998. attribute.needsUpdate = true;
  5999. }
  6000. geometry.colorsNeedUpdate = false;
  6001. }
  6002. if ( geometry.uvsNeedUpdate ) {
  6003. attribute = this.attributes.uv;
  6004. if ( attribute !== undefined ) {
  6005. attribute.copyVector2sArray( geometry.uvs );
  6006. attribute.needsUpdate = true;
  6007. }
  6008. geometry.uvsNeedUpdate = false;
  6009. }
  6010. if ( geometry.lineDistancesNeedUpdate ) {
  6011. attribute = this.attributes.lineDistance;
  6012. if ( attribute !== undefined ) {
  6013. attribute.copyArray( geometry.lineDistances );
  6014. attribute.needsUpdate = true;
  6015. }
  6016. geometry.lineDistancesNeedUpdate = false;
  6017. }
  6018. if ( geometry.groupsNeedUpdate ) {
  6019. geometry.computeGroups( object.geometry );
  6020. this.groups = geometry.groups;
  6021. geometry.groupsNeedUpdate = false;
  6022. }
  6023. return this;
  6024. },
  6025. fromGeometry: function ( geometry ) {
  6026. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6027. return this.fromDirectGeometry( geometry.__directGeometry );
  6028. },
  6029. fromDirectGeometry: function ( geometry ) {
  6030. var positions = new Float32Array( geometry.vertices.length * 3 );
  6031. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6032. if ( geometry.normals.length > 0 ) {
  6033. var normals = new Float32Array( geometry.normals.length * 3 );
  6034. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6035. }
  6036. if ( geometry.colors.length > 0 ) {
  6037. var colors = new Float32Array( geometry.colors.length * 3 );
  6038. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6039. }
  6040. if ( geometry.uvs.length > 0 ) {
  6041. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6042. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6043. }
  6044. if ( geometry.uvs2.length > 0 ) {
  6045. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6046. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6047. }
  6048. // groups
  6049. this.groups = geometry.groups;
  6050. // morphs
  6051. for ( var name in geometry.morphTargets ) {
  6052. var array = [];
  6053. var morphTargets = geometry.morphTargets[ name ];
  6054. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6055. var morphTarget = morphTargets[ i ];
  6056. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6057. attribute.name = morphTarget.name;
  6058. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6059. }
  6060. this.morphAttributes[ name ] = array;
  6061. }
  6062. // skinning
  6063. if ( geometry.skinIndices.length > 0 ) {
  6064. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6065. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6066. }
  6067. if ( geometry.skinWeights.length > 0 ) {
  6068. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6069. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6070. }
  6071. //
  6072. if ( geometry.boundingSphere !== null ) {
  6073. this.boundingSphere = geometry.boundingSphere.clone();
  6074. }
  6075. if ( geometry.boundingBox !== null ) {
  6076. this.boundingBox = geometry.boundingBox.clone();
  6077. }
  6078. return this;
  6079. },
  6080. computeBoundingBox: function () {
  6081. if ( _box$1 === undefined ) {
  6082. _box$1 = new Box3();
  6083. }
  6084. if ( this.boundingBox === null ) {
  6085. this.boundingBox = new Box3();
  6086. }
  6087. var position = this.attributes.position;
  6088. var morphAttributesPosition = this.morphAttributes.position;
  6089. if ( position !== undefined ) {
  6090. this.boundingBox.setFromBufferAttribute( position );
  6091. // process morph attributes if present
  6092. if ( morphAttributesPosition ) {
  6093. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6094. var morphAttribute = morphAttributesPosition[ i ];
  6095. _box$1.setFromBufferAttribute( morphAttribute );
  6096. this.boundingBox.expandByPoint( _box$1.min );
  6097. this.boundingBox.expandByPoint( _box$1.max );
  6098. }
  6099. }
  6100. } else {
  6101. this.boundingBox.makeEmpty();
  6102. }
  6103. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6104. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6105. }
  6106. },
  6107. computeBoundingSphere: function () {
  6108. if ( _boxMorphTargets === undefined ) {
  6109. _box$1 = new Box3();
  6110. _vector$4 = new Vector3();
  6111. _boxMorphTargets = new Box3();
  6112. }
  6113. if ( this.boundingSphere === null ) {
  6114. this.boundingSphere = new Sphere();
  6115. }
  6116. var position = this.attributes.position;
  6117. var morphAttributesPosition = this.morphAttributes.position;
  6118. if ( position ) {
  6119. // first, find the center of the bounding sphere
  6120. var center = this.boundingSphere.center;
  6121. _box$1.setFromBufferAttribute( position );
  6122. // process morph attributes if present
  6123. if ( morphAttributesPosition ) {
  6124. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6125. var morphAttribute = morphAttributesPosition[ i ];
  6126. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6127. _box$1.expandByPoint( _boxMorphTargets.min );
  6128. _box$1.expandByPoint( _boxMorphTargets.max );
  6129. }
  6130. }
  6131. _box$1.getCenter( center );
  6132. // second, try to find a boundingSphere with a radius smaller than the
  6133. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6134. var maxRadiusSq = 0;
  6135. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6136. _vector$4.fromBufferAttribute( position, i );
  6137. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6138. }
  6139. // process morph attributes if present
  6140. if ( morphAttributesPosition ) {
  6141. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6142. var morphAttribute = morphAttributesPosition[ i ];
  6143. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6144. _vector$4.fromBufferAttribute( morphAttribute, j );
  6145. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6146. }
  6147. }
  6148. }
  6149. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6150. if ( isNaN( this.boundingSphere.radius ) ) {
  6151. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6152. }
  6153. }
  6154. },
  6155. computeFaceNormals: function () {
  6156. // backwards compatibility
  6157. },
  6158. computeVertexNormals: function () {
  6159. var index = this.index;
  6160. var attributes = this.attributes;
  6161. if ( attributes.position ) {
  6162. var positions = attributes.position.array;
  6163. if ( attributes.normal === undefined ) {
  6164. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6165. } else {
  6166. // reset existing normals to zero
  6167. var array = attributes.normal.array;
  6168. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6169. array[ i ] = 0;
  6170. }
  6171. }
  6172. var normals = attributes.normal.array;
  6173. var vA, vB, vC;
  6174. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6175. var cb = new Vector3(), ab = new Vector3();
  6176. // indexed elements
  6177. if ( index ) {
  6178. var indices = index.array;
  6179. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6180. vA = indices[ i + 0 ] * 3;
  6181. vB = indices[ i + 1 ] * 3;
  6182. vC = indices[ i + 2 ] * 3;
  6183. pA.fromArray( positions, vA );
  6184. pB.fromArray( positions, vB );
  6185. pC.fromArray( positions, vC );
  6186. cb.subVectors( pC, pB );
  6187. ab.subVectors( pA, pB );
  6188. cb.cross( ab );
  6189. normals[ vA ] += cb.x;
  6190. normals[ vA + 1 ] += cb.y;
  6191. normals[ vA + 2 ] += cb.z;
  6192. normals[ vB ] += cb.x;
  6193. normals[ vB + 1 ] += cb.y;
  6194. normals[ vB + 2 ] += cb.z;
  6195. normals[ vC ] += cb.x;
  6196. normals[ vC + 1 ] += cb.y;
  6197. normals[ vC + 2 ] += cb.z;
  6198. }
  6199. } else {
  6200. // non-indexed elements (unconnected triangle soup)
  6201. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6202. pA.fromArray( positions, i );
  6203. pB.fromArray( positions, i + 3 );
  6204. pC.fromArray( positions, i + 6 );
  6205. cb.subVectors( pC, pB );
  6206. ab.subVectors( pA, pB );
  6207. cb.cross( ab );
  6208. normals[ i ] = cb.x;
  6209. normals[ i + 1 ] = cb.y;
  6210. normals[ i + 2 ] = cb.z;
  6211. normals[ i + 3 ] = cb.x;
  6212. normals[ i + 4 ] = cb.y;
  6213. normals[ i + 5 ] = cb.z;
  6214. normals[ i + 6 ] = cb.x;
  6215. normals[ i + 7 ] = cb.y;
  6216. normals[ i + 8 ] = cb.z;
  6217. }
  6218. }
  6219. this.normalizeNormals();
  6220. attributes.normal.needsUpdate = true;
  6221. }
  6222. },
  6223. merge: function ( geometry, offset ) {
  6224. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6225. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6226. return;
  6227. }
  6228. if ( offset === undefined ) {
  6229. offset = 0;
  6230. console.warn(
  6231. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6232. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6233. );
  6234. }
  6235. var attributes = this.attributes;
  6236. for ( var key in attributes ) {
  6237. if ( geometry.attributes[ key ] === undefined ) continue;
  6238. var attribute1 = attributes[ key ];
  6239. var attributeArray1 = attribute1.array;
  6240. var attribute2 = geometry.attributes[ key ];
  6241. var attributeArray2 = attribute2.array;
  6242. var attributeOffset = attribute2.itemSize * offset;
  6243. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6244. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6245. attributeArray1[ j ] = attributeArray2[ i ];
  6246. }
  6247. }
  6248. return this;
  6249. },
  6250. normalizeNormals: function () {
  6251. if ( _vector$4 === undefined ) _vector$4 = new Vector3();
  6252. var normals = this.attributes.normal;
  6253. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6254. _vector$4.x = normals.getX( i );
  6255. _vector$4.y = normals.getY( i );
  6256. _vector$4.z = normals.getZ( i );
  6257. _vector$4.normalize();
  6258. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6259. }
  6260. },
  6261. toNonIndexed: function () {
  6262. function convertBufferAttribute( attribute, indices ) {
  6263. var array = attribute.array;
  6264. var itemSize = attribute.itemSize;
  6265. var array2 = new array.constructor( indices.length * itemSize );
  6266. var index = 0, index2 = 0;
  6267. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6268. index = indices[ i ] * itemSize;
  6269. for ( var j = 0; j < itemSize; j ++ ) {
  6270. array2[ index2 ++ ] = array[ index ++ ];
  6271. }
  6272. }
  6273. return new BufferAttribute( array2, itemSize );
  6274. }
  6275. //
  6276. if ( this.index === null ) {
  6277. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6278. return this;
  6279. }
  6280. var geometry2 = new BufferGeometry();
  6281. var indices = this.index.array;
  6282. var attributes = this.attributes;
  6283. // attributes
  6284. for ( var name in attributes ) {
  6285. var attribute = attributes[ name ];
  6286. var newAttribute = convertBufferAttribute( attribute, indices );
  6287. geometry2.addAttribute( name, newAttribute );
  6288. }
  6289. // morph attributes
  6290. var morphAttributes = this.morphAttributes;
  6291. for ( name in morphAttributes ) {
  6292. var morphArray = [];
  6293. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6294. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6295. var attribute = morphAttribute[ i ];
  6296. var newAttribute = convertBufferAttribute( attribute, indices );
  6297. morphArray.push( newAttribute );
  6298. }
  6299. geometry2.morphAttributes[ name ] = morphArray;
  6300. }
  6301. // groups
  6302. var groups = this.groups;
  6303. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6304. var group = groups[ i ];
  6305. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6306. }
  6307. return geometry2;
  6308. },
  6309. toJSON: function () {
  6310. var data = {
  6311. metadata: {
  6312. version: 4.5,
  6313. type: 'BufferGeometry',
  6314. generator: 'BufferGeometry.toJSON'
  6315. }
  6316. };
  6317. // standard BufferGeometry serialization
  6318. data.uuid = this.uuid;
  6319. data.type = this.type;
  6320. if ( this.name !== '' ) data.name = this.name;
  6321. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6322. if ( this.parameters !== undefined ) {
  6323. var parameters = this.parameters;
  6324. for ( var key in parameters ) {
  6325. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6326. }
  6327. return data;
  6328. }
  6329. data.data = { attributes: {} };
  6330. var index = this.index;
  6331. if ( index !== null ) {
  6332. data.data.index = {
  6333. type: index.array.constructor.name,
  6334. array: Array.prototype.slice.call( index.array )
  6335. };
  6336. }
  6337. var attributes = this.attributes;
  6338. for ( var key in attributes ) {
  6339. var attribute = attributes[ key ];
  6340. var attributeData = attribute.toJSON();
  6341. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6342. data.data.attributes[ key ] = attributeData;
  6343. }
  6344. var morphAttributes = {};
  6345. var hasMorphAttributes = false;
  6346. for ( var key in this.morphAttributes ) {
  6347. var attributeArray = this.morphAttributes[ key ];
  6348. var array = [];
  6349. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6350. var attribute = attributeArray[ i ];
  6351. var attributeData = attribute.toJSON();
  6352. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6353. array.push( attributeData );
  6354. }
  6355. if ( array.length > 0 ) {
  6356. morphAttributes[ key ] = array;
  6357. hasMorphAttributes = true;
  6358. }
  6359. }
  6360. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6361. var groups = this.groups;
  6362. if ( groups.length > 0 ) {
  6363. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6364. }
  6365. var boundingSphere = this.boundingSphere;
  6366. if ( boundingSphere !== null ) {
  6367. data.data.boundingSphere = {
  6368. center: boundingSphere.center.toArray(),
  6369. radius: boundingSphere.radius
  6370. };
  6371. }
  6372. return data;
  6373. },
  6374. clone: function () {
  6375. /*
  6376. // Handle primitives
  6377. var parameters = this.parameters;
  6378. if ( parameters !== undefined ) {
  6379. var values = [];
  6380. for ( var key in parameters ) {
  6381. values.push( parameters[ key ] );
  6382. }
  6383. var geometry = Object.create( this.constructor.prototype );
  6384. this.constructor.apply( geometry, values );
  6385. return geometry;
  6386. }
  6387. return new this.constructor().copy( this );
  6388. */
  6389. return new BufferGeometry().copy( this );
  6390. },
  6391. copy: function ( source ) {
  6392. var name, i, l;
  6393. // reset
  6394. this.index = null;
  6395. this.attributes = {};
  6396. this.morphAttributes = {};
  6397. this.groups = [];
  6398. this.boundingBox = null;
  6399. this.boundingSphere = null;
  6400. // name
  6401. this.name = source.name;
  6402. // index
  6403. var index = source.index;
  6404. if ( index !== null ) {
  6405. this.setIndex( index.clone() );
  6406. }
  6407. // attributes
  6408. var attributes = source.attributes;
  6409. for ( name in attributes ) {
  6410. var attribute = attributes[ name ];
  6411. this.addAttribute( name, attribute.clone() );
  6412. }
  6413. // morph attributes
  6414. var morphAttributes = source.morphAttributes;
  6415. for ( name in morphAttributes ) {
  6416. var array = [];
  6417. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6418. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6419. array.push( morphAttribute[ i ].clone() );
  6420. }
  6421. this.morphAttributes[ name ] = array;
  6422. }
  6423. // groups
  6424. var groups = source.groups;
  6425. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6426. var group = groups[ i ];
  6427. this.addGroup( group.start, group.count, group.materialIndex );
  6428. }
  6429. // bounding box
  6430. var boundingBox = source.boundingBox;
  6431. if ( boundingBox !== null ) {
  6432. this.boundingBox = boundingBox.clone();
  6433. }
  6434. // bounding sphere
  6435. var boundingSphere = source.boundingSphere;
  6436. if ( boundingSphere !== null ) {
  6437. this.boundingSphere = boundingSphere.clone();
  6438. }
  6439. // draw range
  6440. this.drawRange.start = source.drawRange.start;
  6441. this.drawRange.count = source.drawRange.count;
  6442. // user data
  6443. this.userData = source.userData;
  6444. return this;
  6445. },
  6446. dispose: function () {
  6447. this.dispatchEvent( { type: 'dispose' } );
  6448. }
  6449. } );
  6450. /**
  6451. * @author mrdoob / http://mrdoob.com/
  6452. * @author alteredq / http://alteredqualia.com/
  6453. * @author mikael emtinger / http://gomo.se/
  6454. * @author jonobr1 / http://jonobr1.com/
  6455. */
  6456. var _inverseMatrix, _ray, _sphere;
  6457. var _vA, _vB, _vC;
  6458. var _tempA, _tempB, _tempC;
  6459. var _morphA, _morphB, _morphC;
  6460. var _uvA, _uvB, _uvC;
  6461. var _intersectionPoint, _intersectionPointWorld;
  6462. function Mesh( geometry, material ) {
  6463. Object3D.call( this );
  6464. this.type = 'Mesh';
  6465. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6466. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6467. this.drawMode = TrianglesDrawMode;
  6468. this.updateMorphTargets();
  6469. }
  6470. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6471. constructor: Mesh,
  6472. isMesh: true,
  6473. setDrawMode: function ( value ) {
  6474. this.drawMode = value;
  6475. },
  6476. copy: function ( source ) {
  6477. Object3D.prototype.copy.call( this, source );
  6478. this.drawMode = source.drawMode;
  6479. if ( source.morphTargetInfluences !== undefined ) {
  6480. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6481. }
  6482. if ( source.morphTargetDictionary !== undefined ) {
  6483. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6484. }
  6485. return this;
  6486. },
  6487. updateMorphTargets: function () {
  6488. var geometry = this.geometry;
  6489. var m, ml, name;
  6490. if ( geometry.isBufferGeometry ) {
  6491. var morphAttributes = geometry.morphAttributes;
  6492. var keys = Object.keys( morphAttributes );
  6493. if ( keys.length > 0 ) {
  6494. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6495. if ( morphAttribute !== undefined ) {
  6496. this.morphTargetInfluences = [];
  6497. this.morphTargetDictionary = {};
  6498. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6499. name = morphAttribute[ m ].name || String( m );
  6500. this.morphTargetInfluences.push( 0 );
  6501. this.morphTargetDictionary[ name ] = m;
  6502. }
  6503. }
  6504. }
  6505. } else {
  6506. var morphTargets = geometry.morphTargets;
  6507. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6508. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6509. }
  6510. }
  6511. },
  6512. raycast: function ( raycaster, intersects ) {
  6513. if ( _intersectionPointWorld === undefined ) {
  6514. _inverseMatrix = new Matrix4();
  6515. _ray = new Ray();
  6516. _sphere = new Sphere();
  6517. _vA = new Vector3();
  6518. _vB = new Vector3();
  6519. _vC = new Vector3();
  6520. _tempA = new Vector3();
  6521. _tempB = new Vector3();
  6522. _tempC = new Vector3();
  6523. _morphA = new Vector3();
  6524. _morphB = new Vector3();
  6525. _morphC = new Vector3();
  6526. _uvA = new Vector2();
  6527. _uvB = new Vector2();
  6528. _uvC = new Vector2();
  6529. _intersectionPoint = new Vector3();
  6530. _intersectionPointWorld = new Vector3();
  6531. }
  6532. var geometry = this.geometry;
  6533. var material = this.material;
  6534. var matrixWorld = this.matrixWorld;
  6535. if ( material === undefined ) return;
  6536. // Checking boundingSphere distance to ray
  6537. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6538. _sphere.copy( geometry.boundingSphere );
  6539. _sphere.applyMatrix4( matrixWorld );
  6540. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  6541. //
  6542. _inverseMatrix.getInverse( matrixWorld );
  6543. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6544. // Check boundingBox before continuing
  6545. if ( geometry.boundingBox !== null ) {
  6546. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6547. }
  6548. var intersection;
  6549. if ( geometry.isBufferGeometry ) {
  6550. var a, b, c;
  6551. var index = geometry.index;
  6552. var position = geometry.attributes.position;
  6553. var morphPosition = geometry.morphAttributes.position;
  6554. var uv = geometry.attributes.uv;
  6555. var uv2 = geometry.attributes.uv2;
  6556. var groups = geometry.groups;
  6557. var drawRange = geometry.drawRange;
  6558. var i, j, il, jl;
  6559. var group, groupMaterial;
  6560. var start, end;
  6561. if ( index !== null ) {
  6562. // indexed buffer geometry
  6563. if ( Array.isArray( material ) ) {
  6564. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6565. group = groups[ i ];
  6566. groupMaterial = material[ group.materialIndex ];
  6567. start = Math.max( group.start, drawRange.start );
  6568. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6569. for ( j = start, jl = end; j < jl; j += 3 ) {
  6570. a = index.getX( j );
  6571. b = index.getX( j + 1 );
  6572. c = index.getX( j + 2 );
  6573. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6574. if ( intersection ) {
  6575. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6576. intersection.face.materialIndex = group.materialIndex;
  6577. intersects.push( intersection );
  6578. }
  6579. }
  6580. }
  6581. } else {
  6582. start = Math.max( 0, drawRange.start );
  6583. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6584. for ( i = start, il = end; i < il; i += 3 ) {
  6585. a = index.getX( i );
  6586. b = index.getX( i + 1 );
  6587. c = index.getX( i + 2 );
  6588. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6589. if ( intersection ) {
  6590. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6591. intersects.push( intersection );
  6592. }
  6593. }
  6594. }
  6595. } else if ( position !== undefined ) {
  6596. // non-indexed buffer geometry
  6597. if ( Array.isArray( material ) ) {
  6598. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6599. group = groups[ i ];
  6600. groupMaterial = material[ group.materialIndex ];
  6601. start = Math.max( group.start, drawRange.start );
  6602. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6603. for ( j = start, jl = end; j < jl; j += 3 ) {
  6604. a = j;
  6605. b = j + 1;
  6606. c = j + 2;
  6607. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6608. if ( intersection ) {
  6609. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6610. intersection.face.materialIndex = group.materialIndex;
  6611. intersects.push( intersection );
  6612. }
  6613. }
  6614. }
  6615. } else {
  6616. start = Math.max( 0, drawRange.start );
  6617. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6618. for ( i = start, il = end; i < il; i += 3 ) {
  6619. a = i;
  6620. b = i + 1;
  6621. c = i + 2;
  6622. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6623. if ( intersection ) {
  6624. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6625. intersects.push( intersection );
  6626. }
  6627. }
  6628. }
  6629. }
  6630. } else if ( geometry.isGeometry ) {
  6631. var fvA, fvB, fvC;
  6632. var isMultiMaterial = Array.isArray( material );
  6633. var vertices = geometry.vertices;
  6634. var faces = geometry.faces;
  6635. var uvs;
  6636. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6637. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6638. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6639. var face = faces[ f ];
  6640. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6641. if ( faceMaterial === undefined ) continue;
  6642. fvA = vertices[ face.a ];
  6643. fvB = vertices[ face.b ];
  6644. fvC = vertices[ face.c ];
  6645. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6646. if ( intersection ) {
  6647. if ( uvs && uvs[ f ] ) {
  6648. var uvs_f = uvs[ f ];
  6649. _uvA.copy( uvs_f[ 0 ] );
  6650. _uvB.copy( uvs_f[ 1 ] );
  6651. _uvC.copy( uvs_f[ 2 ] );
  6652. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6653. }
  6654. intersection.face = face;
  6655. intersection.faceIndex = f;
  6656. intersects.push( intersection );
  6657. }
  6658. }
  6659. }
  6660. },
  6661. clone: function () {
  6662. return new this.constructor( this.geometry, this.material ).copy( this );
  6663. }
  6664. } );
  6665. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6666. var intersect;
  6667. if ( material.side === BackSide ) {
  6668. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6669. } else {
  6670. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6671. }
  6672. if ( intersect === null ) return null;
  6673. _intersectionPointWorld.copy( point );
  6674. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6675. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6676. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6677. return {
  6678. distance: distance,
  6679. point: _intersectionPointWorld.clone(),
  6680. object: object
  6681. };
  6682. }
  6683. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6684. _vA.fromBufferAttribute( position, a );
  6685. _vB.fromBufferAttribute( position, b );
  6686. _vC.fromBufferAttribute( position, c );
  6687. var morphInfluences = object.morphTargetInfluences;
  6688. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6689. _morphA.set( 0, 0, 0 );
  6690. _morphB.set( 0, 0, 0 );
  6691. _morphC.set( 0, 0, 0 );
  6692. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6693. var influence = morphInfluences[ i ];
  6694. var morphAttribute = morphPosition[ i ];
  6695. if ( influence === 0 ) continue;
  6696. _tempA.fromBufferAttribute( morphAttribute, a );
  6697. _tempB.fromBufferAttribute( morphAttribute, b );
  6698. _tempC.fromBufferAttribute( morphAttribute, c );
  6699. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6700. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6701. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6702. }
  6703. _vA.add( _morphA );
  6704. _vB.add( _morphB );
  6705. _vC.add( _morphC );
  6706. }
  6707. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6708. if ( intersection ) {
  6709. if ( uv ) {
  6710. _uvA.fromBufferAttribute( uv, a );
  6711. _uvB.fromBufferAttribute( uv, b );
  6712. _uvC.fromBufferAttribute( uv, c );
  6713. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6714. }
  6715. if ( uv2 ) {
  6716. _uvA.fromBufferAttribute( uv2, a );
  6717. _uvB.fromBufferAttribute( uv2, b );
  6718. _uvC.fromBufferAttribute( uv2, c );
  6719. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6720. }
  6721. var face = new Face3( a, b, c );
  6722. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6723. intersection.face = face;
  6724. }
  6725. return intersection;
  6726. }
  6727. /**
  6728. * @author mrdoob / http://mrdoob.com/
  6729. * @author kile / http://kile.stravaganza.org/
  6730. * @author alteredq / http://alteredqualia.com/
  6731. * @author mikael emtinger / http://gomo.se/
  6732. * @author zz85 / http://www.lab4games.net/zz85/blog
  6733. * @author bhouston / http://clara.io
  6734. */
  6735. var _geometryId = 0; // Geometry uses even numbers as Id
  6736. var _m1$3, _obj$1, _offset$1;
  6737. function Geometry() {
  6738. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6739. this.uuid = _Math.generateUUID();
  6740. this.name = '';
  6741. this.type = 'Geometry';
  6742. this.vertices = [];
  6743. this.colors = [];
  6744. this.faces = [];
  6745. this.faceVertexUvs = [[]];
  6746. this.morphTargets = [];
  6747. this.morphNormals = [];
  6748. this.skinWeights = [];
  6749. this.skinIndices = [];
  6750. this.lineDistances = [];
  6751. this.boundingBox = null;
  6752. this.boundingSphere = null;
  6753. // update flags
  6754. this.elementsNeedUpdate = false;
  6755. this.verticesNeedUpdate = false;
  6756. this.uvsNeedUpdate = false;
  6757. this.normalsNeedUpdate = false;
  6758. this.colorsNeedUpdate = false;
  6759. this.lineDistancesNeedUpdate = false;
  6760. this.groupsNeedUpdate = false;
  6761. }
  6762. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6763. constructor: Geometry,
  6764. isGeometry: true,
  6765. applyMatrix: function ( matrix ) {
  6766. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6767. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6768. var vertex = this.vertices[ i ];
  6769. vertex.applyMatrix4( matrix );
  6770. }
  6771. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6772. var face = this.faces[ i ];
  6773. face.normal.applyMatrix3( normalMatrix ).normalize();
  6774. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6775. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6776. }
  6777. }
  6778. if ( this.boundingBox !== null ) {
  6779. this.computeBoundingBox();
  6780. }
  6781. if ( this.boundingSphere !== null ) {
  6782. this.computeBoundingSphere();
  6783. }
  6784. this.verticesNeedUpdate = true;
  6785. this.normalsNeedUpdate = true;
  6786. return this;
  6787. },
  6788. rotateX: function ( angle ) {
  6789. // rotate geometry around world x-axis
  6790. if ( _m1$3 === undefined ) _m1$3 = new Matrix4();
  6791. _m1$3.makeRotationX( angle );
  6792. this.applyMatrix( _m1$3 );
  6793. return this;
  6794. },
  6795. rotateY: function ( angle ) {
  6796. // rotate geometry around world y-axis
  6797. if ( _m1$3 === undefined ) _m1$3 = new Matrix4();
  6798. _m1$3.makeRotationY( angle );
  6799. this.applyMatrix( _m1$3 );
  6800. return this;
  6801. },
  6802. rotateZ: function ( angle ) {
  6803. // rotate geometry around world z-axis
  6804. if ( _m1$3 === undefined ) _m1$3 = new Matrix4();
  6805. _m1$3.makeRotationZ( angle );
  6806. this.applyMatrix( _m1$3 );
  6807. return this;
  6808. },
  6809. translate: function ( x, y, z ) {
  6810. // translate geometry
  6811. if ( _m1$3 === undefined ) _m1$3 = new Matrix4();
  6812. _m1$3.makeTranslation( x, y, z );
  6813. this.applyMatrix( _m1$3 );
  6814. return this;
  6815. },
  6816. scale: function ( x, y, z ) {
  6817. // scale geometry
  6818. if ( _m1$3 === undefined ) _m1$3 = new Matrix4();
  6819. _m1$3.makeScale( x, y, z );
  6820. this.applyMatrix( _m1$3 );
  6821. return this;
  6822. },
  6823. lookAt: function ( vector ) {
  6824. if ( _obj$1 === undefined ) _obj$1 = new Object3D();
  6825. _obj$1.lookAt( vector );
  6826. _obj$1.updateMatrix();
  6827. this.applyMatrix( _obj$1.matrix );
  6828. return this;
  6829. },
  6830. fromBufferGeometry: function ( geometry ) {
  6831. var scope = this;
  6832. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6833. var attributes = geometry.attributes;
  6834. var positions = attributes.position.array;
  6835. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6836. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6837. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6838. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6839. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6840. for ( var i = 0; i < positions.length; i += 3 ) {
  6841. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6842. if ( colors !== undefined ) {
  6843. scope.colors.push( new Color().fromArray( colors, i ) );
  6844. }
  6845. }
  6846. function addFace( a, b, c, materialIndex ) {
  6847. var vertexColors = ( colors === undefined ) ? [] : [
  6848. scope.colors[ a ].clone(),
  6849. scope.colors[ b ].clone(),
  6850. scope.colors[ c ].clone() ];
  6851. var vertexNormals = ( normals === undefined ) ? [] : [
  6852. new Vector3().fromArray( normals, a * 3 ),
  6853. new Vector3().fromArray( normals, b * 3 ),
  6854. new Vector3().fromArray( normals, c * 3 )
  6855. ];
  6856. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6857. scope.faces.push( face );
  6858. if ( uvs !== undefined ) {
  6859. scope.faceVertexUvs[ 0 ].push( [
  6860. new Vector2().fromArray( uvs, a * 2 ),
  6861. new Vector2().fromArray( uvs, b * 2 ),
  6862. new Vector2().fromArray( uvs, c * 2 )
  6863. ] );
  6864. }
  6865. if ( uvs2 !== undefined ) {
  6866. scope.faceVertexUvs[ 1 ].push( [
  6867. new Vector2().fromArray( uvs2, a * 2 ),
  6868. new Vector2().fromArray( uvs2, b * 2 ),
  6869. new Vector2().fromArray( uvs2, c * 2 )
  6870. ] );
  6871. }
  6872. }
  6873. var groups = geometry.groups;
  6874. if ( groups.length > 0 ) {
  6875. for ( var i = 0; i < groups.length; i ++ ) {
  6876. var group = groups[ i ];
  6877. var start = group.start;
  6878. var count = group.count;
  6879. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6880. if ( indices !== undefined ) {
  6881. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6882. } else {
  6883. addFace( j, j + 1, j + 2, group.materialIndex );
  6884. }
  6885. }
  6886. }
  6887. } else {
  6888. if ( indices !== undefined ) {
  6889. for ( var i = 0; i < indices.length; i += 3 ) {
  6890. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6891. }
  6892. } else {
  6893. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6894. addFace( i, i + 1, i + 2 );
  6895. }
  6896. }
  6897. }
  6898. this.computeFaceNormals();
  6899. if ( geometry.boundingBox !== null ) {
  6900. this.boundingBox = geometry.boundingBox.clone();
  6901. }
  6902. if ( geometry.boundingSphere !== null ) {
  6903. this.boundingSphere = geometry.boundingSphere.clone();
  6904. }
  6905. return this;
  6906. },
  6907. center: function () {
  6908. if ( _offset$1 === undefined ) _offset$1 = new Vector3();
  6909. this.computeBoundingBox();
  6910. this.boundingBox.getCenter( _offset$1 ).negate();
  6911. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6912. return this;
  6913. },
  6914. normalize: function () {
  6915. this.computeBoundingSphere();
  6916. var center = this.boundingSphere.center;
  6917. var radius = this.boundingSphere.radius;
  6918. var s = radius === 0 ? 1 : 1.0 / radius;
  6919. var matrix = new Matrix4();
  6920. matrix.set(
  6921. s, 0, 0, - s * center.x,
  6922. 0, s, 0, - s * center.y,
  6923. 0, 0, s, - s * center.z,
  6924. 0, 0, 0, 1
  6925. );
  6926. this.applyMatrix( matrix );
  6927. return this;
  6928. },
  6929. computeFaceNormals: function () {
  6930. var cb = new Vector3(), ab = new Vector3();
  6931. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6932. var face = this.faces[ f ];
  6933. var vA = this.vertices[ face.a ];
  6934. var vB = this.vertices[ face.b ];
  6935. var vC = this.vertices[ face.c ];
  6936. cb.subVectors( vC, vB );
  6937. ab.subVectors( vA, vB );
  6938. cb.cross( ab );
  6939. cb.normalize();
  6940. face.normal.copy( cb );
  6941. }
  6942. },
  6943. computeVertexNormals: function ( areaWeighted ) {
  6944. if ( areaWeighted === undefined ) areaWeighted = true;
  6945. var v, vl, f, fl, face, vertices;
  6946. vertices = new Array( this.vertices.length );
  6947. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6948. vertices[ v ] = new Vector3();
  6949. }
  6950. if ( areaWeighted ) {
  6951. // vertex normals weighted by triangle areas
  6952. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6953. var vA, vB, vC;
  6954. var cb = new Vector3(), ab = new Vector3();
  6955. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6956. face = this.faces[ f ];
  6957. vA = this.vertices[ face.a ];
  6958. vB = this.vertices[ face.b ];
  6959. vC = this.vertices[ face.c ];
  6960. cb.subVectors( vC, vB );
  6961. ab.subVectors( vA, vB );
  6962. cb.cross( ab );
  6963. vertices[ face.a ].add( cb );
  6964. vertices[ face.b ].add( cb );
  6965. vertices[ face.c ].add( cb );
  6966. }
  6967. } else {
  6968. this.computeFaceNormals();
  6969. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6970. face = this.faces[ f ];
  6971. vertices[ face.a ].add( face.normal );
  6972. vertices[ face.b ].add( face.normal );
  6973. vertices[ face.c ].add( face.normal );
  6974. }
  6975. }
  6976. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6977. vertices[ v ].normalize();
  6978. }
  6979. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6980. face = this.faces[ f ];
  6981. var vertexNormals = face.vertexNormals;
  6982. if ( vertexNormals.length === 3 ) {
  6983. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6984. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6985. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6986. } else {
  6987. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6988. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6989. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6990. }
  6991. }
  6992. if ( this.faces.length > 0 ) {
  6993. this.normalsNeedUpdate = true;
  6994. }
  6995. },
  6996. computeFlatVertexNormals: function () {
  6997. var f, fl, face;
  6998. this.computeFaceNormals();
  6999. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7000. face = this.faces[ f ];
  7001. var vertexNormals = face.vertexNormals;
  7002. if ( vertexNormals.length === 3 ) {
  7003. vertexNormals[ 0 ].copy( face.normal );
  7004. vertexNormals[ 1 ].copy( face.normal );
  7005. vertexNormals[ 2 ].copy( face.normal );
  7006. } else {
  7007. vertexNormals[ 0 ] = face.normal.clone();
  7008. vertexNormals[ 1 ] = face.normal.clone();
  7009. vertexNormals[ 2 ] = face.normal.clone();
  7010. }
  7011. }
  7012. if ( this.faces.length > 0 ) {
  7013. this.normalsNeedUpdate = true;
  7014. }
  7015. },
  7016. computeMorphNormals: function () {
  7017. var i, il, f, fl, face;
  7018. // save original normals
  7019. // - create temp variables on first access
  7020. // otherwise just copy (for faster repeated calls)
  7021. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7022. face = this.faces[ f ];
  7023. if ( ! face.__originalFaceNormal ) {
  7024. face.__originalFaceNormal = face.normal.clone();
  7025. } else {
  7026. face.__originalFaceNormal.copy( face.normal );
  7027. }
  7028. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  7029. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7030. if ( ! face.__originalVertexNormals[ i ] ) {
  7031. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7032. } else {
  7033. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7034. }
  7035. }
  7036. }
  7037. // use temp geometry to compute face and vertex normals for each morph
  7038. var tmpGeo = new Geometry();
  7039. tmpGeo.faces = this.faces;
  7040. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7041. // create on first access
  7042. if ( ! this.morphNormals[ i ] ) {
  7043. this.morphNormals[ i ] = {};
  7044. this.morphNormals[ i ].faceNormals = [];
  7045. this.morphNormals[ i ].vertexNormals = [];
  7046. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7047. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7048. var faceNormal, vertexNormals;
  7049. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7050. faceNormal = new Vector3();
  7051. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7052. dstNormalsFace.push( faceNormal );
  7053. dstNormalsVertex.push( vertexNormals );
  7054. }
  7055. }
  7056. var morphNormals = this.morphNormals[ i ];
  7057. // set vertices to morph target
  7058. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7059. // compute morph normals
  7060. tmpGeo.computeFaceNormals();
  7061. tmpGeo.computeVertexNormals();
  7062. // store morph normals
  7063. var faceNormal, vertexNormals;
  7064. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7065. face = this.faces[ f ];
  7066. faceNormal = morphNormals.faceNormals[ f ];
  7067. vertexNormals = morphNormals.vertexNormals[ f ];
  7068. faceNormal.copy( face.normal );
  7069. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7070. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7071. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7072. }
  7073. }
  7074. // restore original normals
  7075. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7076. face = this.faces[ f ];
  7077. face.normal = face.__originalFaceNormal;
  7078. face.vertexNormals = face.__originalVertexNormals;
  7079. }
  7080. },
  7081. computeBoundingBox: function () {
  7082. if ( this.boundingBox === null ) {
  7083. this.boundingBox = new Box3();
  7084. }
  7085. this.boundingBox.setFromPoints( this.vertices );
  7086. },
  7087. computeBoundingSphere: function () {
  7088. if ( this.boundingSphere === null ) {
  7089. this.boundingSphere = new Sphere();
  7090. }
  7091. this.boundingSphere.setFromPoints( this.vertices );
  7092. },
  7093. merge: function ( geometry, matrix, materialIndexOffset ) {
  7094. if ( ! ( geometry && geometry.isGeometry ) ) {
  7095. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7096. return;
  7097. }
  7098. var normalMatrix,
  7099. vertexOffset = this.vertices.length,
  7100. vertices1 = this.vertices,
  7101. vertices2 = geometry.vertices,
  7102. faces1 = this.faces,
  7103. faces2 = geometry.faces,
  7104. colors1 = this.colors,
  7105. colors2 = geometry.colors;
  7106. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7107. if ( matrix !== undefined ) {
  7108. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7109. }
  7110. // vertices
  7111. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7112. var vertex = vertices2[ i ];
  7113. var vertexCopy = vertex.clone();
  7114. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7115. vertices1.push( vertexCopy );
  7116. }
  7117. // colors
  7118. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7119. colors1.push( colors2[ i ].clone() );
  7120. }
  7121. // faces
  7122. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7123. var face = faces2[ i ], faceCopy, normal, color,
  7124. faceVertexNormals = face.vertexNormals,
  7125. faceVertexColors = face.vertexColors;
  7126. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7127. faceCopy.normal.copy( face.normal );
  7128. if ( normalMatrix !== undefined ) {
  7129. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7130. }
  7131. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7132. normal = faceVertexNormals[ j ].clone();
  7133. if ( normalMatrix !== undefined ) {
  7134. normal.applyMatrix3( normalMatrix ).normalize();
  7135. }
  7136. faceCopy.vertexNormals.push( normal );
  7137. }
  7138. faceCopy.color.copy( face.color );
  7139. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7140. color = faceVertexColors[ j ];
  7141. faceCopy.vertexColors.push( color.clone() );
  7142. }
  7143. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7144. faces1.push( faceCopy );
  7145. }
  7146. // uvs
  7147. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7148. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7149. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7150. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7151. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7152. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7153. uvsCopy.push( uvs2[ k ].clone() );
  7154. }
  7155. this.faceVertexUvs[ i ].push( uvsCopy );
  7156. }
  7157. }
  7158. },
  7159. mergeMesh: function ( mesh ) {
  7160. if ( ! ( mesh && mesh.isMesh ) ) {
  7161. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7162. return;
  7163. }
  7164. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7165. this.merge( mesh.geometry, mesh.matrix );
  7166. },
  7167. /*
  7168. * Checks for duplicate vertices with hashmap.
  7169. * Duplicated vertices are removed
  7170. * and faces' vertices are updated.
  7171. */
  7172. mergeVertices: function () {
  7173. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7174. var unique = [], changes = [];
  7175. var v, key;
  7176. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7177. var precision = Math.pow( 10, precisionPoints );
  7178. var i, il, face;
  7179. var indices, j, jl;
  7180. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7181. v = this.vertices[ i ];
  7182. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7183. if ( verticesMap[ key ] === undefined ) {
  7184. verticesMap[ key ] = i;
  7185. unique.push( this.vertices[ i ] );
  7186. changes[ i ] = unique.length - 1;
  7187. } else {
  7188. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7189. changes[ i ] = changes[ verticesMap[ key ] ];
  7190. }
  7191. }
  7192. // if faces are completely degenerate after merging vertices, we
  7193. // have to remove them from the geometry.
  7194. var faceIndicesToRemove = [];
  7195. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7196. face = this.faces[ i ];
  7197. face.a = changes[ face.a ];
  7198. face.b = changes[ face.b ];
  7199. face.c = changes[ face.c ];
  7200. indices = [ face.a, face.b, face.c ];
  7201. // if any duplicate vertices are found in a Face3
  7202. // we have to remove the face as nothing can be saved
  7203. for ( var n = 0; n < 3; n ++ ) {
  7204. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7205. faceIndicesToRemove.push( i );
  7206. break;
  7207. }
  7208. }
  7209. }
  7210. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7211. var idx = faceIndicesToRemove[ i ];
  7212. this.faces.splice( idx, 1 );
  7213. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7214. this.faceVertexUvs[ j ].splice( idx, 1 );
  7215. }
  7216. }
  7217. // Use unique set of vertices
  7218. var diff = this.vertices.length - unique.length;
  7219. this.vertices = unique;
  7220. return diff;
  7221. },
  7222. setFromPoints: function ( points ) {
  7223. this.vertices = [];
  7224. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7225. var point = points[ i ];
  7226. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7227. }
  7228. return this;
  7229. },
  7230. sortFacesByMaterialIndex: function () {
  7231. var faces = this.faces;
  7232. var length = faces.length;
  7233. // tag faces
  7234. for ( var i = 0; i < length; i ++ ) {
  7235. faces[ i ]._id = i;
  7236. }
  7237. // sort faces
  7238. function materialIndexSort( a, b ) {
  7239. return a.materialIndex - b.materialIndex;
  7240. }
  7241. faces.sort( materialIndexSort );
  7242. // sort uvs
  7243. var uvs1 = this.faceVertexUvs[ 0 ];
  7244. var uvs2 = this.faceVertexUvs[ 1 ];
  7245. var newUvs1, newUvs2;
  7246. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7247. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7248. for ( var i = 0; i < length; i ++ ) {
  7249. var id = faces[ i ]._id;
  7250. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7251. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7252. }
  7253. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7254. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7255. },
  7256. toJSON: function () {
  7257. var data = {
  7258. metadata: {
  7259. version: 4.5,
  7260. type: 'Geometry',
  7261. generator: 'Geometry.toJSON'
  7262. }
  7263. };
  7264. // standard Geometry serialization
  7265. data.uuid = this.uuid;
  7266. data.type = this.type;
  7267. if ( this.name !== '' ) data.name = this.name;
  7268. if ( this.parameters !== undefined ) {
  7269. var parameters = this.parameters;
  7270. for ( var key in parameters ) {
  7271. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7272. }
  7273. return data;
  7274. }
  7275. var vertices = [];
  7276. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7277. var vertex = this.vertices[ i ];
  7278. vertices.push( vertex.x, vertex.y, vertex.z );
  7279. }
  7280. var faces = [];
  7281. var normals = [];
  7282. var normalsHash = {};
  7283. var colors = [];
  7284. var colorsHash = {};
  7285. var uvs = [];
  7286. var uvsHash = {};
  7287. for ( var i = 0; i < this.faces.length; i ++ ) {
  7288. var face = this.faces[ i ];
  7289. var hasMaterial = true;
  7290. var hasFaceUv = false; // deprecated
  7291. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7292. var hasFaceNormal = face.normal.length() > 0;
  7293. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7294. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7295. var hasFaceVertexColor = face.vertexColors.length > 0;
  7296. var faceType = 0;
  7297. faceType = setBit( faceType, 0, 0 ); // isQuad
  7298. faceType = setBit( faceType, 1, hasMaterial );
  7299. faceType = setBit( faceType, 2, hasFaceUv );
  7300. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7301. faceType = setBit( faceType, 4, hasFaceNormal );
  7302. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7303. faceType = setBit( faceType, 6, hasFaceColor );
  7304. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7305. faces.push( faceType );
  7306. faces.push( face.a, face.b, face.c );
  7307. faces.push( face.materialIndex );
  7308. if ( hasFaceVertexUv ) {
  7309. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7310. faces.push(
  7311. getUvIndex( faceVertexUvs[ 0 ] ),
  7312. getUvIndex( faceVertexUvs[ 1 ] ),
  7313. getUvIndex( faceVertexUvs[ 2 ] )
  7314. );
  7315. }
  7316. if ( hasFaceNormal ) {
  7317. faces.push( getNormalIndex( face.normal ) );
  7318. }
  7319. if ( hasFaceVertexNormal ) {
  7320. var vertexNormals = face.vertexNormals;
  7321. faces.push(
  7322. getNormalIndex( vertexNormals[ 0 ] ),
  7323. getNormalIndex( vertexNormals[ 1 ] ),
  7324. getNormalIndex( vertexNormals[ 2 ] )
  7325. );
  7326. }
  7327. if ( hasFaceColor ) {
  7328. faces.push( getColorIndex( face.color ) );
  7329. }
  7330. if ( hasFaceVertexColor ) {
  7331. var vertexColors = face.vertexColors;
  7332. faces.push(
  7333. getColorIndex( vertexColors[ 0 ] ),
  7334. getColorIndex( vertexColors[ 1 ] ),
  7335. getColorIndex( vertexColors[ 2 ] )
  7336. );
  7337. }
  7338. }
  7339. function setBit( value, position, enabled ) {
  7340. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7341. }
  7342. function getNormalIndex( normal ) {
  7343. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7344. if ( normalsHash[ hash ] !== undefined ) {
  7345. return normalsHash[ hash ];
  7346. }
  7347. normalsHash[ hash ] = normals.length / 3;
  7348. normals.push( normal.x, normal.y, normal.z );
  7349. return normalsHash[ hash ];
  7350. }
  7351. function getColorIndex( color ) {
  7352. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7353. if ( colorsHash[ hash ] !== undefined ) {
  7354. return colorsHash[ hash ];
  7355. }
  7356. colorsHash[ hash ] = colors.length;
  7357. colors.push( color.getHex() );
  7358. return colorsHash[ hash ];
  7359. }
  7360. function getUvIndex( uv ) {
  7361. var hash = uv.x.toString() + uv.y.toString();
  7362. if ( uvsHash[ hash ] !== undefined ) {
  7363. return uvsHash[ hash ];
  7364. }
  7365. uvsHash[ hash ] = uvs.length / 2;
  7366. uvs.push( uv.x, uv.y );
  7367. return uvsHash[ hash ];
  7368. }
  7369. data.data = {};
  7370. data.data.vertices = vertices;
  7371. data.data.normals = normals;
  7372. if ( colors.length > 0 ) data.data.colors = colors;
  7373. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7374. data.data.faces = faces;
  7375. return data;
  7376. },
  7377. clone: function () {
  7378. /*
  7379. // Handle primitives
  7380. var parameters = this.parameters;
  7381. if ( parameters !== undefined ) {
  7382. var values = [];
  7383. for ( var key in parameters ) {
  7384. values.push( parameters[ key ] );
  7385. }
  7386. var geometry = Object.create( this.constructor.prototype );
  7387. this.constructor.apply( geometry, values );
  7388. return geometry;
  7389. }
  7390. return new this.constructor().copy( this );
  7391. */
  7392. return new Geometry().copy( this );
  7393. },
  7394. copy: function ( source ) {
  7395. var i, il, j, jl, k, kl;
  7396. // reset
  7397. this.vertices = [];
  7398. this.colors = [];
  7399. this.faces = [];
  7400. this.faceVertexUvs = [[]];
  7401. this.morphTargets = [];
  7402. this.morphNormals = [];
  7403. this.skinWeights = [];
  7404. this.skinIndices = [];
  7405. this.lineDistances = [];
  7406. this.boundingBox = null;
  7407. this.boundingSphere = null;
  7408. // name
  7409. this.name = source.name;
  7410. // vertices
  7411. var vertices = source.vertices;
  7412. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7413. this.vertices.push( vertices[ i ].clone() );
  7414. }
  7415. // colors
  7416. var colors = source.colors;
  7417. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7418. this.colors.push( colors[ i ].clone() );
  7419. }
  7420. // faces
  7421. var faces = source.faces;
  7422. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7423. this.faces.push( faces[ i ].clone() );
  7424. }
  7425. // face vertex uvs
  7426. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7427. var faceVertexUvs = source.faceVertexUvs[ i ];
  7428. if ( this.faceVertexUvs[ i ] === undefined ) {
  7429. this.faceVertexUvs[ i ] = [];
  7430. }
  7431. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7432. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7433. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7434. var uv = uvs[ k ];
  7435. uvsCopy.push( uv.clone() );
  7436. }
  7437. this.faceVertexUvs[ i ].push( uvsCopy );
  7438. }
  7439. }
  7440. // morph targets
  7441. var morphTargets = source.morphTargets;
  7442. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7443. var morphTarget = {};
  7444. morphTarget.name = morphTargets[ i ].name;
  7445. // vertices
  7446. if ( morphTargets[ i ].vertices !== undefined ) {
  7447. morphTarget.vertices = [];
  7448. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7449. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7450. }
  7451. }
  7452. // normals
  7453. if ( morphTargets[ i ].normals !== undefined ) {
  7454. morphTarget.normals = [];
  7455. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7456. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7457. }
  7458. }
  7459. this.morphTargets.push( morphTarget );
  7460. }
  7461. // morph normals
  7462. var morphNormals = source.morphNormals;
  7463. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7464. var morphNormal = {};
  7465. // vertex normals
  7466. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7467. morphNormal.vertexNormals = [];
  7468. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7469. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7470. var destVertexNormal = {};
  7471. destVertexNormal.a = srcVertexNormal.a.clone();
  7472. destVertexNormal.b = srcVertexNormal.b.clone();
  7473. destVertexNormal.c = srcVertexNormal.c.clone();
  7474. morphNormal.vertexNormals.push( destVertexNormal );
  7475. }
  7476. }
  7477. // face normals
  7478. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7479. morphNormal.faceNormals = [];
  7480. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7481. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7482. }
  7483. }
  7484. this.morphNormals.push( morphNormal );
  7485. }
  7486. // skin weights
  7487. var skinWeights = source.skinWeights;
  7488. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7489. this.skinWeights.push( skinWeights[ i ].clone() );
  7490. }
  7491. // skin indices
  7492. var skinIndices = source.skinIndices;
  7493. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7494. this.skinIndices.push( skinIndices[ i ].clone() );
  7495. }
  7496. // line distances
  7497. var lineDistances = source.lineDistances;
  7498. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7499. this.lineDistances.push( lineDistances[ i ] );
  7500. }
  7501. // bounding box
  7502. var boundingBox = source.boundingBox;
  7503. if ( boundingBox !== null ) {
  7504. this.boundingBox = boundingBox.clone();
  7505. }
  7506. // bounding sphere
  7507. var boundingSphere = source.boundingSphere;
  7508. if ( boundingSphere !== null ) {
  7509. this.boundingSphere = boundingSphere.clone();
  7510. }
  7511. // update flags
  7512. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7513. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7514. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7515. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7516. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7517. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7518. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7519. return this;
  7520. },
  7521. dispose: function () {
  7522. this.dispatchEvent( { type: 'dispose' } );
  7523. }
  7524. } );
  7525. /**
  7526. * @author mrdoob / http://mrdoob.com/
  7527. * @author Mugen87 / https://github.com/Mugen87
  7528. */
  7529. // BoxGeometry
  7530. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7531. Geometry.call( this );
  7532. this.type = 'BoxGeometry';
  7533. this.parameters = {
  7534. width: width,
  7535. height: height,
  7536. depth: depth,
  7537. widthSegments: widthSegments,
  7538. heightSegments: heightSegments,
  7539. depthSegments: depthSegments
  7540. };
  7541. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7542. this.mergeVertices();
  7543. }
  7544. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7545. BoxGeometry.prototype.constructor = BoxGeometry;
  7546. // BoxBufferGeometry
  7547. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7548. BufferGeometry.call( this );
  7549. this.type = 'BoxBufferGeometry';
  7550. this.parameters = {
  7551. width: width,
  7552. height: height,
  7553. depth: depth,
  7554. widthSegments: widthSegments,
  7555. heightSegments: heightSegments,
  7556. depthSegments: depthSegments
  7557. };
  7558. var scope = this;
  7559. width = width || 1;
  7560. height = height || 1;
  7561. depth = depth || 1;
  7562. // segments
  7563. widthSegments = Math.floor( widthSegments ) || 1;
  7564. heightSegments = Math.floor( heightSegments ) || 1;
  7565. depthSegments = Math.floor( depthSegments ) || 1;
  7566. // buffers
  7567. var indices = [];
  7568. var vertices = [];
  7569. var normals = [];
  7570. var uvs = [];
  7571. // helper variables
  7572. var numberOfVertices = 0;
  7573. var groupStart = 0;
  7574. // build each side of the box geometry
  7575. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7576. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7577. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7578. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7579. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7580. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7581. // build geometry
  7582. this.setIndex( indices );
  7583. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7584. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7585. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7586. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7587. var segmentWidth = width / gridX;
  7588. var segmentHeight = height / gridY;
  7589. var widthHalf = width / 2;
  7590. var heightHalf = height / 2;
  7591. var depthHalf = depth / 2;
  7592. var gridX1 = gridX + 1;
  7593. var gridY1 = gridY + 1;
  7594. var vertexCounter = 0;
  7595. var groupCount = 0;
  7596. var ix, iy;
  7597. var vector = new Vector3();
  7598. // generate vertices, normals and uvs
  7599. for ( iy = 0; iy < gridY1; iy ++ ) {
  7600. var y = iy * segmentHeight - heightHalf;
  7601. for ( ix = 0; ix < gridX1; ix ++ ) {
  7602. var x = ix * segmentWidth - widthHalf;
  7603. // set values to correct vector component
  7604. vector[ u ] = x * udir;
  7605. vector[ v ] = y * vdir;
  7606. vector[ w ] = depthHalf;
  7607. // now apply vector to vertex buffer
  7608. vertices.push( vector.x, vector.y, vector.z );
  7609. // set values to correct vector component
  7610. vector[ u ] = 0;
  7611. vector[ v ] = 0;
  7612. vector[ w ] = depth > 0 ? 1 : - 1;
  7613. // now apply vector to normal buffer
  7614. normals.push( vector.x, vector.y, vector.z );
  7615. // uvs
  7616. uvs.push( ix / gridX );
  7617. uvs.push( 1 - ( iy / gridY ) );
  7618. // counters
  7619. vertexCounter += 1;
  7620. }
  7621. }
  7622. // indices
  7623. // 1. you need three indices to draw a single face
  7624. // 2. a single segment consists of two faces
  7625. // 3. so we need to generate six (2*3) indices per segment
  7626. for ( iy = 0; iy < gridY; iy ++ ) {
  7627. for ( ix = 0; ix < gridX; ix ++ ) {
  7628. var a = numberOfVertices + ix + gridX1 * iy;
  7629. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7630. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7631. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7632. // faces
  7633. indices.push( a, b, d );
  7634. indices.push( b, c, d );
  7635. // increase counter
  7636. groupCount += 6;
  7637. }
  7638. }
  7639. // add a group to the geometry. this will ensure multi material support
  7640. scope.addGroup( groupStart, groupCount, materialIndex );
  7641. // calculate new start value for groups
  7642. groupStart += groupCount;
  7643. // update total number of vertices
  7644. numberOfVertices += vertexCounter;
  7645. }
  7646. }
  7647. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7648. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7649. /**
  7650. * Uniform Utilities
  7651. */
  7652. function cloneUniforms( src ) {
  7653. var dst = {};
  7654. for ( var u in src ) {
  7655. dst[ u ] = {};
  7656. for ( var p in src[ u ] ) {
  7657. var property = src[ u ][ p ];
  7658. if ( property && ( property.isColor ||
  7659. property.isMatrix3 || property.isMatrix4 ||
  7660. property.isVector2 || property.isVector3 || property.isVector4 ||
  7661. property.isTexture ) ) {
  7662. dst[ u ][ p ] = property.clone();
  7663. } else if ( Array.isArray( property ) ) {
  7664. dst[ u ][ p ] = property.slice();
  7665. } else {
  7666. dst[ u ][ p ] = property;
  7667. }
  7668. }
  7669. }
  7670. return dst;
  7671. }
  7672. function mergeUniforms( uniforms ) {
  7673. var merged = {};
  7674. for ( var u = 0; u < uniforms.length; u ++ ) {
  7675. var tmp = cloneUniforms( uniforms[ u ] );
  7676. for ( var p in tmp ) {
  7677. merged[ p ] = tmp[ p ];
  7678. }
  7679. }
  7680. return merged;
  7681. }
  7682. // Legacy
  7683. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7684. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7685. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7686. /**
  7687. * @author alteredq / http://alteredqualia.com/
  7688. *
  7689. * parameters = {
  7690. * defines: { "label" : "value" },
  7691. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7692. *
  7693. * fragmentShader: <string>,
  7694. * vertexShader: <string>,
  7695. *
  7696. * wireframe: <boolean>,
  7697. * wireframeLinewidth: <float>,
  7698. *
  7699. * lights: <bool>,
  7700. *
  7701. * skinning: <bool>,
  7702. * morphTargets: <bool>,
  7703. * morphNormals: <bool>
  7704. * }
  7705. */
  7706. function ShaderMaterial( parameters ) {
  7707. Material.call( this );
  7708. this.type = 'ShaderMaterial';
  7709. this.defines = {};
  7710. this.uniforms = {};
  7711. this.vertexShader = default_vertex;
  7712. this.fragmentShader = default_fragment;
  7713. this.linewidth = 1;
  7714. this.wireframe = false;
  7715. this.wireframeLinewidth = 1;
  7716. this.fog = false; // set to use scene fog
  7717. this.lights = false; // set to use scene lights
  7718. this.clipping = false; // set to use user-defined clipping planes
  7719. this.skinning = false; // set to use skinning attribute streams
  7720. this.morphTargets = false; // set to use morph targets
  7721. this.morphNormals = false; // set to use morph normals
  7722. this.extensions = {
  7723. derivatives: false, // set to use derivatives
  7724. fragDepth: false, // set to use fragment depth values
  7725. drawBuffers: false, // set to use draw buffers
  7726. shaderTextureLOD: false // set to use shader texture LOD
  7727. };
  7728. // When rendered geometry doesn't include these attributes but the material does,
  7729. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7730. this.defaultAttributeValues = {
  7731. 'color': [ 1, 1, 1 ],
  7732. 'uv': [ 0, 0 ],
  7733. 'uv2': [ 0, 0 ]
  7734. };
  7735. this.index0AttributeName = undefined;
  7736. this.uniformsNeedUpdate = false;
  7737. if ( parameters !== undefined ) {
  7738. if ( parameters.attributes !== undefined ) {
  7739. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7740. }
  7741. this.setValues( parameters );
  7742. }
  7743. }
  7744. ShaderMaterial.prototype = Object.create( Material.prototype );
  7745. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7746. ShaderMaterial.prototype.isShaderMaterial = true;
  7747. ShaderMaterial.prototype.copy = function ( source ) {
  7748. Material.prototype.copy.call( this, source );
  7749. this.fragmentShader = source.fragmentShader;
  7750. this.vertexShader = source.vertexShader;
  7751. this.uniforms = cloneUniforms( source.uniforms );
  7752. this.defines = Object.assign( {}, source.defines );
  7753. this.wireframe = source.wireframe;
  7754. this.wireframeLinewidth = source.wireframeLinewidth;
  7755. this.lights = source.lights;
  7756. this.clipping = source.clipping;
  7757. this.skinning = source.skinning;
  7758. this.morphTargets = source.morphTargets;
  7759. this.morphNormals = source.morphNormals;
  7760. this.extensions = source.extensions;
  7761. return this;
  7762. };
  7763. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7764. var data = Material.prototype.toJSON.call( this, meta );
  7765. data.uniforms = {};
  7766. for ( var name in this.uniforms ) {
  7767. var uniform = this.uniforms[ name ];
  7768. var value = uniform.value;
  7769. if ( value && value.isTexture ) {
  7770. data.uniforms[ name ] = {
  7771. type: 't',
  7772. value: value.toJSON( meta ).uuid
  7773. };
  7774. } else if ( value && value.isColor ) {
  7775. data.uniforms[ name ] = {
  7776. type: 'c',
  7777. value: value.getHex()
  7778. };
  7779. } else if ( value && value.isVector2 ) {
  7780. data.uniforms[ name ] = {
  7781. type: 'v2',
  7782. value: value.toArray()
  7783. };
  7784. } else if ( value && value.isVector3 ) {
  7785. data.uniforms[ name ] = {
  7786. type: 'v3',
  7787. value: value.toArray()
  7788. };
  7789. } else if ( value && value.isVector4 ) {
  7790. data.uniforms[ name ] = {
  7791. type: 'v4',
  7792. value: value.toArray()
  7793. };
  7794. } else if ( value && value.isMatrix3 ) {
  7795. data.uniforms[ name ] = {
  7796. type: 'm3',
  7797. value: value.toArray()
  7798. };
  7799. } else if ( value && value.isMatrix4 ) {
  7800. data.uniforms[ name ] = {
  7801. type: 'm4',
  7802. value: value.toArray()
  7803. };
  7804. } else {
  7805. data.uniforms[ name ] = {
  7806. value: value
  7807. };
  7808. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7809. }
  7810. }
  7811. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7812. data.vertexShader = this.vertexShader;
  7813. data.fragmentShader = this.fragmentShader;
  7814. var extensions = {};
  7815. for ( var key in this.extensions ) {
  7816. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7817. }
  7818. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7819. return data;
  7820. };
  7821. /**
  7822. * @author mrdoob / http://mrdoob.com/
  7823. * @author mikael emtinger / http://gomo.se/
  7824. * @author WestLangley / http://github.com/WestLangley
  7825. */
  7826. function Camera() {
  7827. Object3D.call( this );
  7828. this.type = 'Camera';
  7829. this.matrixWorldInverse = new Matrix4();
  7830. this.projectionMatrix = new Matrix4();
  7831. this.projectionMatrixInverse = new Matrix4();
  7832. }
  7833. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7834. constructor: Camera,
  7835. isCamera: true,
  7836. copy: function ( source, recursive ) {
  7837. Object3D.prototype.copy.call( this, source, recursive );
  7838. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7839. this.projectionMatrix.copy( source.projectionMatrix );
  7840. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7841. return this;
  7842. },
  7843. getWorldDirection: function ( target ) {
  7844. if ( target === undefined ) {
  7845. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7846. target = new Vector3();
  7847. }
  7848. this.updateMatrixWorld( true );
  7849. var e = this.matrixWorld.elements;
  7850. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7851. },
  7852. updateMatrixWorld: function ( force ) {
  7853. Object3D.prototype.updateMatrixWorld.call( this, force );
  7854. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7855. },
  7856. clone: function () {
  7857. return new this.constructor().copy( this );
  7858. }
  7859. } );
  7860. /**
  7861. * @author mrdoob / http://mrdoob.com/
  7862. * @author greggman / http://games.greggman.com/
  7863. * @author zz85 / http://www.lab4games.net/zz85/blog
  7864. * @author tschw
  7865. */
  7866. function PerspectiveCamera( fov, aspect, near, far ) {
  7867. Camera.call( this );
  7868. this.type = 'PerspectiveCamera';
  7869. this.fov = fov !== undefined ? fov : 50;
  7870. this.zoom = 1;
  7871. this.near = near !== undefined ? near : 0.1;
  7872. this.far = far !== undefined ? far : 2000;
  7873. this.focus = 10;
  7874. this.aspect = aspect !== undefined ? aspect : 1;
  7875. this.view = null;
  7876. this.filmGauge = 35; // width of the film (default in millimeters)
  7877. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7878. this.updateProjectionMatrix();
  7879. }
  7880. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7881. constructor: PerspectiveCamera,
  7882. isPerspectiveCamera: true,
  7883. copy: function ( source, recursive ) {
  7884. Camera.prototype.copy.call( this, source, recursive );
  7885. this.fov = source.fov;
  7886. this.zoom = source.zoom;
  7887. this.near = source.near;
  7888. this.far = source.far;
  7889. this.focus = source.focus;
  7890. this.aspect = source.aspect;
  7891. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7892. this.filmGauge = source.filmGauge;
  7893. this.filmOffset = source.filmOffset;
  7894. return this;
  7895. },
  7896. /**
  7897. * Sets the FOV by focal length in respect to the current .filmGauge.
  7898. *
  7899. * The default film gauge is 35, so that the focal length can be specified for
  7900. * a 35mm (full frame) camera.
  7901. *
  7902. * Values for focal length and film gauge must have the same unit.
  7903. */
  7904. setFocalLength: function ( focalLength ) {
  7905. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7906. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7907. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7908. this.updateProjectionMatrix();
  7909. },
  7910. /**
  7911. * Calculates the focal length from the current .fov and .filmGauge.
  7912. */
  7913. getFocalLength: function () {
  7914. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7915. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7916. },
  7917. getEffectiveFOV: function () {
  7918. return _Math.RAD2DEG * 2 * Math.atan(
  7919. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7920. },
  7921. getFilmWidth: function () {
  7922. // film not completely covered in portrait format (aspect < 1)
  7923. return this.filmGauge * Math.min( this.aspect, 1 );
  7924. },
  7925. getFilmHeight: function () {
  7926. // film not completely covered in landscape format (aspect > 1)
  7927. return this.filmGauge / Math.max( this.aspect, 1 );
  7928. },
  7929. /**
  7930. * Sets an offset in a larger frustum. This is useful for multi-window or
  7931. * multi-monitor/multi-machine setups.
  7932. *
  7933. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7934. * the monitors are in grid like this
  7935. *
  7936. * +---+---+---+
  7937. * | A | B | C |
  7938. * +---+---+---+
  7939. * | D | E | F |
  7940. * +---+---+---+
  7941. *
  7942. * then for each monitor you would call it like this
  7943. *
  7944. * var w = 1920;
  7945. * var h = 1080;
  7946. * var fullWidth = w * 3;
  7947. * var fullHeight = h * 2;
  7948. *
  7949. * --A--
  7950. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7951. * --B--
  7952. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7953. * --C--
  7954. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7955. * --D--
  7956. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7957. * --E--
  7958. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7959. * --F--
  7960. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7961. *
  7962. * Note there is no reason monitors have to be the same size or in a grid.
  7963. */
  7964. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7965. this.aspect = fullWidth / fullHeight;
  7966. if ( this.view === null ) {
  7967. this.view = {
  7968. enabled: true,
  7969. fullWidth: 1,
  7970. fullHeight: 1,
  7971. offsetX: 0,
  7972. offsetY: 0,
  7973. width: 1,
  7974. height: 1
  7975. };
  7976. }
  7977. this.view.enabled = true;
  7978. this.view.fullWidth = fullWidth;
  7979. this.view.fullHeight = fullHeight;
  7980. this.view.offsetX = x;
  7981. this.view.offsetY = y;
  7982. this.view.width = width;
  7983. this.view.height = height;
  7984. this.updateProjectionMatrix();
  7985. },
  7986. clearViewOffset: function () {
  7987. if ( this.view !== null ) {
  7988. this.view.enabled = false;
  7989. }
  7990. this.updateProjectionMatrix();
  7991. },
  7992. updateProjectionMatrix: function () {
  7993. var near = this.near,
  7994. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7995. height = 2 * top,
  7996. width = this.aspect * height,
  7997. left = - 0.5 * width,
  7998. view = this.view;
  7999. if ( this.view !== null && this.view.enabled ) {
  8000. var fullWidth = view.fullWidth,
  8001. fullHeight = view.fullHeight;
  8002. left += view.offsetX * width / fullWidth;
  8003. top -= view.offsetY * height / fullHeight;
  8004. width *= view.width / fullWidth;
  8005. height *= view.height / fullHeight;
  8006. }
  8007. var skew = this.filmOffset;
  8008. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  8009. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8010. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8011. },
  8012. toJSON: function ( meta ) {
  8013. var data = Object3D.prototype.toJSON.call( this, meta );
  8014. data.object.fov = this.fov;
  8015. data.object.zoom = this.zoom;
  8016. data.object.near = this.near;
  8017. data.object.far = this.far;
  8018. data.object.focus = this.focus;
  8019. data.object.aspect = this.aspect;
  8020. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  8021. data.object.filmGauge = this.filmGauge;
  8022. data.object.filmOffset = this.filmOffset;
  8023. return data;
  8024. }
  8025. } );
  8026. /**
  8027. * Camera for rendering cube maps
  8028. * - renders scene into axis-aligned cube
  8029. *
  8030. * @author alteredq / http://alteredqualia.com/
  8031. */
  8032. var fov = 90, aspect = 1;
  8033. function CubeCamera( near, far, cubeResolution, options ) {
  8034. Object3D.call( this );
  8035. this.type = 'CubeCamera';
  8036. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8037. cameraPX.up.set( 0, - 1, 0 );
  8038. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8039. this.add( cameraPX );
  8040. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8041. cameraNX.up.set( 0, - 1, 0 );
  8042. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8043. this.add( cameraNX );
  8044. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8045. cameraPY.up.set( 0, 0, 1 );
  8046. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8047. this.add( cameraPY );
  8048. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8049. cameraNY.up.set( 0, 0, - 1 );
  8050. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8051. this.add( cameraNY );
  8052. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8053. cameraPZ.up.set( 0, - 1, 0 );
  8054. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8055. this.add( cameraPZ );
  8056. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8057. cameraNZ.up.set( 0, - 1, 0 );
  8058. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8059. this.add( cameraNZ );
  8060. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8061. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8062. this.renderTarget.texture.name = "CubeCamera";
  8063. this.update = function ( renderer, scene ) {
  8064. if ( this.parent === null ) this.updateMatrixWorld();
  8065. var currentRenderTarget = renderer.getRenderTarget();
  8066. var renderTarget = this.renderTarget;
  8067. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8068. renderTarget.texture.generateMipmaps = false;
  8069. renderer.setRenderTarget( renderTarget, 0 );
  8070. renderer.render( scene, cameraPX );
  8071. renderer.setRenderTarget( renderTarget, 1 );
  8072. renderer.render( scene, cameraNX );
  8073. renderer.setRenderTarget( renderTarget, 2 );
  8074. renderer.render( scene, cameraPY );
  8075. renderer.setRenderTarget( renderTarget, 3 );
  8076. renderer.render( scene, cameraNY );
  8077. renderer.setRenderTarget( renderTarget, 4 );
  8078. renderer.render( scene, cameraPZ );
  8079. renderTarget.texture.generateMipmaps = generateMipmaps;
  8080. renderer.setRenderTarget( renderTarget, 5 );
  8081. renderer.render( scene, cameraNZ );
  8082. renderer.setRenderTarget( currentRenderTarget );
  8083. };
  8084. this.clear = function ( renderer, color, depth, stencil ) {
  8085. var currentRenderTarget = renderer.getRenderTarget();
  8086. var renderTarget = this.renderTarget;
  8087. for ( var i = 0; i < 6; i ++ ) {
  8088. renderer.setRenderTarget( renderTarget, i );
  8089. renderer.clear( color, depth, stencil );
  8090. }
  8091. renderer.setRenderTarget( currentRenderTarget );
  8092. };
  8093. }
  8094. CubeCamera.prototype = Object.create( Object3D.prototype );
  8095. CubeCamera.prototype.constructor = CubeCamera;
  8096. /**
  8097. * @author alteredq / http://alteredqualia.com
  8098. * @author WestLangley / http://github.com/WestLangley
  8099. */
  8100. function WebGLRenderTargetCube( width, height, options ) {
  8101. WebGLRenderTarget.call( this, width, height, options );
  8102. }
  8103. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8104. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8105. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8106. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8107. this.texture.type = texture.type;
  8108. this.texture.format = texture.format;
  8109. this.texture.encoding = texture.encoding;
  8110. var scene = new Scene();
  8111. var shader = {
  8112. uniforms: {
  8113. tEquirect: { value: null },
  8114. },
  8115. vertexShader: [
  8116. "varying vec3 vWorldDirection;",
  8117. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8118. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8119. "}",
  8120. "void main() {",
  8121. " vWorldDirection = transformDirection( position, modelMatrix );",
  8122. " #include <begin_vertex>",
  8123. " #include <project_vertex>",
  8124. "}"
  8125. ].join( '\n' ),
  8126. fragmentShader: [
  8127. "uniform sampler2D tEquirect;",
  8128. "varying vec3 vWorldDirection;",
  8129. "#define RECIPROCAL_PI 0.31830988618",
  8130. "#define RECIPROCAL_PI2 0.15915494",
  8131. "void main() {",
  8132. " vec3 direction = normalize( vWorldDirection );",
  8133. " vec2 sampleUV;",
  8134. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8135. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8136. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8137. "}"
  8138. ].join( '\n' ),
  8139. };
  8140. var material = new ShaderMaterial( {
  8141. type: 'CubemapFromEquirect',
  8142. uniforms: cloneUniforms( shader.uniforms ),
  8143. vertexShader: shader.vertexShader,
  8144. fragmentShader: shader.fragmentShader,
  8145. side: BackSide,
  8146. blending: NoBlending
  8147. } );
  8148. material.uniforms.tEquirect.value = texture;
  8149. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8150. scene.add( mesh );
  8151. var camera = new CubeCamera( 1, 10, 1 );
  8152. camera.renderTarget = this;
  8153. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8154. camera.update( renderer, scene );
  8155. mesh.geometry.dispose();
  8156. mesh.material.dispose();
  8157. return this;
  8158. };
  8159. /**
  8160. * @author alteredq / http://alteredqualia.com/
  8161. */
  8162. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8163. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8164. this.image = { data: data, width: width, height: height };
  8165. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8166. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8167. this.generateMipmaps = false;
  8168. this.flipY = false;
  8169. this.unpackAlignment = 1;
  8170. }
  8171. DataTexture.prototype = Object.create( Texture.prototype );
  8172. DataTexture.prototype.constructor = DataTexture;
  8173. DataTexture.prototype.isDataTexture = true;
  8174. /**
  8175. * @author bhouston / http://clara.io
  8176. */
  8177. var _vector1, _vector2, _normalMatrix;
  8178. function Plane( normal, constant ) {
  8179. // normal is assumed to be normalized
  8180. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8181. this.constant = ( constant !== undefined ) ? constant : 0;
  8182. }
  8183. Object.assign( Plane.prototype, {
  8184. isPlane: true,
  8185. set: function ( normal, constant ) {
  8186. this.normal.copy( normal );
  8187. this.constant = constant;
  8188. return this;
  8189. },
  8190. setComponents: function ( x, y, z, w ) {
  8191. this.normal.set( x, y, z );
  8192. this.constant = w;
  8193. return this;
  8194. },
  8195. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8196. this.normal.copy( normal );
  8197. this.constant = - point.dot( this.normal );
  8198. return this;
  8199. },
  8200. setFromCoplanarPoints: function ( a, b, c ) {
  8201. if ( _vector1 === undefined ) {
  8202. _vector1 = new Vector3();
  8203. _vector2 = new Vector3();
  8204. }
  8205. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8206. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8207. this.setFromNormalAndCoplanarPoint( normal, a );
  8208. return this;
  8209. },
  8210. clone: function () {
  8211. return new this.constructor().copy( this );
  8212. },
  8213. copy: function ( plane ) {
  8214. this.normal.copy( plane.normal );
  8215. this.constant = plane.constant;
  8216. return this;
  8217. },
  8218. normalize: function () {
  8219. // Note: will lead to a divide by zero if the plane is invalid.
  8220. var inverseNormalLength = 1.0 / this.normal.length();
  8221. this.normal.multiplyScalar( inverseNormalLength );
  8222. this.constant *= inverseNormalLength;
  8223. return this;
  8224. },
  8225. negate: function () {
  8226. this.constant *= - 1;
  8227. this.normal.negate();
  8228. return this;
  8229. },
  8230. distanceToPoint: function ( point ) {
  8231. return this.normal.dot( point ) + this.constant;
  8232. },
  8233. distanceToSphere: function ( sphere ) {
  8234. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8235. },
  8236. projectPoint: function ( point, target ) {
  8237. if ( target === undefined ) {
  8238. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8239. target = new Vector3();
  8240. }
  8241. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8242. },
  8243. intersectLine: function ( line, target ) {
  8244. if ( _vector1 === undefined ) _vector1 = new Vector3();
  8245. if ( target === undefined ) {
  8246. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8247. target = new Vector3();
  8248. }
  8249. var direction = line.delta( _vector1 );
  8250. var denominator = this.normal.dot( direction );
  8251. if ( denominator === 0 ) {
  8252. // line is coplanar, return origin
  8253. if ( this.distanceToPoint( line.start ) === 0 ) {
  8254. return target.copy( line.start );
  8255. }
  8256. // Unsure if this is the correct method to handle this case.
  8257. return undefined;
  8258. }
  8259. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8260. if ( t < 0 || t > 1 ) {
  8261. return undefined;
  8262. }
  8263. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8264. },
  8265. intersectsLine: function ( line ) {
  8266. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8267. var startSign = this.distanceToPoint( line.start );
  8268. var endSign = this.distanceToPoint( line.end );
  8269. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8270. },
  8271. intersectsBox: function ( box ) {
  8272. return box.intersectsPlane( this );
  8273. },
  8274. intersectsSphere: function ( sphere ) {
  8275. return sphere.intersectsPlane( this );
  8276. },
  8277. coplanarPoint: function ( target ) {
  8278. if ( target === undefined ) {
  8279. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8280. target = new Vector3();
  8281. }
  8282. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8283. },
  8284. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8285. if ( _normalMatrix === undefined ) {
  8286. _normalMatrix = new Matrix3();
  8287. _vector1 = new Vector3();
  8288. }
  8289. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8290. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8291. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8292. this.constant = - referencePoint.dot( normal );
  8293. return this;
  8294. },
  8295. translate: function ( offset ) {
  8296. this.constant -= offset.dot( this.normal );
  8297. return this;
  8298. },
  8299. equals: function ( plane ) {
  8300. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8301. }
  8302. } );
  8303. /**
  8304. * @author mrdoob / http://mrdoob.com/
  8305. * @author alteredq / http://alteredqualia.com/
  8306. * @author bhouston / http://clara.io
  8307. */
  8308. var _sphere$1;
  8309. var _vector$5;
  8310. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8311. this.planes = [
  8312. ( p0 !== undefined ) ? p0 : new Plane(),
  8313. ( p1 !== undefined ) ? p1 : new Plane(),
  8314. ( p2 !== undefined ) ? p2 : new Plane(),
  8315. ( p3 !== undefined ) ? p3 : new Plane(),
  8316. ( p4 !== undefined ) ? p4 : new Plane(),
  8317. ( p5 !== undefined ) ? p5 : new Plane()
  8318. ];
  8319. }
  8320. Object.assign( Frustum.prototype, {
  8321. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8322. var planes = this.planes;
  8323. planes[ 0 ].copy( p0 );
  8324. planes[ 1 ].copy( p1 );
  8325. planes[ 2 ].copy( p2 );
  8326. planes[ 3 ].copy( p3 );
  8327. planes[ 4 ].copy( p4 );
  8328. planes[ 5 ].copy( p5 );
  8329. return this;
  8330. },
  8331. clone: function () {
  8332. return new this.constructor().copy( this );
  8333. },
  8334. copy: function ( frustum ) {
  8335. var planes = this.planes;
  8336. for ( var i = 0; i < 6; i ++ ) {
  8337. planes[ i ].copy( frustum.planes[ i ] );
  8338. }
  8339. return this;
  8340. },
  8341. setFromMatrix: function ( m ) {
  8342. var planes = this.planes;
  8343. var me = m.elements;
  8344. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8345. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8346. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8347. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8348. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8349. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8350. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8351. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8352. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8353. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8354. return this;
  8355. },
  8356. intersectsObject: function ( object ) {
  8357. if ( _sphere$1 === undefined ) _sphere$1 = new Sphere();
  8358. var geometry = object.geometry;
  8359. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8360. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8361. return this.intersectsSphere( _sphere$1 );
  8362. },
  8363. intersectsSprite: function ( sprite ) {
  8364. if ( _sphere$1 === undefined ) _sphere$1 = new Sphere();
  8365. _sphere$1.center.set( 0, 0, 0 );
  8366. _sphere$1.radius = 0.7071067811865476;
  8367. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8368. return this.intersectsSphere( _sphere$1 );
  8369. },
  8370. intersectsSphere: function ( sphere ) {
  8371. var planes = this.planes;
  8372. var center = sphere.center;
  8373. var negRadius = - sphere.radius;
  8374. for ( var i = 0; i < 6; i ++ ) {
  8375. var distance = planes[ i ].distanceToPoint( center );
  8376. if ( distance < negRadius ) {
  8377. return false;
  8378. }
  8379. }
  8380. return true;
  8381. },
  8382. intersectsBox: function ( box ) {
  8383. if ( _vector$5 === undefined ) _vector$5 = new Vector3();
  8384. var planes = this.planes;
  8385. for ( var i = 0; i < 6; i ++ ) {
  8386. var plane = planes[ i ];
  8387. // corner at max distance
  8388. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8389. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8390. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8391. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8392. return false;
  8393. }
  8394. }
  8395. return true;
  8396. },
  8397. containsPoint: function ( point ) {
  8398. var planes = this.planes;
  8399. for ( var i = 0; i < 6; i ++ ) {
  8400. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8401. return false;
  8402. }
  8403. }
  8404. return true;
  8405. }
  8406. } );
  8407. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8408. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8409. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8410. 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( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8411. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8412. var begin_vertex = "vec3 transformed = vec3( position );";
  8413. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8414. 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}";
  8415. 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";
  8416. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\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#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\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\tif ( clipped ) discard;\n\t#endif\n#endif";
  8417. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8418. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8419. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8420. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8421. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8422. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8423. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8424. 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#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(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}\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\tvec3 clearCoatNormal;\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}";
  8425. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8426. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8427. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8428. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8429. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8430. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8431. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8432. 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 = min( floor( D ) / 255.0, 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}";
  8433. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, 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_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\tenvColor = envMapTexelToLinear( envColor );\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";
  8434. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8435. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8436. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\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";
  8437. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8438. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8439. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\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";
  8440. 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";
  8441. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8442. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8443. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8444. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = 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\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#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\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#endif";
  8445. var lights_pars_begin = "uniform 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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8446. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\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\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 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 blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\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( blinnShininessExponent, 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\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\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";
  8447. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8448. 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\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\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)";
  8449. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  8450. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#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#ifndef STANDARD\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\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness );\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}\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#ifndef STANDARD\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.indirectDiffuse += 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\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\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}";
  8451. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tgeometry.clearCoatNormal = clearCoatNormal;\n#else\n\tgeometry.clearCoatNormal = geometryNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\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\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\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\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\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\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\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#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  8452. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * 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( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearCoatNormal, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  8453. 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, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  8454. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8455. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8456. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8457. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  8458. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8459. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8460. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8461. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8462. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8463. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8464. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8465. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8466. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8467. 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#endif\n#endif\nvec3 geometryNormal = normal;";
  8468. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8469. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#endif\n#endif\n#if ( defined ( USE_NORMALMAP ) && !defined ( OBJECTSPACE_NORMALMAP )) || defined ( USE_CLEARCOAT_NORMALMAP )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\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\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8470. var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT_NORMALMAP\n vec3 clearCoatNormal = geometryNormal;\n#endif";
  8471. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearCoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearCoatNormalScale * mapN.xy;\n\t\tclearCoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearCoatNormal = perturbNormal2Arb( - vViewPosition, clearCoatNormal, clearCoatNormalScale, clearCoatNormalMap );\n\t#endif\n#endif";
  8472. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearCoatNormalMap;\n\tuniform vec2 clearCoatNormalScale;\n#endif";
  8473. 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}\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}";
  8474. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8475. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8476. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8477. 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";
  8478. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8479. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8480. 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\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\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 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\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\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 )\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";
  8481. 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";
  8482. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8483. 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\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8484. 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";
  8485. 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";
  8486. 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";
  8487. 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";
  8488. 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";
  8489. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8490. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8491. var tonemapping_pars_fragment = "#ifndef saturate\n\t#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}";
  8492. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8493. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8494. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8495. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8496. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8497. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8498. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8499. 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}";
  8500. 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}";
  8501. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8502. 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}";
  8503. 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>\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\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8504. 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>\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}";
  8505. 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}";
  8506. 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}";
  8507. 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}";
  8508. 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}";
  8509. 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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8510. 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\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8511. 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_pars_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\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * 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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8512. 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}";
  8513. 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_pars_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}";
  8514. 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}";
  8515. 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 <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 <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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8516. 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 <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 <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}";
  8517. 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_pars_fragment>\n#include <gradientmap_pars_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}";
  8518. 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}";
  8519. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\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_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_normalmap_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\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}";
  8520. var meshphysical_vert = "#define PHYSICAL\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}";
  8521. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_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}";
  8522. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_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 <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( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8523. 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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8524. 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 = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\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}";
  8525. 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 <fog_fragment>\n}";
  8526. 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}";
  8527. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_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 <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}";
  8528. 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 = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\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}";
  8529. var ShaderChunk = {
  8530. alphamap_fragment: alphamap_fragment,
  8531. alphamap_pars_fragment: alphamap_pars_fragment,
  8532. alphatest_fragment: alphatest_fragment,
  8533. aomap_fragment: aomap_fragment,
  8534. aomap_pars_fragment: aomap_pars_fragment,
  8535. begin_vertex: begin_vertex,
  8536. beginnormal_vertex: beginnormal_vertex,
  8537. bsdfs: bsdfs,
  8538. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8539. clipping_planes_fragment: clipping_planes_fragment,
  8540. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8541. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8542. clipping_planes_vertex: clipping_planes_vertex,
  8543. color_fragment: color_fragment,
  8544. color_pars_fragment: color_pars_fragment,
  8545. color_pars_vertex: color_pars_vertex,
  8546. color_vertex: color_vertex,
  8547. common: common,
  8548. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8549. defaultnormal_vertex: defaultnormal_vertex,
  8550. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8551. displacementmap_vertex: displacementmap_vertex,
  8552. emissivemap_fragment: emissivemap_fragment,
  8553. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8554. encodings_fragment: encodings_fragment,
  8555. encodings_pars_fragment: encodings_pars_fragment,
  8556. envmap_fragment: envmap_fragment,
  8557. envmap_pars_fragment: envmap_pars_fragment,
  8558. envmap_pars_vertex: envmap_pars_vertex,
  8559. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8560. envmap_vertex: envmap_vertex,
  8561. fog_vertex: fog_vertex,
  8562. fog_pars_vertex: fog_pars_vertex,
  8563. fog_fragment: fog_fragment,
  8564. fog_pars_fragment: fog_pars_fragment,
  8565. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8566. lightmap_fragment: lightmap_fragment,
  8567. lightmap_pars_fragment: lightmap_pars_fragment,
  8568. lights_lambert_vertex: lights_lambert_vertex,
  8569. lights_pars_begin: lights_pars_begin,
  8570. lights_phong_fragment: lights_phong_fragment,
  8571. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8572. lights_physical_fragment: lights_physical_fragment,
  8573. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8574. lights_fragment_begin: lights_fragment_begin,
  8575. lights_fragment_maps: lights_fragment_maps,
  8576. lights_fragment_end: lights_fragment_end,
  8577. logdepthbuf_fragment: logdepthbuf_fragment,
  8578. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8579. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8580. logdepthbuf_vertex: logdepthbuf_vertex,
  8581. map_fragment: map_fragment,
  8582. map_pars_fragment: map_pars_fragment,
  8583. map_particle_fragment: map_particle_fragment,
  8584. map_particle_pars_fragment: map_particle_pars_fragment,
  8585. metalnessmap_fragment: metalnessmap_fragment,
  8586. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8587. morphnormal_vertex: morphnormal_vertex,
  8588. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8589. morphtarget_vertex: morphtarget_vertex,
  8590. normal_fragment_begin: normal_fragment_begin,
  8591. normal_fragment_maps: normal_fragment_maps,
  8592. normalmap_pars_fragment: normalmap_pars_fragment,
  8593. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8594. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8595. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8596. packing: packing,
  8597. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8598. project_vertex: project_vertex,
  8599. dithering_fragment: dithering_fragment,
  8600. dithering_pars_fragment: dithering_pars_fragment,
  8601. roughnessmap_fragment: roughnessmap_fragment,
  8602. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8603. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8604. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8605. shadowmap_vertex: shadowmap_vertex,
  8606. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8607. skinbase_vertex: skinbase_vertex,
  8608. skinning_pars_vertex: skinning_pars_vertex,
  8609. skinning_vertex: skinning_vertex,
  8610. skinnormal_vertex: skinnormal_vertex,
  8611. specularmap_fragment: specularmap_fragment,
  8612. specularmap_pars_fragment: specularmap_pars_fragment,
  8613. tonemapping_fragment: tonemapping_fragment,
  8614. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8615. uv_pars_fragment: uv_pars_fragment,
  8616. uv_pars_vertex: uv_pars_vertex,
  8617. uv_vertex: uv_vertex,
  8618. uv2_pars_fragment: uv2_pars_fragment,
  8619. uv2_pars_vertex: uv2_pars_vertex,
  8620. uv2_vertex: uv2_vertex,
  8621. worldpos_vertex: worldpos_vertex,
  8622. background_frag: background_frag,
  8623. background_vert: background_vert,
  8624. cube_frag: cube_frag,
  8625. cube_vert: cube_vert,
  8626. depth_frag: depth_frag,
  8627. depth_vert: depth_vert,
  8628. distanceRGBA_frag: distanceRGBA_frag,
  8629. distanceRGBA_vert: distanceRGBA_vert,
  8630. equirect_frag: equirect_frag,
  8631. equirect_vert: equirect_vert,
  8632. linedashed_frag: linedashed_frag,
  8633. linedashed_vert: linedashed_vert,
  8634. meshbasic_frag: meshbasic_frag,
  8635. meshbasic_vert: meshbasic_vert,
  8636. meshlambert_frag: meshlambert_frag,
  8637. meshlambert_vert: meshlambert_vert,
  8638. meshmatcap_frag: meshmatcap_frag,
  8639. meshmatcap_vert: meshmatcap_vert,
  8640. meshphong_frag: meshphong_frag,
  8641. meshphong_vert: meshphong_vert,
  8642. meshphysical_frag: meshphysical_frag,
  8643. meshphysical_vert: meshphysical_vert,
  8644. normal_frag: normal_frag,
  8645. normal_vert: normal_vert,
  8646. points_frag: points_frag,
  8647. points_vert: points_vert,
  8648. shadow_frag: shadow_frag,
  8649. shadow_vert: shadow_vert,
  8650. sprite_frag: sprite_frag,
  8651. sprite_vert: sprite_vert
  8652. };
  8653. /**
  8654. * Uniforms library for shared webgl shaders
  8655. */
  8656. var UniformsLib = {
  8657. common: {
  8658. diffuse: { value: new Color( 0xeeeeee ) },
  8659. opacity: { value: 1.0 },
  8660. map: { value: null },
  8661. uvTransform: { value: new Matrix3() },
  8662. alphaMap: { value: null },
  8663. },
  8664. specularmap: {
  8665. specularMap: { value: null },
  8666. },
  8667. envmap: {
  8668. envMap: { value: null },
  8669. flipEnvMap: { value: - 1 },
  8670. reflectivity: { value: 1.0 },
  8671. refractionRatio: { value: 0.98 },
  8672. maxMipLevel: { value: 0 }
  8673. },
  8674. aomap: {
  8675. aoMap: { value: null },
  8676. aoMapIntensity: { value: 1 }
  8677. },
  8678. lightmap: {
  8679. lightMap: { value: null },
  8680. lightMapIntensity: { value: 1 }
  8681. },
  8682. emissivemap: {
  8683. emissiveMap: { value: null }
  8684. },
  8685. bumpmap: {
  8686. bumpMap: { value: null },
  8687. bumpScale: { value: 1 }
  8688. },
  8689. normalmap: {
  8690. normalMap: { value: null },
  8691. normalScale: { value: new Vector2( 1, 1 ) }
  8692. },
  8693. displacementmap: {
  8694. displacementMap: { value: null },
  8695. displacementScale: { value: 1 },
  8696. displacementBias: { value: 0 }
  8697. },
  8698. roughnessmap: {
  8699. roughnessMap: { value: null }
  8700. },
  8701. metalnessmap: {
  8702. metalnessMap: { value: null }
  8703. },
  8704. gradientmap: {
  8705. gradientMap: { value: null }
  8706. },
  8707. fog: {
  8708. fogDensity: { value: 0.00025 },
  8709. fogNear: { value: 1 },
  8710. fogFar: { value: 2000 },
  8711. fogColor: { value: new Color( 0xffffff ) }
  8712. },
  8713. lights: {
  8714. ambientLightColor: { value: [] },
  8715. lightProbe: { value: [] },
  8716. directionalLights: { value: [], properties: {
  8717. direction: {},
  8718. color: {},
  8719. shadow: {},
  8720. shadowBias: {},
  8721. shadowRadius: {},
  8722. shadowMapSize: {}
  8723. } },
  8724. directionalShadowMap: { value: [] },
  8725. directionalShadowMatrix: { value: [] },
  8726. spotLights: { value: [], properties: {
  8727. color: {},
  8728. position: {},
  8729. direction: {},
  8730. distance: {},
  8731. coneCos: {},
  8732. penumbraCos: {},
  8733. decay: {},
  8734. shadow: {},
  8735. shadowBias: {},
  8736. shadowRadius: {},
  8737. shadowMapSize: {}
  8738. } },
  8739. spotShadowMap: { value: [] },
  8740. spotShadowMatrix: { value: [] },
  8741. pointLights: { value: [], properties: {
  8742. color: {},
  8743. position: {},
  8744. decay: {},
  8745. distance: {},
  8746. shadow: {},
  8747. shadowBias: {},
  8748. shadowRadius: {},
  8749. shadowMapSize: {},
  8750. shadowCameraNear: {},
  8751. shadowCameraFar: {}
  8752. } },
  8753. pointShadowMap: { value: [] },
  8754. pointShadowMatrix: { value: [] },
  8755. hemisphereLights: { value: [], properties: {
  8756. direction: {},
  8757. skyColor: {},
  8758. groundColor: {}
  8759. } },
  8760. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8761. rectAreaLights: { value: [], properties: {
  8762. color: {},
  8763. position: {},
  8764. width: {},
  8765. height: {}
  8766. } }
  8767. },
  8768. points: {
  8769. diffuse: { value: new Color( 0xeeeeee ) },
  8770. opacity: { value: 1.0 },
  8771. size: { value: 1.0 },
  8772. scale: { value: 1.0 },
  8773. map: { value: null },
  8774. uvTransform: { value: new Matrix3() }
  8775. },
  8776. sprite: {
  8777. diffuse: { value: new Color( 0xeeeeee ) },
  8778. opacity: { value: 1.0 },
  8779. center: { value: new Vector2( 0.5, 0.5 ) },
  8780. rotation: { value: 0.0 },
  8781. map: { value: null },
  8782. uvTransform: { value: new Matrix3() }
  8783. }
  8784. };
  8785. /**
  8786. * @author alteredq / http://alteredqualia.com/
  8787. * @author mrdoob / http://mrdoob.com/
  8788. * @author mikael emtinger / http://gomo.se/
  8789. */
  8790. var ShaderLib = {
  8791. basic: {
  8792. uniforms: mergeUniforms( [
  8793. UniformsLib.common,
  8794. UniformsLib.specularmap,
  8795. UniformsLib.envmap,
  8796. UniformsLib.aomap,
  8797. UniformsLib.lightmap,
  8798. UniformsLib.fog
  8799. ] ),
  8800. vertexShader: ShaderChunk.meshbasic_vert,
  8801. fragmentShader: ShaderChunk.meshbasic_frag
  8802. },
  8803. lambert: {
  8804. uniforms: mergeUniforms( [
  8805. UniformsLib.common,
  8806. UniformsLib.specularmap,
  8807. UniformsLib.envmap,
  8808. UniformsLib.aomap,
  8809. UniformsLib.lightmap,
  8810. UniformsLib.emissivemap,
  8811. UniformsLib.fog,
  8812. UniformsLib.lights,
  8813. {
  8814. emissive: { value: new Color( 0x000000 ) }
  8815. }
  8816. ] ),
  8817. vertexShader: ShaderChunk.meshlambert_vert,
  8818. fragmentShader: ShaderChunk.meshlambert_frag
  8819. },
  8820. phong: {
  8821. uniforms: mergeUniforms( [
  8822. UniformsLib.common,
  8823. UniformsLib.specularmap,
  8824. UniformsLib.envmap,
  8825. UniformsLib.aomap,
  8826. UniformsLib.lightmap,
  8827. UniformsLib.emissivemap,
  8828. UniformsLib.bumpmap,
  8829. UniformsLib.normalmap,
  8830. UniformsLib.displacementmap,
  8831. UniformsLib.gradientmap,
  8832. UniformsLib.fog,
  8833. UniformsLib.lights,
  8834. {
  8835. emissive: { value: new Color( 0x000000 ) },
  8836. specular: { value: new Color( 0x111111 ) },
  8837. shininess: { value: 30 }
  8838. }
  8839. ] ),
  8840. vertexShader: ShaderChunk.meshphong_vert,
  8841. fragmentShader: ShaderChunk.meshphong_frag
  8842. },
  8843. standard: {
  8844. uniforms: mergeUniforms( [
  8845. UniformsLib.common,
  8846. UniformsLib.envmap,
  8847. UniformsLib.aomap,
  8848. UniformsLib.lightmap,
  8849. UniformsLib.emissivemap,
  8850. UniformsLib.bumpmap,
  8851. UniformsLib.normalmap,
  8852. UniformsLib.displacementmap,
  8853. UniformsLib.roughnessmap,
  8854. UniformsLib.metalnessmap,
  8855. UniformsLib.fog,
  8856. UniformsLib.lights,
  8857. {
  8858. emissive: { value: new Color( 0x000000 ) },
  8859. roughness: { value: 0.5 },
  8860. metalness: { value: 0.5 },
  8861. envMapIntensity: { value: 1 } // temporary
  8862. }
  8863. ] ),
  8864. vertexShader: ShaderChunk.meshphysical_vert,
  8865. fragmentShader: ShaderChunk.meshphysical_frag
  8866. },
  8867. matcap: {
  8868. uniforms: mergeUniforms( [
  8869. UniformsLib.common,
  8870. UniformsLib.bumpmap,
  8871. UniformsLib.normalmap,
  8872. UniformsLib.displacementmap,
  8873. UniformsLib.fog,
  8874. {
  8875. matcap: { value: null }
  8876. }
  8877. ] ),
  8878. vertexShader: ShaderChunk.meshmatcap_vert,
  8879. fragmentShader: ShaderChunk.meshmatcap_frag
  8880. },
  8881. points: {
  8882. uniforms: mergeUniforms( [
  8883. UniformsLib.points,
  8884. UniformsLib.fog
  8885. ] ),
  8886. vertexShader: ShaderChunk.points_vert,
  8887. fragmentShader: ShaderChunk.points_frag
  8888. },
  8889. dashed: {
  8890. uniforms: mergeUniforms( [
  8891. UniformsLib.common,
  8892. UniformsLib.fog,
  8893. {
  8894. scale: { value: 1 },
  8895. dashSize: { value: 1 },
  8896. totalSize: { value: 2 }
  8897. }
  8898. ] ),
  8899. vertexShader: ShaderChunk.linedashed_vert,
  8900. fragmentShader: ShaderChunk.linedashed_frag
  8901. },
  8902. depth: {
  8903. uniforms: mergeUniforms( [
  8904. UniformsLib.common,
  8905. UniformsLib.displacementmap
  8906. ] ),
  8907. vertexShader: ShaderChunk.depth_vert,
  8908. fragmentShader: ShaderChunk.depth_frag
  8909. },
  8910. normal: {
  8911. uniforms: mergeUniforms( [
  8912. UniformsLib.common,
  8913. UniformsLib.bumpmap,
  8914. UniformsLib.normalmap,
  8915. UniformsLib.displacementmap,
  8916. {
  8917. opacity: { value: 1.0 }
  8918. }
  8919. ] ),
  8920. vertexShader: ShaderChunk.normal_vert,
  8921. fragmentShader: ShaderChunk.normal_frag
  8922. },
  8923. sprite: {
  8924. uniforms: mergeUniforms( [
  8925. UniformsLib.sprite,
  8926. UniformsLib.fog
  8927. ] ),
  8928. vertexShader: ShaderChunk.sprite_vert,
  8929. fragmentShader: ShaderChunk.sprite_frag
  8930. },
  8931. background: {
  8932. uniforms: {
  8933. uvTransform: { value: new Matrix3() },
  8934. t2D: { value: null },
  8935. },
  8936. vertexShader: ShaderChunk.background_vert,
  8937. fragmentShader: ShaderChunk.background_frag
  8938. },
  8939. /* -------------------------------------------------------------------------
  8940. // Cube map shader
  8941. ------------------------------------------------------------------------- */
  8942. cube: {
  8943. uniforms: {
  8944. tCube: { value: null },
  8945. tFlip: { value: - 1 },
  8946. opacity: { value: 1.0 }
  8947. },
  8948. vertexShader: ShaderChunk.cube_vert,
  8949. fragmentShader: ShaderChunk.cube_frag
  8950. },
  8951. equirect: {
  8952. uniforms: {
  8953. tEquirect: { value: null },
  8954. },
  8955. vertexShader: ShaderChunk.equirect_vert,
  8956. fragmentShader: ShaderChunk.equirect_frag
  8957. },
  8958. distanceRGBA: {
  8959. uniforms: mergeUniforms( [
  8960. UniformsLib.common,
  8961. UniformsLib.displacementmap,
  8962. {
  8963. referencePosition: { value: new Vector3() },
  8964. nearDistance: { value: 1 },
  8965. farDistance: { value: 1000 }
  8966. }
  8967. ] ),
  8968. vertexShader: ShaderChunk.distanceRGBA_vert,
  8969. fragmentShader: ShaderChunk.distanceRGBA_frag
  8970. },
  8971. shadow: {
  8972. uniforms: mergeUniforms( [
  8973. UniformsLib.lights,
  8974. UniformsLib.fog,
  8975. {
  8976. color: { value: new Color( 0x00000 ) },
  8977. opacity: { value: 1.0 }
  8978. },
  8979. ] ),
  8980. vertexShader: ShaderChunk.shadow_vert,
  8981. fragmentShader: ShaderChunk.shadow_frag
  8982. }
  8983. };
  8984. ShaderLib.physical = {
  8985. uniforms: mergeUniforms( [
  8986. ShaderLib.standard.uniforms,
  8987. {
  8988. clearCoat: { value: 0 },
  8989. clearCoatRoughness: { value: 0 },
  8990. clearCoatNormalScale: { value: new Vector2( 1, 1 ) },
  8991. clearCoatNormalMap: { value: null },
  8992. }
  8993. ] ),
  8994. vertexShader: ShaderChunk.meshphysical_vert,
  8995. fragmentShader: ShaderChunk.meshphysical_frag
  8996. };
  8997. /**
  8998. * @author mrdoob / http://mrdoob.com/
  8999. */
  9000. function WebGLAnimation() {
  9001. var context = null;
  9002. var isAnimating = false;
  9003. var animationLoop = null;
  9004. function onAnimationFrame( time, frame ) {
  9005. if ( isAnimating === false ) return;
  9006. animationLoop( time, frame );
  9007. context.requestAnimationFrame( onAnimationFrame );
  9008. }
  9009. return {
  9010. start: function () {
  9011. if ( isAnimating === true ) return;
  9012. if ( animationLoop === null ) return;
  9013. context.requestAnimationFrame( onAnimationFrame );
  9014. isAnimating = true;
  9015. },
  9016. stop: function () {
  9017. isAnimating = false;
  9018. },
  9019. setAnimationLoop: function ( callback ) {
  9020. animationLoop = callback;
  9021. },
  9022. setContext: function ( value ) {
  9023. context = value;
  9024. }
  9025. };
  9026. }
  9027. /**
  9028. * @author mrdoob / http://mrdoob.com/
  9029. */
  9030. function WebGLAttributes( gl ) {
  9031. var buffers = new WeakMap();
  9032. function createBuffer( attribute, bufferType ) {
  9033. var array = attribute.array;
  9034. var usage = attribute.dynamic ? 35048 : 35044;
  9035. var buffer = gl.createBuffer();
  9036. gl.bindBuffer( bufferType, buffer );
  9037. gl.bufferData( bufferType, array, usage );
  9038. attribute.onUploadCallback();
  9039. var type = 5126;
  9040. if ( array instanceof Float32Array ) {
  9041. type = 5126;
  9042. } else if ( array instanceof Float64Array ) {
  9043. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9044. } else if ( array instanceof Uint16Array ) {
  9045. type = 5123;
  9046. } else if ( array instanceof Int16Array ) {
  9047. type = 5122;
  9048. } else if ( array instanceof Uint32Array ) {
  9049. type = 5125;
  9050. } else if ( array instanceof Int32Array ) {
  9051. type = 5124;
  9052. } else if ( array instanceof Int8Array ) {
  9053. type = 5120;
  9054. } else if ( array instanceof Uint8Array ) {
  9055. type = 5121;
  9056. }
  9057. return {
  9058. buffer: buffer,
  9059. type: type,
  9060. bytesPerElement: array.BYTES_PER_ELEMENT,
  9061. version: attribute.version
  9062. };
  9063. }
  9064. function updateBuffer( buffer, attribute, bufferType ) {
  9065. var array = attribute.array;
  9066. var updateRange = attribute.updateRange;
  9067. gl.bindBuffer( bufferType, buffer );
  9068. if ( attribute.dynamic === false ) {
  9069. gl.bufferData( bufferType, array, 35044 );
  9070. } else if ( updateRange.count === - 1 ) {
  9071. // Not using update ranges
  9072. gl.bufferSubData( bufferType, 0, array );
  9073. } else if ( updateRange.count === 0 ) {
  9074. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  9075. } else {
  9076. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9077. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9078. updateRange.count = - 1; // reset range
  9079. }
  9080. }
  9081. //
  9082. function get( attribute ) {
  9083. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9084. return buffers.get( attribute );
  9085. }
  9086. function remove( attribute ) {
  9087. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9088. var data = buffers.get( attribute );
  9089. if ( data ) {
  9090. gl.deleteBuffer( data.buffer );
  9091. buffers.delete( attribute );
  9092. }
  9093. }
  9094. function update( attribute, bufferType ) {
  9095. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9096. var data = buffers.get( attribute );
  9097. if ( data === undefined ) {
  9098. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9099. } else if ( data.version < attribute.version ) {
  9100. updateBuffer( data.buffer, attribute, bufferType );
  9101. data.version = attribute.version;
  9102. }
  9103. }
  9104. return {
  9105. get: get,
  9106. remove: remove,
  9107. update: update
  9108. };
  9109. }
  9110. /**
  9111. * @author mrdoob / http://mrdoob.com/
  9112. * @author Mugen87 / https://github.com/Mugen87
  9113. */
  9114. // PlaneGeometry
  9115. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9116. Geometry.call( this );
  9117. this.type = 'PlaneGeometry';
  9118. this.parameters = {
  9119. width: width,
  9120. height: height,
  9121. widthSegments: widthSegments,
  9122. heightSegments: heightSegments
  9123. };
  9124. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9125. this.mergeVertices();
  9126. }
  9127. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9128. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9129. // PlaneBufferGeometry
  9130. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9131. BufferGeometry.call( this );
  9132. this.type = 'PlaneBufferGeometry';
  9133. this.parameters = {
  9134. width: width,
  9135. height: height,
  9136. widthSegments: widthSegments,
  9137. heightSegments: heightSegments
  9138. };
  9139. width = width || 1;
  9140. height = height || 1;
  9141. var width_half = width / 2;
  9142. var height_half = height / 2;
  9143. var gridX = Math.floor( widthSegments ) || 1;
  9144. var gridY = Math.floor( heightSegments ) || 1;
  9145. var gridX1 = gridX + 1;
  9146. var gridY1 = gridY + 1;
  9147. var segment_width = width / gridX;
  9148. var segment_height = height / gridY;
  9149. var ix, iy;
  9150. // buffers
  9151. var indices = [];
  9152. var vertices = [];
  9153. var normals = [];
  9154. var uvs = [];
  9155. // generate vertices, normals and uvs
  9156. for ( iy = 0; iy < gridY1; iy ++ ) {
  9157. var y = iy * segment_height - height_half;
  9158. for ( ix = 0; ix < gridX1; ix ++ ) {
  9159. var x = ix * segment_width - width_half;
  9160. vertices.push( x, - y, 0 );
  9161. normals.push( 0, 0, 1 );
  9162. uvs.push( ix / gridX );
  9163. uvs.push( 1 - ( iy / gridY ) );
  9164. }
  9165. }
  9166. // indices
  9167. for ( iy = 0; iy < gridY; iy ++ ) {
  9168. for ( ix = 0; ix < gridX; ix ++ ) {
  9169. var a = ix + gridX1 * iy;
  9170. var b = ix + gridX1 * ( iy + 1 );
  9171. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9172. var d = ( ix + 1 ) + gridX1 * iy;
  9173. // faces
  9174. indices.push( a, b, d );
  9175. indices.push( b, c, d );
  9176. }
  9177. }
  9178. // build geometry
  9179. this.setIndex( indices );
  9180. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9181. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9182. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9183. }
  9184. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9185. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9186. /**
  9187. * @author mrdoob / http://mrdoob.com/
  9188. */
  9189. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9190. var clearColor = new Color( 0x000000 );
  9191. var clearAlpha = 0;
  9192. var planeMesh;
  9193. var boxMesh;
  9194. // Store the current background texture and its `version`
  9195. // so we can recompile the material accordingly.
  9196. var currentBackground = null;
  9197. var currentBackgroundVersion = 0;
  9198. function render( renderList, scene, camera, forceClear ) {
  9199. var background = scene.background;
  9200. // Ignore background in AR
  9201. // TODO: Reconsider this.
  9202. var vr = renderer.vr;
  9203. var session = vr.getSession && vr.getSession();
  9204. if ( session && session.environmentBlendMode === 'additive' ) {
  9205. background = null;
  9206. }
  9207. if ( background === null ) {
  9208. setClear( clearColor, clearAlpha );
  9209. currentBackground = null;
  9210. currentBackgroundVersion = 0;
  9211. } else if ( background && background.isColor ) {
  9212. setClear( background, 1 );
  9213. forceClear = true;
  9214. currentBackground = null;
  9215. currentBackgroundVersion = 0;
  9216. }
  9217. if ( renderer.autoClear || forceClear ) {
  9218. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9219. }
  9220. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9221. if ( boxMesh === undefined ) {
  9222. boxMesh = new Mesh(
  9223. new BoxBufferGeometry( 1, 1, 1 ),
  9224. new ShaderMaterial( {
  9225. type: 'BackgroundCubeMaterial',
  9226. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9227. vertexShader: ShaderLib.cube.vertexShader,
  9228. fragmentShader: ShaderLib.cube.fragmentShader,
  9229. side: BackSide,
  9230. depthTest: false,
  9231. depthWrite: false,
  9232. fog: false
  9233. } )
  9234. );
  9235. boxMesh.geometry.removeAttribute( 'normal' );
  9236. boxMesh.geometry.removeAttribute( 'uv' );
  9237. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9238. this.matrixWorld.copyPosition( camera.matrixWorld );
  9239. };
  9240. // enable code injection for non-built-in material
  9241. Object.defineProperty( boxMesh.material, 'map', {
  9242. get: function () {
  9243. return this.uniforms.tCube.value;
  9244. }
  9245. } );
  9246. objects.update( boxMesh );
  9247. }
  9248. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9249. boxMesh.material.uniforms.tCube.value = texture;
  9250. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9251. if ( currentBackground !== background ||
  9252. currentBackgroundVersion !== texture.version ) {
  9253. boxMesh.material.needsUpdate = true;
  9254. currentBackground = background;
  9255. currentBackgroundVersion = texture.version;
  9256. }
  9257. // push to the pre-sorted opaque render list
  9258. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9259. } else if ( background && background.isTexture ) {
  9260. if ( planeMesh === undefined ) {
  9261. planeMesh = new Mesh(
  9262. new PlaneBufferGeometry( 2, 2 ),
  9263. new ShaderMaterial( {
  9264. type: 'BackgroundMaterial',
  9265. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9266. vertexShader: ShaderLib.background.vertexShader,
  9267. fragmentShader: ShaderLib.background.fragmentShader,
  9268. side: FrontSide,
  9269. depthTest: false,
  9270. depthWrite: false,
  9271. fog: false
  9272. } )
  9273. );
  9274. planeMesh.geometry.removeAttribute( 'normal' );
  9275. // enable code injection for non-built-in material
  9276. Object.defineProperty( planeMesh.material, 'map', {
  9277. get: function () {
  9278. return this.uniforms.t2D.value;
  9279. }
  9280. } );
  9281. objects.update( planeMesh );
  9282. }
  9283. planeMesh.material.uniforms.t2D.value = background;
  9284. if ( background.matrixAutoUpdate === true ) {
  9285. background.updateMatrix();
  9286. }
  9287. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9288. if ( currentBackground !== background ||
  9289. currentBackgroundVersion !== background.version ) {
  9290. planeMesh.material.needsUpdate = true;
  9291. currentBackground = background;
  9292. currentBackgroundVersion = background.version;
  9293. }
  9294. // push to the pre-sorted opaque render list
  9295. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9296. }
  9297. }
  9298. function setClear( color, alpha ) {
  9299. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9300. }
  9301. return {
  9302. getClearColor: function () {
  9303. return clearColor;
  9304. },
  9305. setClearColor: function ( color, alpha ) {
  9306. clearColor.set( color );
  9307. clearAlpha = alpha !== undefined ? alpha : 1;
  9308. setClear( clearColor, clearAlpha );
  9309. },
  9310. getClearAlpha: function () {
  9311. return clearAlpha;
  9312. },
  9313. setClearAlpha: function ( alpha ) {
  9314. clearAlpha = alpha;
  9315. setClear( clearColor, clearAlpha );
  9316. },
  9317. render: render
  9318. };
  9319. }
  9320. /**
  9321. * @author mrdoob / http://mrdoob.com/
  9322. */
  9323. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9324. var mode;
  9325. function setMode( value ) {
  9326. mode = value;
  9327. }
  9328. function render( start, count ) {
  9329. gl.drawArrays( mode, start, count );
  9330. info.update( count, mode );
  9331. }
  9332. function renderInstances( geometry, start, count ) {
  9333. var extension;
  9334. if ( capabilities.isWebGL2 ) {
  9335. extension = gl;
  9336. } else {
  9337. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9338. if ( extension === null ) {
  9339. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9340. return;
  9341. }
  9342. }
  9343. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  9344. info.update( count, mode, geometry.maxInstancedCount );
  9345. }
  9346. //
  9347. this.setMode = setMode;
  9348. this.render = render;
  9349. this.renderInstances = renderInstances;
  9350. }
  9351. /**
  9352. * @author mrdoob / http://mrdoob.com/
  9353. */
  9354. function WebGLCapabilities( gl, extensions, parameters ) {
  9355. var maxAnisotropy;
  9356. function getMaxAnisotropy() {
  9357. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9358. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9359. if ( extension !== null ) {
  9360. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9361. } else {
  9362. maxAnisotropy = 0;
  9363. }
  9364. return maxAnisotropy;
  9365. }
  9366. function getMaxPrecision( precision ) {
  9367. if ( precision === 'highp' ) {
  9368. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9369. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9370. return 'highp';
  9371. }
  9372. precision = 'mediump';
  9373. }
  9374. if ( precision === 'mediump' ) {
  9375. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9376. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9377. return 'mediump';
  9378. }
  9379. }
  9380. return 'lowp';
  9381. }
  9382. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9383. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9384. var maxPrecision = getMaxPrecision( precision );
  9385. if ( maxPrecision !== precision ) {
  9386. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9387. precision = maxPrecision;
  9388. }
  9389. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9390. var maxTextures = gl.getParameter( 34930 );
  9391. var maxVertexTextures = gl.getParameter( 35660 );
  9392. var maxTextureSize = gl.getParameter( 3379 );
  9393. var maxCubemapSize = gl.getParameter( 34076 );
  9394. var maxAttributes = gl.getParameter( 34921 );
  9395. var maxVertexUniforms = gl.getParameter( 36347 );
  9396. var maxVaryings = gl.getParameter( 36348 );
  9397. var maxFragmentUniforms = gl.getParameter( 36349 );
  9398. var vertexTextures = maxVertexTextures > 0;
  9399. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9400. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9401. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9402. return {
  9403. isWebGL2: isWebGL2,
  9404. getMaxAnisotropy: getMaxAnisotropy,
  9405. getMaxPrecision: getMaxPrecision,
  9406. precision: precision,
  9407. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9408. maxTextures: maxTextures,
  9409. maxVertexTextures: maxVertexTextures,
  9410. maxTextureSize: maxTextureSize,
  9411. maxCubemapSize: maxCubemapSize,
  9412. maxAttributes: maxAttributes,
  9413. maxVertexUniforms: maxVertexUniforms,
  9414. maxVaryings: maxVaryings,
  9415. maxFragmentUniforms: maxFragmentUniforms,
  9416. vertexTextures: vertexTextures,
  9417. floatFragmentTextures: floatFragmentTextures,
  9418. floatVertexTextures: floatVertexTextures,
  9419. maxSamples: maxSamples
  9420. };
  9421. }
  9422. /**
  9423. * @author tschw
  9424. */
  9425. function WebGLClipping() {
  9426. var scope = this,
  9427. globalState = null,
  9428. numGlobalPlanes = 0,
  9429. localClippingEnabled = false,
  9430. renderingShadows = false,
  9431. plane = new Plane(),
  9432. viewNormalMatrix = new Matrix3(),
  9433. uniform = { value: null, needsUpdate: false };
  9434. this.uniform = uniform;
  9435. this.numPlanes = 0;
  9436. this.numIntersection = 0;
  9437. this.init = function ( planes, enableLocalClipping, camera ) {
  9438. var enabled =
  9439. planes.length !== 0 ||
  9440. enableLocalClipping ||
  9441. // enable state of previous frame - the clipping code has to
  9442. // run another frame in order to reset the state:
  9443. numGlobalPlanes !== 0 ||
  9444. localClippingEnabled;
  9445. localClippingEnabled = enableLocalClipping;
  9446. globalState = projectPlanes( planes, camera, 0 );
  9447. numGlobalPlanes = planes.length;
  9448. return enabled;
  9449. };
  9450. this.beginShadows = function () {
  9451. renderingShadows = true;
  9452. projectPlanes( null );
  9453. };
  9454. this.endShadows = function () {
  9455. renderingShadows = false;
  9456. resetGlobalState();
  9457. };
  9458. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9459. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9460. // there's no local clipping
  9461. if ( renderingShadows ) {
  9462. // there's no global clipping
  9463. projectPlanes( null );
  9464. } else {
  9465. resetGlobalState();
  9466. }
  9467. } else {
  9468. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9469. lGlobal = nGlobal * 4,
  9470. dstArray = cache.clippingState || null;
  9471. uniform.value = dstArray; // ensure unique state
  9472. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9473. for ( var i = 0; i !== lGlobal; ++ i ) {
  9474. dstArray[ i ] = globalState[ i ];
  9475. }
  9476. cache.clippingState = dstArray;
  9477. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9478. this.numPlanes += nGlobal;
  9479. }
  9480. };
  9481. function resetGlobalState() {
  9482. if ( uniform.value !== globalState ) {
  9483. uniform.value = globalState;
  9484. uniform.needsUpdate = numGlobalPlanes > 0;
  9485. }
  9486. scope.numPlanes = numGlobalPlanes;
  9487. scope.numIntersection = 0;
  9488. }
  9489. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9490. var nPlanes = planes !== null ? planes.length : 0,
  9491. dstArray = null;
  9492. if ( nPlanes !== 0 ) {
  9493. dstArray = uniform.value;
  9494. if ( skipTransform !== true || dstArray === null ) {
  9495. var flatSize = dstOffset + nPlanes * 4,
  9496. viewMatrix = camera.matrixWorldInverse;
  9497. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9498. if ( dstArray === null || dstArray.length < flatSize ) {
  9499. dstArray = new Float32Array( flatSize );
  9500. }
  9501. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9502. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9503. plane.normal.toArray( dstArray, i4 );
  9504. dstArray[ i4 + 3 ] = plane.constant;
  9505. }
  9506. }
  9507. uniform.value = dstArray;
  9508. uniform.needsUpdate = true;
  9509. }
  9510. scope.numPlanes = nPlanes;
  9511. return dstArray;
  9512. }
  9513. }
  9514. /**
  9515. * @author mrdoob / http://mrdoob.com/
  9516. */
  9517. function WebGLExtensions( gl ) {
  9518. var extensions = {};
  9519. return {
  9520. get: function ( name ) {
  9521. if ( extensions[ name ] !== undefined ) {
  9522. return extensions[ name ];
  9523. }
  9524. var extension;
  9525. switch ( name ) {
  9526. case 'WEBGL_depth_texture':
  9527. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9528. break;
  9529. case 'EXT_texture_filter_anisotropic':
  9530. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9531. break;
  9532. case 'WEBGL_compressed_texture_s3tc':
  9533. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9534. break;
  9535. case 'WEBGL_compressed_texture_pvrtc':
  9536. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9537. break;
  9538. default:
  9539. extension = gl.getExtension( name );
  9540. }
  9541. if ( extension === null ) {
  9542. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9543. }
  9544. extensions[ name ] = extension;
  9545. return extension;
  9546. }
  9547. };
  9548. }
  9549. /**
  9550. * @author mrdoob / http://mrdoob.com/
  9551. */
  9552. function WebGLGeometries( gl, attributes, info ) {
  9553. var geometries = {};
  9554. var wireframeAttributes = {};
  9555. function onGeometryDispose( event ) {
  9556. var geometry = event.target;
  9557. var buffergeometry = geometries[ geometry.id ];
  9558. if ( buffergeometry.index !== null ) {
  9559. attributes.remove( buffergeometry.index );
  9560. }
  9561. for ( var name in buffergeometry.attributes ) {
  9562. attributes.remove( buffergeometry.attributes[ name ] );
  9563. }
  9564. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9565. delete geometries[ geometry.id ];
  9566. var attribute = wireframeAttributes[ buffergeometry.id ];
  9567. if ( attribute ) {
  9568. attributes.remove( attribute );
  9569. delete wireframeAttributes[ buffergeometry.id ];
  9570. }
  9571. //
  9572. info.memory.geometries --;
  9573. }
  9574. function get( object, geometry ) {
  9575. var buffergeometry = geometries[ geometry.id ];
  9576. if ( buffergeometry ) return buffergeometry;
  9577. geometry.addEventListener( 'dispose', onGeometryDispose );
  9578. if ( geometry.isBufferGeometry ) {
  9579. buffergeometry = geometry;
  9580. } else if ( geometry.isGeometry ) {
  9581. if ( geometry._bufferGeometry === undefined ) {
  9582. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9583. }
  9584. buffergeometry = geometry._bufferGeometry;
  9585. }
  9586. geometries[ geometry.id ] = buffergeometry;
  9587. info.memory.geometries ++;
  9588. return buffergeometry;
  9589. }
  9590. function update( geometry ) {
  9591. var index = geometry.index;
  9592. var geometryAttributes = geometry.attributes;
  9593. if ( index !== null ) {
  9594. attributes.update( index, 34963 );
  9595. }
  9596. for ( var name in geometryAttributes ) {
  9597. attributes.update( geometryAttributes[ name ], 34962 );
  9598. }
  9599. // morph targets
  9600. var morphAttributes = geometry.morphAttributes;
  9601. for ( var name in morphAttributes ) {
  9602. var array = morphAttributes[ name ];
  9603. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9604. attributes.update( array[ i ], 34962 );
  9605. }
  9606. }
  9607. }
  9608. function updateWireframeAttribute( geometry ) {
  9609. var indices = [];
  9610. var geometryIndex = geometry.index;
  9611. var geometryPosition = geometry.attributes.position;
  9612. var version = 0;
  9613. if ( geometryIndex !== null ) {
  9614. var array = geometryIndex.array;
  9615. version = geometryIndex.version;
  9616. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9617. var a = array[ i + 0 ];
  9618. var b = array[ i + 1 ];
  9619. var c = array[ i + 2 ];
  9620. indices.push( a, b, b, c, c, a );
  9621. }
  9622. } else {
  9623. var array = geometryPosition.array;
  9624. version = geometryPosition.version;
  9625. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9626. var a = i + 0;
  9627. var b = i + 1;
  9628. var c = i + 2;
  9629. indices.push( a, b, b, c, c, a );
  9630. }
  9631. }
  9632. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9633. attribute.version = version;
  9634. attributes.update( attribute, 34963 );
  9635. //
  9636. var previousAttribute = wireframeAttributes[ geometry.id ];
  9637. if ( previousAttribute ) attributes.remove( previousAttribute );
  9638. //
  9639. wireframeAttributes[ geometry.id ] = attribute;
  9640. }
  9641. function getWireframeAttribute( geometry ) {
  9642. var currentAttribute = wireframeAttributes[ geometry.id ];
  9643. if ( currentAttribute ) {
  9644. var geometryIndex = geometry.index;
  9645. if ( geometryIndex !== null ) {
  9646. // if the attribute is obsolete, create a new one
  9647. if ( currentAttribute.version < geometryIndex.version ) {
  9648. updateWireframeAttribute( geometry );
  9649. }
  9650. }
  9651. } else {
  9652. updateWireframeAttribute( geometry );
  9653. }
  9654. return wireframeAttributes[ geometry.id ];
  9655. }
  9656. return {
  9657. get: get,
  9658. update: update,
  9659. getWireframeAttribute: getWireframeAttribute
  9660. };
  9661. }
  9662. /**
  9663. * @author mrdoob / http://mrdoob.com/
  9664. */
  9665. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9666. var mode;
  9667. function setMode( value ) {
  9668. mode = value;
  9669. }
  9670. var type, bytesPerElement;
  9671. function setIndex( value ) {
  9672. type = value.type;
  9673. bytesPerElement = value.bytesPerElement;
  9674. }
  9675. function render( start, count ) {
  9676. gl.drawElements( mode, count, type, start * bytesPerElement );
  9677. info.update( count, mode );
  9678. }
  9679. function renderInstances( geometry, start, count ) {
  9680. var extension;
  9681. if ( capabilities.isWebGL2 ) {
  9682. extension = gl;
  9683. } else {
  9684. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9685. if ( extension === null ) {
  9686. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9687. return;
  9688. }
  9689. }
  9690. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9691. info.update( count, mode, geometry.maxInstancedCount );
  9692. }
  9693. //
  9694. this.setMode = setMode;
  9695. this.setIndex = setIndex;
  9696. this.render = render;
  9697. this.renderInstances = renderInstances;
  9698. }
  9699. /**
  9700. * @author Mugen87 / https://github.com/Mugen87
  9701. */
  9702. function WebGLInfo( gl ) {
  9703. var memory = {
  9704. geometries: 0,
  9705. textures: 0
  9706. };
  9707. var render = {
  9708. frame: 0,
  9709. calls: 0,
  9710. triangles: 0,
  9711. points: 0,
  9712. lines: 0
  9713. };
  9714. function update( count, mode, instanceCount ) {
  9715. instanceCount = instanceCount || 1;
  9716. render.calls ++;
  9717. switch ( mode ) {
  9718. case 4:
  9719. render.triangles += instanceCount * ( count / 3 );
  9720. break;
  9721. case 5:
  9722. case 6:
  9723. render.triangles += instanceCount * ( count - 2 );
  9724. break;
  9725. case 1:
  9726. render.lines += instanceCount * ( count / 2 );
  9727. break;
  9728. case 3:
  9729. render.lines += instanceCount * ( count - 1 );
  9730. break;
  9731. case 2:
  9732. render.lines += instanceCount * count;
  9733. break;
  9734. case 0:
  9735. render.points += instanceCount * count;
  9736. break;
  9737. default:
  9738. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9739. break;
  9740. }
  9741. }
  9742. function reset() {
  9743. render.frame ++;
  9744. render.calls = 0;
  9745. render.triangles = 0;
  9746. render.points = 0;
  9747. render.lines = 0;
  9748. }
  9749. return {
  9750. memory: memory,
  9751. render: render,
  9752. programs: null,
  9753. autoReset: true,
  9754. reset: reset,
  9755. update: update
  9756. };
  9757. }
  9758. /**
  9759. * @author mrdoob / http://mrdoob.com/
  9760. */
  9761. function absNumericalSort( a, b ) {
  9762. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9763. }
  9764. function WebGLMorphtargets( gl ) {
  9765. var influencesList = {};
  9766. var morphInfluences = new Float32Array( 8 );
  9767. function update( object, geometry, material, program ) {
  9768. var objectInfluences = object.morphTargetInfluences;
  9769. var length = objectInfluences.length;
  9770. var influences = influencesList[ geometry.id ];
  9771. if ( influences === undefined ) {
  9772. // initialise list
  9773. influences = [];
  9774. for ( var i = 0; i < length; i ++ ) {
  9775. influences[ i ] = [ i, 0 ];
  9776. }
  9777. influencesList[ geometry.id ] = influences;
  9778. }
  9779. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9780. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9781. // Remove current morphAttributes
  9782. for ( var i = 0; i < length; i ++ ) {
  9783. var influence = influences[ i ];
  9784. if ( influence[ 1 ] !== 0 ) {
  9785. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9786. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9787. }
  9788. }
  9789. // Collect influences
  9790. for ( var i = 0; i < length; i ++ ) {
  9791. var influence = influences[ i ];
  9792. influence[ 0 ] = i;
  9793. influence[ 1 ] = objectInfluences[ i ];
  9794. }
  9795. influences.sort( absNumericalSort );
  9796. // Add morphAttributes
  9797. for ( var i = 0; i < 8; i ++ ) {
  9798. var influence = influences[ i ];
  9799. if ( influence ) {
  9800. var index = influence[ 0 ];
  9801. var value = influence[ 1 ];
  9802. if ( value ) {
  9803. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9804. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9805. morphInfluences[ i ] = value;
  9806. continue;
  9807. }
  9808. }
  9809. morphInfluences[ i ] = 0;
  9810. }
  9811. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9812. }
  9813. return {
  9814. update: update
  9815. };
  9816. }
  9817. /**
  9818. * @author mrdoob / http://mrdoob.com/
  9819. */
  9820. function WebGLObjects( geometries, info ) {
  9821. var updateList = {};
  9822. function update( object ) {
  9823. var frame = info.render.frame;
  9824. var geometry = object.geometry;
  9825. var buffergeometry = geometries.get( object, geometry );
  9826. // Update once per frame
  9827. if ( updateList[ buffergeometry.id ] !== frame ) {
  9828. if ( geometry.isGeometry ) {
  9829. buffergeometry.updateFromObject( object );
  9830. }
  9831. geometries.update( buffergeometry );
  9832. updateList[ buffergeometry.id ] = frame;
  9833. }
  9834. return buffergeometry;
  9835. }
  9836. function dispose() {
  9837. updateList = {};
  9838. }
  9839. return {
  9840. update: update,
  9841. dispose: dispose
  9842. };
  9843. }
  9844. /**
  9845. * @author mrdoob / http://mrdoob.com/
  9846. */
  9847. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9848. images = images !== undefined ? images : [];
  9849. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9850. format = format !== undefined ? format : RGBFormat;
  9851. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9852. this.flipY = false;
  9853. }
  9854. CubeTexture.prototype = Object.create( Texture.prototype );
  9855. CubeTexture.prototype.constructor = CubeTexture;
  9856. CubeTexture.prototype.isCubeTexture = true;
  9857. Object.defineProperty( CubeTexture.prototype, 'images', {
  9858. get: function () {
  9859. return this.image;
  9860. },
  9861. set: function ( value ) {
  9862. this.image = value;
  9863. }
  9864. } );
  9865. /**
  9866. * @author Takahiro https://github.com/takahirox
  9867. */
  9868. function DataTexture2DArray( data, width, height, depth ) {
  9869. Texture.call( this, null );
  9870. this.image = { data: data, width: width, height: height, depth: depth };
  9871. this.magFilter = NearestFilter;
  9872. this.minFilter = NearestFilter;
  9873. this.wrapR = ClampToEdgeWrapping;
  9874. this.generateMipmaps = false;
  9875. this.flipY = false;
  9876. }
  9877. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9878. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9879. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9880. /**
  9881. * @author Artur Trzesiok
  9882. */
  9883. function DataTexture3D( data, width, height, depth ) {
  9884. // We're going to add .setXXX() methods for setting properties later.
  9885. // Users can still set in DataTexture3D directly.
  9886. //
  9887. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9888. // texture.anisotropy = 16;
  9889. //
  9890. // See #14839
  9891. Texture.call( this, null );
  9892. this.image = { data: data, width: width, height: height, depth: depth };
  9893. this.magFilter = NearestFilter;
  9894. this.minFilter = NearestFilter;
  9895. this.wrapR = ClampToEdgeWrapping;
  9896. this.generateMipmaps = false;
  9897. this.flipY = false;
  9898. }
  9899. DataTexture3D.prototype = Object.create( Texture.prototype );
  9900. DataTexture3D.prototype.constructor = DataTexture3D;
  9901. DataTexture3D.prototype.isDataTexture3D = true;
  9902. /**
  9903. * @author tschw
  9904. * @author Mugen87 / https://github.com/Mugen87
  9905. * @author mrdoob / http://mrdoob.com/
  9906. *
  9907. * Uniforms of a program.
  9908. * Those form a tree structure with a special top-level container for the root,
  9909. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9910. *
  9911. *
  9912. * Properties of inner nodes including the top-level container:
  9913. *
  9914. * .seq - array of nested uniforms
  9915. * .map - nested uniforms by name
  9916. *
  9917. *
  9918. * Methods of all nodes except the top-level container:
  9919. *
  9920. * .setValue( gl, value, [textures] )
  9921. *
  9922. * uploads a uniform value(s)
  9923. * the 'textures' parameter is needed for sampler uniforms
  9924. *
  9925. *
  9926. * Static methods of the top-level container (textures factorizations):
  9927. *
  9928. * .upload( gl, seq, values, textures )
  9929. *
  9930. * sets uniforms in 'seq' to 'values[id].value'
  9931. *
  9932. * .seqWithValue( seq, values ) : filteredSeq
  9933. *
  9934. * filters 'seq' entries with corresponding entry in values
  9935. *
  9936. *
  9937. * Methods of the top-level container (textures factorizations):
  9938. *
  9939. * .setValue( gl, name, value, textures )
  9940. *
  9941. * sets uniform with name 'name' to 'value'
  9942. *
  9943. * .setOptional( gl, obj, prop )
  9944. *
  9945. * like .set for an optional property of the object
  9946. *
  9947. */
  9948. var emptyTexture = new Texture();
  9949. var emptyTexture2dArray = new DataTexture2DArray();
  9950. var emptyTexture3d = new DataTexture3D();
  9951. var emptyCubeTexture = new CubeTexture();
  9952. // --- Utilities ---
  9953. // Array Caches (provide typed arrays for temporary by size)
  9954. var arrayCacheF32 = [];
  9955. var arrayCacheI32 = [];
  9956. // Float32Array caches used for uploading Matrix uniforms
  9957. var mat4array = new Float32Array( 16 );
  9958. var mat3array = new Float32Array( 9 );
  9959. var mat2array = new Float32Array( 4 );
  9960. // Flattening for arrays of vectors and matrices
  9961. function flatten( array, nBlocks, blockSize ) {
  9962. var firstElem = array[ 0 ];
  9963. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9964. // unoptimized: ! isNaN( firstElem )
  9965. // see http://jacksondunstan.com/articles/983
  9966. var n = nBlocks * blockSize,
  9967. r = arrayCacheF32[ n ];
  9968. if ( r === undefined ) {
  9969. r = new Float32Array( n );
  9970. arrayCacheF32[ n ] = r;
  9971. }
  9972. if ( nBlocks !== 0 ) {
  9973. firstElem.toArray( r, 0 );
  9974. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9975. offset += blockSize;
  9976. array[ i ].toArray( r, offset );
  9977. }
  9978. }
  9979. return r;
  9980. }
  9981. function arraysEqual( a, b ) {
  9982. if ( a.length !== b.length ) return false;
  9983. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9984. if ( a[ i ] !== b[ i ] ) return false;
  9985. }
  9986. return true;
  9987. }
  9988. function copyArray( a, b ) {
  9989. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9990. a[ i ] = b[ i ];
  9991. }
  9992. }
  9993. // Texture unit allocation
  9994. function allocTexUnits( textures, n ) {
  9995. var r = arrayCacheI32[ n ];
  9996. if ( r === undefined ) {
  9997. r = new Int32Array( n );
  9998. arrayCacheI32[ n ] = r;
  9999. }
  10000. for ( var i = 0; i !== n; ++ i )
  10001. r[ i ] = textures.allocateTextureUnit();
  10002. return r;
  10003. }
  10004. // --- Setters ---
  10005. // Note: Defining these methods externally, because they come in a bunch
  10006. // and this way their names minify.
  10007. // Single scalar
  10008. function setValueV1f( gl, v ) {
  10009. var cache = this.cache;
  10010. if ( cache[ 0 ] === v ) return;
  10011. gl.uniform1f( this.addr, v );
  10012. cache[ 0 ] = v;
  10013. }
  10014. // Single float vector (from flat array or THREE.VectorN)
  10015. function setValueV2f( gl, v ) {
  10016. var cache = this.cache;
  10017. if ( v.x !== undefined ) {
  10018. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10019. gl.uniform2f( this.addr, v.x, v.y );
  10020. cache[ 0 ] = v.x;
  10021. cache[ 1 ] = v.y;
  10022. }
  10023. } else {
  10024. if ( arraysEqual( cache, v ) ) return;
  10025. gl.uniform2fv( this.addr, v );
  10026. copyArray( cache, v );
  10027. }
  10028. }
  10029. function setValueV3f( gl, v ) {
  10030. var cache = this.cache;
  10031. if ( v.x !== undefined ) {
  10032. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10033. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10034. cache[ 0 ] = v.x;
  10035. cache[ 1 ] = v.y;
  10036. cache[ 2 ] = v.z;
  10037. }
  10038. } else if ( v.r !== undefined ) {
  10039. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10040. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10041. cache[ 0 ] = v.r;
  10042. cache[ 1 ] = v.g;
  10043. cache[ 2 ] = v.b;
  10044. }
  10045. } else {
  10046. if ( arraysEqual( cache, v ) ) return;
  10047. gl.uniform3fv( this.addr, v );
  10048. copyArray( cache, v );
  10049. }
  10050. }
  10051. function setValueV4f( gl, v ) {
  10052. var cache = this.cache;
  10053. if ( v.x !== undefined ) {
  10054. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10055. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10056. cache[ 0 ] = v.x;
  10057. cache[ 1 ] = v.y;
  10058. cache[ 2 ] = v.z;
  10059. cache[ 3 ] = v.w;
  10060. }
  10061. } else {
  10062. if ( arraysEqual( cache, v ) ) return;
  10063. gl.uniform4fv( this.addr, v );
  10064. copyArray( cache, v );
  10065. }
  10066. }
  10067. // Single matrix (from flat array or MatrixN)
  10068. function setValueM2( gl, v ) {
  10069. var cache = this.cache;
  10070. var elements = v.elements;
  10071. if ( elements === undefined ) {
  10072. if ( arraysEqual( cache, v ) ) return;
  10073. gl.uniformMatrix2fv( this.addr, false, v );
  10074. copyArray( cache, v );
  10075. } else {
  10076. if ( arraysEqual( cache, elements ) ) return;
  10077. mat2array.set( elements );
  10078. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10079. copyArray( cache, elements );
  10080. }
  10081. }
  10082. function setValueM3( gl, v ) {
  10083. var cache = this.cache;
  10084. var elements = v.elements;
  10085. if ( elements === undefined ) {
  10086. if ( arraysEqual( cache, v ) ) return;
  10087. gl.uniformMatrix3fv( this.addr, false, v );
  10088. copyArray( cache, v );
  10089. } else {
  10090. if ( arraysEqual( cache, elements ) ) return;
  10091. mat3array.set( elements );
  10092. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10093. copyArray( cache, elements );
  10094. }
  10095. }
  10096. function setValueM4( gl, v ) {
  10097. var cache = this.cache;
  10098. var elements = v.elements;
  10099. if ( elements === undefined ) {
  10100. if ( arraysEqual( cache, v ) ) return;
  10101. gl.uniformMatrix4fv( this.addr, false, v );
  10102. copyArray( cache, v );
  10103. } else {
  10104. if ( arraysEqual( cache, elements ) ) return;
  10105. mat4array.set( elements );
  10106. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10107. copyArray( cache, elements );
  10108. }
  10109. }
  10110. // Single texture (2D / Cube)
  10111. function setValueT1( gl, v, textures ) {
  10112. var cache = this.cache;
  10113. var unit = textures.allocateTextureUnit();
  10114. if ( cache[ 0 ] !== unit ) {
  10115. gl.uniform1i( this.addr, unit );
  10116. cache[ 0 ] = unit;
  10117. }
  10118. textures.safeSetTexture2D( v || emptyTexture, unit );
  10119. }
  10120. function setValueT2DArray1( gl, v, textures ) {
  10121. var cache = this.cache;
  10122. var unit = textures.allocateTextureUnit();
  10123. if ( cache[ 0 ] !== unit ) {
  10124. gl.uniform1i( this.addr, unit );
  10125. cache[ 0 ] = unit;
  10126. }
  10127. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10128. }
  10129. function setValueT3D1( gl, v, textures ) {
  10130. var cache = this.cache;
  10131. var unit = textures.allocateTextureUnit();
  10132. if ( cache[ 0 ] !== unit ) {
  10133. gl.uniform1i( this.addr, unit );
  10134. cache[ 0 ] = unit;
  10135. }
  10136. textures.setTexture3D( v || emptyTexture3d, unit );
  10137. }
  10138. function setValueT6( gl, v, textures ) {
  10139. var cache = this.cache;
  10140. var unit = textures.allocateTextureUnit();
  10141. if ( cache[ 0 ] !== unit ) {
  10142. gl.uniform1i( this.addr, unit );
  10143. cache[ 0 ] = unit;
  10144. }
  10145. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10146. }
  10147. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10148. function setValueV1i( gl, v ) {
  10149. var cache = this.cache;
  10150. if ( cache[ 0 ] === v ) return;
  10151. gl.uniform1i( this.addr, v );
  10152. cache[ 0 ] = v;
  10153. }
  10154. function setValueV2i( gl, v ) {
  10155. var cache = this.cache;
  10156. if ( arraysEqual( cache, v ) ) return;
  10157. gl.uniform2iv( this.addr, v );
  10158. copyArray( cache, v );
  10159. }
  10160. function setValueV3i( gl, v ) {
  10161. var cache = this.cache;
  10162. if ( arraysEqual( cache, v ) ) return;
  10163. gl.uniform3iv( this.addr, v );
  10164. copyArray( cache, v );
  10165. }
  10166. function setValueV4i( gl, v ) {
  10167. var cache = this.cache;
  10168. if ( arraysEqual( cache, v ) ) return;
  10169. gl.uniform4iv( this.addr, v );
  10170. copyArray( cache, v );
  10171. }
  10172. // Helper to pick the right setter for the singular case
  10173. function getSingularSetter( type ) {
  10174. switch ( type ) {
  10175. case 0x1406: return setValueV1f; // FLOAT
  10176. case 0x8b50: return setValueV2f; // _VEC2
  10177. case 0x8b51: return setValueV3f; // _VEC3
  10178. case 0x8b52: return setValueV4f; // _VEC4
  10179. case 0x8b5a: return setValueM2; // _MAT2
  10180. case 0x8b5b: return setValueM3; // _MAT3
  10181. case 0x8b5c: return setValueM4; // _MAT4
  10182. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10183. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10184. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10185. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10186. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10187. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10188. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10189. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10190. }
  10191. }
  10192. // Array of scalars
  10193. function setValueV1fArray( gl, v ) {
  10194. gl.uniform1fv( this.addr, v );
  10195. }
  10196. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10197. function setValueV1iArray( gl, v ) {
  10198. gl.uniform1iv( this.addr, v );
  10199. }
  10200. function setValueV2iArray( gl, v ) {
  10201. gl.uniform2iv( this.addr, v );
  10202. }
  10203. function setValueV3iArray( gl, v ) {
  10204. gl.uniform3iv( this.addr, v );
  10205. }
  10206. function setValueV4iArray( gl, v ) {
  10207. gl.uniform4iv( this.addr, v );
  10208. }
  10209. // Array of vectors (flat or from THREE classes)
  10210. function setValueV2fArray( gl, v ) {
  10211. var data = flatten( v, this.size, 2 );
  10212. gl.uniform2fv( this.addr, data );
  10213. }
  10214. function setValueV3fArray( gl, v ) {
  10215. var data = flatten( v, this.size, 3 );
  10216. gl.uniform3fv( this.addr, data );
  10217. }
  10218. function setValueV4fArray( gl, v ) {
  10219. var data = flatten( v, this.size, 4 );
  10220. gl.uniform4fv( this.addr, data );
  10221. }
  10222. // Array of matrices (flat or from THREE clases)
  10223. function setValueM2Array( gl, v ) {
  10224. var data = flatten( v, this.size, 4 );
  10225. gl.uniformMatrix2fv( this.addr, false, data );
  10226. }
  10227. function setValueM3Array( gl, v ) {
  10228. var data = flatten( v, this.size, 9 );
  10229. gl.uniformMatrix3fv( this.addr, false, data );
  10230. }
  10231. function setValueM4Array( gl, v ) {
  10232. var data = flatten( v, this.size, 16 );
  10233. gl.uniformMatrix4fv( this.addr, false, data );
  10234. }
  10235. // Array of textures (2D / Cube)
  10236. function setValueT1Array( gl, v, textures ) {
  10237. var n = v.length;
  10238. var units = allocTexUnits( textures, n );
  10239. gl.uniform1iv( this.addr, units );
  10240. for ( var i = 0; i !== n; ++ i ) {
  10241. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10242. }
  10243. }
  10244. function setValueT6Array( gl, v, textures ) {
  10245. var n = v.length;
  10246. var units = allocTexUnits( textures, n );
  10247. gl.uniform1iv( this.addr, units );
  10248. for ( var i = 0; i !== n; ++ i ) {
  10249. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10250. }
  10251. }
  10252. // Helper to pick the right setter for a pure (bottom-level) array
  10253. function getPureArraySetter( type ) {
  10254. switch ( type ) {
  10255. case 0x1406: return setValueV1fArray; // FLOAT
  10256. case 0x8b50: return setValueV2fArray; // _VEC2
  10257. case 0x8b51: return setValueV3fArray; // _VEC3
  10258. case 0x8b52: return setValueV4fArray; // _VEC4
  10259. case 0x8b5a: return setValueM2Array; // _MAT2
  10260. case 0x8b5b: return setValueM3Array; // _MAT3
  10261. case 0x8b5c: return setValueM4Array; // _MAT4
  10262. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10263. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10264. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10265. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10266. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10267. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10268. }
  10269. }
  10270. // --- Uniform Classes ---
  10271. function SingleUniform( id, activeInfo, addr ) {
  10272. this.id = id;
  10273. this.addr = addr;
  10274. this.cache = [];
  10275. this.setValue = getSingularSetter( activeInfo.type );
  10276. // this.path = activeInfo.name; // DEBUG
  10277. }
  10278. function PureArrayUniform( id, activeInfo, addr ) {
  10279. this.id = id;
  10280. this.addr = addr;
  10281. this.cache = [];
  10282. this.size = activeInfo.size;
  10283. this.setValue = getPureArraySetter( activeInfo.type );
  10284. // this.path = activeInfo.name; // DEBUG
  10285. }
  10286. PureArrayUniform.prototype.updateCache = function ( data ) {
  10287. var cache = this.cache;
  10288. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10289. this.cache = new Float32Array( data.length );
  10290. }
  10291. copyArray( cache, data );
  10292. };
  10293. function StructuredUniform( id ) {
  10294. this.id = id;
  10295. this.seq = [];
  10296. this.map = {};
  10297. }
  10298. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10299. var seq = this.seq;
  10300. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10301. var u = seq[ i ];
  10302. u.setValue( gl, value[ u.id ], textures );
  10303. }
  10304. };
  10305. // --- Top-level ---
  10306. // Parser - builds up the property tree from the path strings
  10307. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10308. // extracts
  10309. // - the identifier (member name or array index)
  10310. // - followed by an optional right bracket (found when array index)
  10311. // - followed by an optional left bracket or dot (type of subscript)
  10312. //
  10313. // Note: These portions can be read in a non-overlapping fashion and
  10314. // allow straightforward parsing of the hierarchy that WebGL encodes
  10315. // in the uniform names.
  10316. function addUniform( container, uniformObject ) {
  10317. container.seq.push( uniformObject );
  10318. container.map[ uniformObject.id ] = uniformObject;
  10319. }
  10320. function parseUniform( activeInfo, addr, container ) {
  10321. var path = activeInfo.name,
  10322. pathLength = path.length;
  10323. // reset RegExp object, because of the early exit of a previous run
  10324. RePathPart.lastIndex = 0;
  10325. while ( true ) {
  10326. var match = RePathPart.exec( path ),
  10327. matchEnd = RePathPart.lastIndex,
  10328. id = match[ 1 ],
  10329. idIsIndex = match[ 2 ] === ']',
  10330. subscript = match[ 3 ];
  10331. if ( idIsIndex ) id = id | 0; // convert to integer
  10332. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10333. // bare name or "pure" bottom-level array "[0]" suffix
  10334. addUniform( container, subscript === undefined ?
  10335. new SingleUniform( id, activeInfo, addr ) :
  10336. new PureArrayUniform( id, activeInfo, addr ) );
  10337. break;
  10338. } else {
  10339. // step into inner node / create it in case it doesn't exist
  10340. var map = container.map, next = map[ id ];
  10341. if ( next === undefined ) {
  10342. next = new StructuredUniform( id );
  10343. addUniform( container, next );
  10344. }
  10345. container = next;
  10346. }
  10347. }
  10348. }
  10349. // Root Container
  10350. function WebGLUniforms( gl, program ) {
  10351. this.seq = [];
  10352. this.map = {};
  10353. var n = gl.getProgramParameter( program, 35718 );
  10354. for ( var i = 0; i < n; ++ i ) {
  10355. var info = gl.getActiveUniform( program, i ),
  10356. addr = gl.getUniformLocation( program, info.name );
  10357. parseUniform( info, addr, this );
  10358. }
  10359. }
  10360. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10361. var u = this.map[ name ];
  10362. if ( u !== undefined ) u.setValue( gl, value, textures );
  10363. };
  10364. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10365. var v = object[ name ];
  10366. if ( v !== undefined ) this.setValue( gl, name, v );
  10367. };
  10368. // Static interface
  10369. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10370. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10371. var u = seq[ i ],
  10372. v = values[ u.id ];
  10373. if ( v.needsUpdate !== false ) {
  10374. // note: always updating when .needsUpdate is undefined
  10375. u.setValue( gl, v.value, textures );
  10376. }
  10377. }
  10378. };
  10379. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10380. var r = [];
  10381. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10382. var u = seq[ i ];
  10383. if ( u.id in values ) r.push( u );
  10384. }
  10385. return r;
  10386. };
  10387. /**
  10388. * @author mrdoob / http://mrdoob.com/
  10389. */
  10390. function WebGLShader( gl, type, string ) {
  10391. var shader = gl.createShader( type );
  10392. gl.shaderSource( shader, string );
  10393. gl.compileShader( shader );
  10394. return shader;
  10395. }
  10396. /**
  10397. * @author mrdoob / http://mrdoob.com/
  10398. */
  10399. var programIdCount = 0;
  10400. function addLineNumbers( string ) {
  10401. var lines = string.split( '\n' );
  10402. for ( var i = 0; i < lines.length; i ++ ) {
  10403. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10404. }
  10405. return lines.join( '\n' );
  10406. }
  10407. function getEncodingComponents( encoding ) {
  10408. switch ( encoding ) {
  10409. case LinearEncoding:
  10410. return [ 'Linear', '( value )' ];
  10411. case sRGBEncoding:
  10412. return [ 'sRGB', '( value )' ];
  10413. case RGBEEncoding:
  10414. return [ 'RGBE', '( value )' ];
  10415. case RGBM7Encoding:
  10416. return [ 'RGBM', '( value, 7.0 )' ];
  10417. case RGBM16Encoding:
  10418. return [ 'RGBM', '( value, 16.0 )' ];
  10419. case RGBDEncoding:
  10420. return [ 'RGBD', '( value, 256.0 )' ];
  10421. case GammaEncoding:
  10422. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10423. case LogLuvEncoding:
  10424. return [ 'LogLuv', '( value )' ];
  10425. default:
  10426. throw new Error( 'unsupported encoding: ' + encoding );
  10427. }
  10428. }
  10429. function getShaderErrors( gl, shader, type ) {
  10430. var status = gl.getShaderParameter( shader, 35713 );
  10431. var log = gl.getShaderInfoLog( shader ).trim();
  10432. if ( status && log === '' ) return '';
  10433. // --enable-privileged-webgl-extension
  10434. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10435. var source = gl.getShaderSource( shader );
  10436. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10437. }
  10438. function getTexelDecodingFunction( functionName, encoding ) {
  10439. var components = getEncodingComponents( encoding );
  10440. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10441. }
  10442. function getTexelEncodingFunction( functionName, encoding ) {
  10443. var components = getEncodingComponents( encoding );
  10444. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10445. }
  10446. function getToneMappingFunction( functionName, toneMapping ) {
  10447. var toneMappingName;
  10448. switch ( toneMapping ) {
  10449. case LinearToneMapping:
  10450. toneMappingName = 'Linear';
  10451. break;
  10452. case ReinhardToneMapping:
  10453. toneMappingName = 'Reinhard';
  10454. break;
  10455. case Uncharted2ToneMapping:
  10456. toneMappingName = 'Uncharted2';
  10457. break;
  10458. case CineonToneMapping:
  10459. toneMappingName = 'OptimizedCineon';
  10460. break;
  10461. case ACESFilmicToneMapping:
  10462. toneMappingName = 'ACESFilmic';
  10463. break;
  10464. default:
  10465. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10466. }
  10467. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10468. }
  10469. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10470. extensions = extensions || {};
  10471. var chunks = [
  10472. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.clearCoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10473. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10474. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10475. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10476. ];
  10477. return chunks.filter( filterEmptyLine ).join( '\n' );
  10478. }
  10479. function generateDefines( defines ) {
  10480. var chunks = [];
  10481. for ( var name in defines ) {
  10482. var value = defines[ name ];
  10483. if ( value === false ) continue;
  10484. chunks.push( '#define ' + name + ' ' + value );
  10485. }
  10486. return chunks.join( '\n' );
  10487. }
  10488. function fetchAttributeLocations( gl, program ) {
  10489. var attributes = {};
  10490. var n = gl.getProgramParameter( program, 35721 );
  10491. for ( var i = 0; i < n; i ++ ) {
  10492. var info = gl.getActiveAttrib( program, i );
  10493. var name = info.name;
  10494. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10495. attributes[ name ] = gl.getAttribLocation( program, name );
  10496. }
  10497. return attributes;
  10498. }
  10499. function filterEmptyLine( string ) {
  10500. return string !== '';
  10501. }
  10502. function replaceLightNums( string, parameters ) {
  10503. return string
  10504. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10505. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10506. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10507. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10508. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10509. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10510. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10511. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10512. }
  10513. function replaceClippingPlaneNums( string, parameters ) {
  10514. return string
  10515. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10516. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10517. }
  10518. function parseIncludes( string ) {
  10519. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10520. function replace( match, include ) {
  10521. var replace = ShaderChunk[ include ];
  10522. if ( replace === undefined ) {
  10523. throw new Error( 'Can not resolve #include <' + include + '>' );
  10524. }
  10525. return parseIncludes( replace );
  10526. }
  10527. return string.replace( pattern, replace );
  10528. }
  10529. function unrollLoops( string ) {
  10530. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10531. function replace( match, start, end, snippet ) {
  10532. var unroll = '';
  10533. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10534. unroll += snippet
  10535. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10536. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10537. }
  10538. return unroll;
  10539. }
  10540. return string.replace( pattern, replace );
  10541. }
  10542. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10543. var gl = renderer.getContext();
  10544. var defines = material.defines;
  10545. var vertexShader = shader.vertexShader;
  10546. var fragmentShader = shader.fragmentShader;
  10547. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10548. if ( parameters.shadowMapType === PCFShadowMap ) {
  10549. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10550. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10551. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10552. }
  10553. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10554. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10555. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10556. if ( parameters.envMap ) {
  10557. switch ( material.envMap.mapping ) {
  10558. case CubeReflectionMapping:
  10559. case CubeRefractionMapping:
  10560. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10561. break;
  10562. case CubeUVReflectionMapping:
  10563. case CubeUVRefractionMapping:
  10564. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10565. break;
  10566. case EquirectangularReflectionMapping:
  10567. case EquirectangularRefractionMapping:
  10568. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10569. break;
  10570. case SphericalReflectionMapping:
  10571. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10572. break;
  10573. }
  10574. switch ( material.envMap.mapping ) {
  10575. case CubeRefractionMapping:
  10576. case EquirectangularRefractionMapping:
  10577. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10578. break;
  10579. }
  10580. switch ( material.combine ) {
  10581. case MultiplyOperation:
  10582. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10583. break;
  10584. case MixOperation:
  10585. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10586. break;
  10587. case AddOperation:
  10588. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10589. break;
  10590. }
  10591. }
  10592. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10593. // console.log( 'building new program ' );
  10594. //
  10595. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10596. var customDefines = generateDefines( defines );
  10597. //
  10598. var program = gl.createProgram();
  10599. var prefixVertex, prefixFragment;
  10600. if ( material.isRawShaderMaterial ) {
  10601. prefixVertex = [
  10602. customDefines
  10603. ].filter( filterEmptyLine ).join( '\n' );
  10604. if ( prefixVertex.length > 0 ) {
  10605. prefixVertex += '\n';
  10606. }
  10607. prefixFragment = [
  10608. customExtensions,
  10609. customDefines
  10610. ].filter( filterEmptyLine ).join( '\n' );
  10611. if ( prefixFragment.length > 0 ) {
  10612. prefixFragment += '\n';
  10613. }
  10614. } else {
  10615. prefixVertex = [
  10616. 'precision ' + parameters.precision + ' float;',
  10617. 'precision ' + parameters.precision + ' int;',
  10618. '#define SHADER_NAME ' + shader.name,
  10619. customDefines,
  10620. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10621. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10622. '#define MAX_BONES ' + parameters.maxBones,
  10623. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10624. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10625. parameters.map ? '#define USE_MAP' : '',
  10626. parameters.envMap ? '#define USE_ENVMAP' : '',
  10627. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10628. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10629. parameters.aoMap ? '#define USE_AOMAP' : '',
  10630. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10631. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10632. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10633. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10634. parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10635. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10636. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10637. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10638. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10639. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10640. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10641. parameters.vertexColors ? '#define USE_COLOR' : '',
  10642. parameters.vertexUvs ? '#define USE_UV' : '',
  10643. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10644. parameters.skinning ? '#define USE_SKINNING' : '',
  10645. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10646. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10647. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10648. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10649. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10650. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10651. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10652. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10653. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10654. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10655. 'uniform mat4 modelMatrix;',
  10656. 'uniform mat4 modelViewMatrix;',
  10657. 'uniform mat4 projectionMatrix;',
  10658. 'uniform mat4 viewMatrix;',
  10659. 'uniform mat3 normalMatrix;',
  10660. 'uniform vec3 cameraPosition;',
  10661. 'attribute vec3 position;',
  10662. 'attribute vec3 normal;',
  10663. 'attribute vec2 uv;',
  10664. '#ifdef USE_TANGENT',
  10665. ' attribute vec4 tangent;',
  10666. '#endif',
  10667. '#ifdef USE_COLOR',
  10668. ' attribute vec3 color;',
  10669. '#endif',
  10670. '#ifdef USE_MORPHTARGETS',
  10671. ' attribute vec3 morphTarget0;',
  10672. ' attribute vec3 morphTarget1;',
  10673. ' attribute vec3 morphTarget2;',
  10674. ' attribute vec3 morphTarget3;',
  10675. ' #ifdef USE_MORPHNORMALS',
  10676. ' attribute vec3 morphNormal0;',
  10677. ' attribute vec3 morphNormal1;',
  10678. ' attribute vec3 morphNormal2;',
  10679. ' attribute vec3 morphNormal3;',
  10680. ' #else',
  10681. ' attribute vec3 morphTarget4;',
  10682. ' attribute vec3 morphTarget5;',
  10683. ' attribute vec3 morphTarget6;',
  10684. ' attribute vec3 morphTarget7;',
  10685. ' #endif',
  10686. '#endif',
  10687. '#ifdef USE_SKINNING',
  10688. ' attribute vec4 skinIndex;',
  10689. ' attribute vec4 skinWeight;',
  10690. '#endif',
  10691. '\n'
  10692. ].filter( filterEmptyLine ).join( '\n' );
  10693. prefixFragment = [
  10694. customExtensions,
  10695. 'precision ' + parameters.precision + ' float;',
  10696. 'precision ' + parameters.precision + ' int;',
  10697. '#define SHADER_NAME ' + shader.name,
  10698. customDefines,
  10699. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10700. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10701. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10702. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10703. parameters.map ? '#define USE_MAP' : '',
  10704. parameters.matcap ? '#define USE_MATCAP' : '',
  10705. parameters.envMap ? '#define USE_ENVMAP' : '',
  10706. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10707. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10708. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10709. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10710. parameters.aoMap ? '#define USE_AOMAP' : '',
  10711. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10712. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10713. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10714. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10715. parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10716. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10717. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10718. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10719. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10720. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10721. parameters.vertexColors ? '#define USE_COLOR' : '',
  10722. parameters.vertexUvs ? '#define USE_UV' : '',
  10723. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10724. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10725. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10726. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10727. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10728. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10729. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10730. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10731. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10732. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10733. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10734. 'uniform mat4 viewMatrix;',
  10735. 'uniform vec3 cameraPosition;',
  10736. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10737. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10738. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10739. parameters.dithering ? '#define DITHERING' : '',
  10740. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10741. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10742. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10743. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10744. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10745. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10746. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10747. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10748. '\n'
  10749. ].filter( filterEmptyLine ).join( '\n' );
  10750. }
  10751. vertexShader = parseIncludes( vertexShader );
  10752. vertexShader = replaceLightNums( vertexShader, parameters );
  10753. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10754. fragmentShader = parseIncludes( fragmentShader );
  10755. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10756. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10757. vertexShader = unrollLoops( vertexShader );
  10758. fragmentShader = unrollLoops( fragmentShader );
  10759. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10760. var isGLSL3ShaderMaterial = false;
  10761. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10762. if ( material.isShaderMaterial &&
  10763. vertexShader.match( versionRegex ) !== null &&
  10764. fragmentShader.match( versionRegex ) !== null ) {
  10765. isGLSL3ShaderMaterial = true;
  10766. vertexShader = vertexShader.replace( versionRegex, '' );
  10767. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10768. }
  10769. // GLSL 3.0 conversion
  10770. prefixVertex = [
  10771. '#version 300 es\n',
  10772. '#define attribute in',
  10773. '#define varying out',
  10774. '#define texture2D texture'
  10775. ].join( '\n' ) + '\n' + prefixVertex;
  10776. prefixFragment = [
  10777. '#version 300 es\n',
  10778. '#define varying in',
  10779. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10780. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10781. '#define gl_FragDepthEXT gl_FragDepth',
  10782. '#define texture2D texture',
  10783. '#define textureCube texture',
  10784. '#define texture2DProj textureProj',
  10785. '#define texture2DLodEXT textureLod',
  10786. '#define texture2DProjLodEXT textureProjLod',
  10787. '#define textureCubeLodEXT textureLod',
  10788. '#define texture2DGradEXT textureGrad',
  10789. '#define texture2DProjGradEXT textureProjGrad',
  10790. '#define textureCubeGradEXT textureGrad'
  10791. ].join( '\n' ) + '\n' + prefixFragment;
  10792. }
  10793. var vertexGlsl = prefixVertex + vertexShader;
  10794. var fragmentGlsl = prefixFragment + fragmentShader;
  10795. // console.log( '*VERTEX*', vertexGlsl );
  10796. // console.log( '*FRAGMENT*', fragmentGlsl );
  10797. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10798. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10799. gl.attachShader( program, glVertexShader );
  10800. gl.attachShader( program, glFragmentShader );
  10801. // Force a particular attribute to index 0.
  10802. if ( material.index0AttributeName !== undefined ) {
  10803. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10804. } else if ( parameters.morphTargets === true ) {
  10805. // programs with morphTargets displace position out of attribute 0
  10806. gl.bindAttribLocation( program, 0, 'position' );
  10807. }
  10808. gl.linkProgram( program );
  10809. // check for link errors
  10810. if ( renderer.debug.checkShaderErrors ) {
  10811. var programLog = gl.getProgramInfoLog( program ).trim();
  10812. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10813. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10814. var runnable = true;
  10815. var haveDiagnostics = true;
  10816. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10817. runnable = false;
  10818. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10819. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10820. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10821. } else if ( programLog !== '' ) {
  10822. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10823. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10824. haveDiagnostics = false;
  10825. }
  10826. if ( haveDiagnostics ) {
  10827. this.diagnostics = {
  10828. runnable: runnable,
  10829. material: material,
  10830. programLog: programLog,
  10831. vertexShader: {
  10832. log: vertexLog,
  10833. prefix: prefixVertex
  10834. },
  10835. fragmentShader: {
  10836. log: fragmentLog,
  10837. prefix: prefixFragment
  10838. }
  10839. };
  10840. }
  10841. }
  10842. // clean up
  10843. gl.deleteShader( glVertexShader );
  10844. gl.deleteShader( glFragmentShader );
  10845. // set up caching for uniform locations
  10846. var cachedUniforms;
  10847. this.getUniforms = function () {
  10848. if ( cachedUniforms === undefined ) {
  10849. cachedUniforms = new WebGLUniforms( gl, program );
  10850. }
  10851. return cachedUniforms;
  10852. };
  10853. // set up caching for attribute locations
  10854. var cachedAttributes;
  10855. this.getAttributes = function () {
  10856. if ( cachedAttributes === undefined ) {
  10857. cachedAttributes = fetchAttributeLocations( gl, program );
  10858. }
  10859. return cachedAttributes;
  10860. };
  10861. // free resource
  10862. this.destroy = function () {
  10863. gl.deleteProgram( program );
  10864. this.program = undefined;
  10865. };
  10866. //
  10867. this.name = shader.name;
  10868. this.id = programIdCount ++;
  10869. this.code = code;
  10870. this.usedTimes = 1;
  10871. this.program = program;
  10872. this.vertexShader = glVertexShader;
  10873. this.fragmentShader = glFragmentShader;
  10874. return this;
  10875. }
  10876. /**
  10877. * @author mrdoob / http://mrdoob.com/
  10878. */
  10879. function WebGLPrograms( renderer, extensions, capabilities ) {
  10880. var programs = [];
  10881. var shaderIDs = {
  10882. MeshDepthMaterial: 'depth',
  10883. MeshDistanceMaterial: 'distanceRGBA',
  10884. MeshNormalMaterial: 'normal',
  10885. MeshBasicMaterial: 'basic',
  10886. MeshLambertMaterial: 'lambert',
  10887. MeshPhongMaterial: 'phong',
  10888. MeshToonMaterial: 'phong',
  10889. MeshStandardMaterial: 'physical',
  10890. MeshPhysicalMaterial: 'physical',
  10891. MeshMatcapMaterial: 'matcap',
  10892. LineBasicMaterial: 'basic',
  10893. LineDashedMaterial: 'dashed',
  10894. PointsMaterial: 'points',
  10895. ShadowMaterial: 'shadow',
  10896. SpriteMaterial: 'sprite'
  10897. };
  10898. var parameterNames = [
  10899. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10900. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "clearCoatNormalMap", "displacementMap", "specularMap",
  10901. "roughnessMap", "metalnessMap", "gradientMap",
  10902. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10903. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10904. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10905. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10906. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10907. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10908. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10909. ];
  10910. function allocateBones( object ) {
  10911. var skeleton = object.skeleton;
  10912. var bones = skeleton.bones;
  10913. if ( capabilities.floatVertexTextures ) {
  10914. return 1024;
  10915. } else {
  10916. // default for when object is not specified
  10917. // ( for example when prebuilding shader to be used with multiple objects )
  10918. //
  10919. // - leave some extra space for other uniforms
  10920. // - limit here is ANGLE's 254 max uniform vectors
  10921. // (up to 54 should be safe)
  10922. var nVertexUniforms = capabilities.maxVertexUniforms;
  10923. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10924. var maxBones = Math.min( nVertexMatrices, bones.length );
  10925. if ( maxBones < bones.length ) {
  10926. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10927. return 0;
  10928. }
  10929. return maxBones;
  10930. }
  10931. }
  10932. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10933. var encoding;
  10934. if ( ! map ) {
  10935. encoding = LinearEncoding;
  10936. } else if ( map.isTexture ) {
  10937. encoding = map.encoding;
  10938. } else if ( map.isWebGLRenderTarget ) {
  10939. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10940. encoding = map.texture.encoding;
  10941. }
  10942. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10943. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10944. encoding = GammaEncoding;
  10945. }
  10946. return encoding;
  10947. }
  10948. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10949. var shaderID = shaderIDs[ material.type ];
  10950. // heuristics to create shader parameters according to lights in the scene
  10951. // (not to blow over maxLights budget)
  10952. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10953. var precision = capabilities.precision;
  10954. if ( material.precision !== null ) {
  10955. precision = capabilities.getMaxPrecision( material.precision );
  10956. if ( precision !== material.precision ) {
  10957. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10958. }
  10959. }
  10960. var currentRenderTarget = renderer.getRenderTarget();
  10961. var parameters = {
  10962. shaderID: shaderID,
  10963. precision: precision,
  10964. supportsVertexTextures: capabilities.vertexTextures,
  10965. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10966. map: !! material.map,
  10967. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10968. matcap: !! material.matcap,
  10969. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10970. envMap: !! material.envMap,
  10971. envMapMode: material.envMap && material.envMap.mapping,
  10972. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10973. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10974. lightMap: !! material.lightMap,
  10975. aoMap: !! material.aoMap,
  10976. emissiveMap: !! material.emissiveMap,
  10977. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10978. bumpMap: !! material.bumpMap,
  10979. normalMap: !! material.normalMap,
  10980. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10981. clearCoatNormalMap: !! material.clearCoatNormalMap,
  10982. displacementMap: !! material.displacementMap,
  10983. roughnessMap: !! material.roughnessMap,
  10984. metalnessMap: !! material.metalnessMap,
  10985. specularMap: !! material.specularMap,
  10986. alphaMap: !! material.alphaMap,
  10987. gradientMap: !! material.gradientMap,
  10988. combine: material.combine,
  10989. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10990. vertexColors: material.vertexColors,
  10991. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearCoatNormalMap,
  10992. fog: !! fog,
  10993. useFog: material.fog,
  10994. fogExp: ( fog && fog.isFogExp2 ),
  10995. flatShading: material.flatShading,
  10996. sizeAttenuation: material.sizeAttenuation,
  10997. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10998. skinning: material.skinning && maxBones > 0,
  10999. maxBones: maxBones,
  11000. useVertexTexture: capabilities.floatVertexTextures,
  11001. morphTargets: material.morphTargets,
  11002. morphNormals: material.morphNormals,
  11003. maxMorphTargets: renderer.maxMorphTargets,
  11004. maxMorphNormals: renderer.maxMorphNormals,
  11005. numDirLights: lights.directional.length,
  11006. numPointLights: lights.point.length,
  11007. numSpotLights: lights.spot.length,
  11008. numRectAreaLights: lights.rectArea.length,
  11009. numHemiLights: lights.hemi.length,
  11010. numDirLightShadows: lights.directionalShadowMap.length,
  11011. numPointLightShadows: lights.pointShadowMap.length,
  11012. numSpotLightShadows: lights.spotShadowMap.length,
  11013. numClippingPlanes: nClipPlanes,
  11014. numClipIntersection: nClipIntersection,
  11015. dithering: material.dithering,
  11016. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  11017. shadowMapType: renderer.shadowMap.type,
  11018. toneMapping: renderer.toneMapping,
  11019. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11020. premultipliedAlpha: material.premultipliedAlpha,
  11021. alphaTest: material.alphaTest,
  11022. doubleSided: material.side === DoubleSide,
  11023. flipSided: material.side === BackSide,
  11024. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11025. };
  11026. return parameters;
  11027. };
  11028. this.getProgramCode = function ( material, parameters ) {
  11029. var array = [];
  11030. if ( parameters.shaderID ) {
  11031. array.push( parameters.shaderID );
  11032. } else {
  11033. array.push( material.fragmentShader );
  11034. array.push( material.vertexShader );
  11035. }
  11036. if ( material.defines !== undefined ) {
  11037. for ( var name in material.defines ) {
  11038. array.push( name );
  11039. array.push( material.defines[ name ] );
  11040. }
  11041. }
  11042. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11043. array.push( parameters[ parameterNames[ i ] ] );
  11044. }
  11045. array.push( material.onBeforeCompile.toString() );
  11046. array.push( renderer.gammaOutput );
  11047. array.push( renderer.gammaFactor );
  11048. return array.join();
  11049. };
  11050. this.acquireProgram = function ( material, shader, parameters, code ) {
  11051. var program;
  11052. // Check if code has been already compiled
  11053. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11054. var programInfo = programs[ p ];
  11055. if ( programInfo.code === code ) {
  11056. program = programInfo;
  11057. ++ program.usedTimes;
  11058. break;
  11059. }
  11060. }
  11061. if ( program === undefined ) {
  11062. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  11063. programs.push( program );
  11064. }
  11065. return program;
  11066. };
  11067. this.releaseProgram = function ( program ) {
  11068. if ( -- program.usedTimes === 0 ) {
  11069. // Remove from unordered set
  11070. var i = programs.indexOf( program );
  11071. programs[ i ] = programs[ programs.length - 1 ];
  11072. programs.pop();
  11073. // Free WebGL resources
  11074. program.destroy();
  11075. }
  11076. };
  11077. // Exposed for resource monitoring & error feedback via renderer.info:
  11078. this.programs = programs;
  11079. }
  11080. /**
  11081. * @author fordacious / fordacious.github.io
  11082. */
  11083. function WebGLProperties() {
  11084. var properties = new WeakMap();
  11085. function get( object ) {
  11086. var map = properties.get( object );
  11087. if ( map === undefined ) {
  11088. map = {};
  11089. properties.set( object, map );
  11090. }
  11091. return map;
  11092. }
  11093. function remove( object ) {
  11094. properties.delete( object );
  11095. }
  11096. function update( object, key, value ) {
  11097. properties.get( object )[ key ] = value;
  11098. }
  11099. function dispose() {
  11100. properties = new WeakMap();
  11101. }
  11102. return {
  11103. get: get,
  11104. remove: remove,
  11105. update: update,
  11106. dispose: dispose
  11107. };
  11108. }
  11109. /**
  11110. * @author mrdoob / http://mrdoob.com/
  11111. */
  11112. function painterSortStable( a, b ) {
  11113. if ( a.groupOrder !== b.groupOrder ) {
  11114. return a.groupOrder - b.groupOrder;
  11115. } else if ( a.renderOrder !== b.renderOrder ) {
  11116. return a.renderOrder - b.renderOrder;
  11117. } else if ( a.program !== b.program ) {
  11118. return a.program.id - b.program.id;
  11119. } else if ( a.material.id !== b.material.id ) {
  11120. return a.material.id - b.material.id;
  11121. } else if ( a.z !== b.z ) {
  11122. return a.z - b.z;
  11123. } else {
  11124. return a.id - b.id;
  11125. }
  11126. }
  11127. function reversePainterSortStable( a, b ) {
  11128. if ( a.groupOrder !== b.groupOrder ) {
  11129. return a.groupOrder - b.groupOrder;
  11130. } else if ( a.renderOrder !== b.renderOrder ) {
  11131. return a.renderOrder - b.renderOrder;
  11132. } else if ( a.z !== b.z ) {
  11133. return b.z - a.z;
  11134. } else {
  11135. return a.id - b.id;
  11136. }
  11137. }
  11138. function WebGLRenderList() {
  11139. var renderItems = [];
  11140. var renderItemsIndex = 0;
  11141. var opaque = [];
  11142. var transparent = [];
  11143. var defaultProgram = { id: - 1 };
  11144. function init() {
  11145. renderItemsIndex = 0;
  11146. opaque.length = 0;
  11147. transparent.length = 0;
  11148. }
  11149. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11150. var renderItem = renderItems[ renderItemsIndex ];
  11151. if ( renderItem === undefined ) {
  11152. renderItem = {
  11153. id: object.id,
  11154. object: object,
  11155. geometry: geometry,
  11156. material: material,
  11157. program: material.program || defaultProgram,
  11158. groupOrder: groupOrder,
  11159. renderOrder: object.renderOrder,
  11160. z: z,
  11161. group: group
  11162. };
  11163. renderItems[ renderItemsIndex ] = renderItem;
  11164. } else {
  11165. renderItem.id = object.id;
  11166. renderItem.object = object;
  11167. renderItem.geometry = geometry;
  11168. renderItem.material = material;
  11169. renderItem.program = material.program || defaultProgram;
  11170. renderItem.groupOrder = groupOrder;
  11171. renderItem.renderOrder = object.renderOrder;
  11172. renderItem.z = z;
  11173. renderItem.group = group;
  11174. }
  11175. renderItemsIndex ++;
  11176. return renderItem;
  11177. }
  11178. function push( object, geometry, material, groupOrder, z, group ) {
  11179. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11180. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11181. }
  11182. function unshift( object, geometry, material, groupOrder, z, group ) {
  11183. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11184. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11185. }
  11186. function sort() {
  11187. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11188. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11189. }
  11190. return {
  11191. opaque: opaque,
  11192. transparent: transparent,
  11193. init: init,
  11194. push: push,
  11195. unshift: unshift,
  11196. sort: sort
  11197. };
  11198. }
  11199. function WebGLRenderLists() {
  11200. var lists = {};
  11201. function onSceneDispose( event ) {
  11202. var scene = event.target;
  11203. scene.removeEventListener( 'dispose', onSceneDispose );
  11204. delete lists[ scene.id ];
  11205. }
  11206. function get( scene, camera ) {
  11207. var cameras = lists[ scene.id ];
  11208. var list;
  11209. if ( cameras === undefined ) {
  11210. list = new WebGLRenderList();
  11211. lists[ scene.id ] = {};
  11212. lists[ scene.id ][ camera.id ] = list;
  11213. scene.addEventListener( 'dispose', onSceneDispose );
  11214. } else {
  11215. list = cameras[ camera.id ];
  11216. if ( list === undefined ) {
  11217. list = new WebGLRenderList();
  11218. cameras[ camera.id ] = list;
  11219. }
  11220. }
  11221. return list;
  11222. }
  11223. function dispose() {
  11224. lists = {};
  11225. }
  11226. return {
  11227. get: get,
  11228. dispose: dispose
  11229. };
  11230. }
  11231. /**
  11232. * @author mrdoob / http://mrdoob.com/
  11233. */
  11234. function UniformsCache() {
  11235. var lights = {};
  11236. return {
  11237. get: function ( light ) {
  11238. if ( lights[ light.id ] !== undefined ) {
  11239. return lights[ light.id ];
  11240. }
  11241. var uniforms;
  11242. switch ( light.type ) {
  11243. case 'DirectionalLight':
  11244. uniforms = {
  11245. direction: new Vector3(),
  11246. color: new Color(),
  11247. shadow: false,
  11248. shadowBias: 0,
  11249. shadowRadius: 1,
  11250. shadowMapSize: new Vector2()
  11251. };
  11252. break;
  11253. case 'SpotLight':
  11254. uniforms = {
  11255. position: new Vector3(),
  11256. direction: new Vector3(),
  11257. color: new Color(),
  11258. distance: 0,
  11259. coneCos: 0,
  11260. penumbraCos: 0,
  11261. decay: 0,
  11262. shadow: false,
  11263. shadowBias: 0,
  11264. shadowRadius: 1,
  11265. shadowMapSize: new Vector2()
  11266. };
  11267. break;
  11268. case 'PointLight':
  11269. uniforms = {
  11270. position: new Vector3(),
  11271. color: new Color(),
  11272. distance: 0,
  11273. decay: 0,
  11274. shadow: false,
  11275. shadowBias: 0,
  11276. shadowRadius: 1,
  11277. shadowMapSize: new Vector2(),
  11278. shadowCameraNear: 1,
  11279. shadowCameraFar: 1000
  11280. };
  11281. break;
  11282. case 'HemisphereLight':
  11283. uniforms = {
  11284. direction: new Vector3(),
  11285. skyColor: new Color(),
  11286. groundColor: new Color()
  11287. };
  11288. break;
  11289. case 'RectAreaLight':
  11290. uniforms = {
  11291. color: new Color(),
  11292. position: new Vector3(),
  11293. halfWidth: new Vector3(),
  11294. halfHeight: new Vector3()
  11295. // TODO (abelnation): set RectAreaLight shadow uniforms
  11296. };
  11297. break;
  11298. }
  11299. lights[ light.id ] = uniforms;
  11300. return uniforms;
  11301. }
  11302. };
  11303. }
  11304. var nextVersion = 0;
  11305. function shadowCastingLightsFirst( lightA, lightB ) {
  11306. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11307. }
  11308. function WebGLLights() {
  11309. var cache = new UniformsCache();
  11310. var state = {
  11311. version: 0,
  11312. hash: {
  11313. directionalLength: - 1,
  11314. pointLength: - 1,
  11315. spotLength: - 1,
  11316. rectAreaLength: - 1,
  11317. hemiLength: - 1,
  11318. numDirectionalShadows: - 1,
  11319. numPointShadows: - 1,
  11320. numSpotShadows: - 1,
  11321. },
  11322. ambient: [ 0, 0, 0 ],
  11323. probe: [],
  11324. directional: [],
  11325. directionalShadowMap: [],
  11326. directionalShadowMatrix: [],
  11327. spot: [],
  11328. spotShadowMap: [],
  11329. spotShadowMatrix: [],
  11330. rectArea: [],
  11331. point: [],
  11332. pointShadowMap: [],
  11333. pointShadowMatrix: [],
  11334. hemi: [],
  11335. numDirectionalShadows: - 1,
  11336. numPointShadows: - 1,
  11337. numSpotShadows: - 1
  11338. };
  11339. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11340. var vector3 = new Vector3();
  11341. var matrix4 = new Matrix4();
  11342. var matrix42 = new Matrix4();
  11343. function setup( lights, shadows, camera ) {
  11344. var r = 0, g = 0, b = 0;
  11345. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11346. var directionalLength = 0;
  11347. var pointLength = 0;
  11348. var spotLength = 0;
  11349. var rectAreaLength = 0;
  11350. var hemiLength = 0;
  11351. var numDirectionalShadows = 0;
  11352. var numPointShadows = 0;
  11353. var numSpotShadows = 0;
  11354. var viewMatrix = camera.matrixWorldInverse;
  11355. lights.sort( shadowCastingLightsFirst );
  11356. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11357. var light = lights[ i ];
  11358. var color = light.color;
  11359. var intensity = light.intensity;
  11360. var distance = light.distance;
  11361. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11362. if ( light.isAmbientLight ) {
  11363. r += color.r * intensity;
  11364. g += color.g * intensity;
  11365. b += color.b * intensity;
  11366. } else if ( light.isLightProbe ) {
  11367. for ( var j = 0; j < 9; j ++ ) {
  11368. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11369. }
  11370. } else if ( light.isDirectionalLight ) {
  11371. var uniforms = cache.get( light );
  11372. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11373. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11374. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11375. uniforms.direction.sub( vector3 );
  11376. uniforms.direction.transformDirection( viewMatrix );
  11377. uniforms.shadow = light.castShadow;
  11378. if ( light.castShadow ) {
  11379. var shadow = light.shadow;
  11380. uniforms.shadowBias = shadow.bias;
  11381. uniforms.shadowRadius = shadow.radius;
  11382. uniforms.shadowMapSize = shadow.mapSize;
  11383. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11384. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11385. numDirectionalShadows ++;
  11386. }
  11387. state.directional[ directionalLength ] = uniforms;
  11388. directionalLength ++;
  11389. } else if ( light.isSpotLight ) {
  11390. var uniforms = cache.get( light );
  11391. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11392. uniforms.position.applyMatrix4( viewMatrix );
  11393. uniforms.color.copy( color ).multiplyScalar( intensity );
  11394. uniforms.distance = distance;
  11395. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11396. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11397. uniforms.direction.sub( vector3 );
  11398. uniforms.direction.transformDirection( viewMatrix );
  11399. uniforms.coneCos = Math.cos( light.angle );
  11400. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11401. uniforms.decay = light.decay;
  11402. uniforms.shadow = light.castShadow;
  11403. if ( light.castShadow ) {
  11404. var shadow = light.shadow;
  11405. uniforms.shadowBias = shadow.bias;
  11406. uniforms.shadowRadius = shadow.radius;
  11407. uniforms.shadowMapSize = shadow.mapSize;
  11408. state.spotShadowMap[ spotLength ] = shadowMap;
  11409. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11410. numSpotShadows ++;
  11411. }
  11412. state.spot[ spotLength ] = uniforms;
  11413. spotLength ++;
  11414. } else if ( light.isRectAreaLight ) {
  11415. var uniforms = cache.get( light );
  11416. // (a) intensity is the total visible light emitted
  11417. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11418. // (b) intensity is the brightness of the light
  11419. uniforms.color.copy( color ).multiplyScalar( intensity );
  11420. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11421. uniforms.position.applyMatrix4( viewMatrix );
  11422. // extract local rotation of light to derive width/height half vectors
  11423. matrix42.identity();
  11424. matrix4.copy( light.matrixWorld );
  11425. matrix4.premultiply( viewMatrix );
  11426. matrix42.extractRotation( matrix4 );
  11427. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11428. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11429. uniforms.halfWidth.applyMatrix4( matrix42 );
  11430. uniforms.halfHeight.applyMatrix4( matrix42 );
  11431. // TODO (abelnation): RectAreaLight distance?
  11432. // uniforms.distance = distance;
  11433. state.rectArea[ rectAreaLength ] = uniforms;
  11434. rectAreaLength ++;
  11435. } else if ( light.isPointLight ) {
  11436. var uniforms = cache.get( light );
  11437. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11438. uniforms.position.applyMatrix4( viewMatrix );
  11439. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11440. uniforms.distance = light.distance;
  11441. uniforms.decay = light.decay;
  11442. uniforms.shadow = light.castShadow;
  11443. if ( light.castShadow ) {
  11444. var shadow = light.shadow;
  11445. uniforms.shadowBias = shadow.bias;
  11446. uniforms.shadowRadius = shadow.radius;
  11447. uniforms.shadowMapSize = shadow.mapSize;
  11448. uniforms.shadowCameraNear = shadow.camera.near;
  11449. uniforms.shadowCameraFar = shadow.camera.far;
  11450. state.pointShadowMap[ pointLength ] = shadowMap;
  11451. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11452. numPointShadows ++;
  11453. }
  11454. state.point[ pointLength ] = uniforms;
  11455. pointLength ++;
  11456. } else if ( light.isHemisphereLight ) {
  11457. var uniforms = cache.get( light );
  11458. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11459. uniforms.direction.transformDirection( viewMatrix );
  11460. uniforms.direction.normalize();
  11461. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11462. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11463. state.hemi[ hemiLength ] = uniforms;
  11464. hemiLength ++;
  11465. }
  11466. }
  11467. state.ambient[ 0 ] = r;
  11468. state.ambient[ 1 ] = g;
  11469. state.ambient[ 2 ] = b;
  11470. var hash = state.hash;
  11471. if ( hash.directionalLength !== directionalLength ||
  11472. hash.pointLength !== pointLength ||
  11473. hash.spotLength !== spotLength ||
  11474. hash.rectAreaLength !== rectAreaLength ||
  11475. hash.hemiLength !== hemiLength ||
  11476. hash.numDirectionalShadows !== numDirectionalShadows ||
  11477. hash.numPointShadows !== numPointShadows ||
  11478. hash.numSpotShadows !== numSpotShadows ) {
  11479. state.directional.length = directionalLength;
  11480. state.spot.length = spotLength;
  11481. state.rectArea.length = rectAreaLength;
  11482. state.point.length = pointLength;
  11483. state.hemi.length = hemiLength;
  11484. state.directionalShadowMap.length = numDirectionalShadows;
  11485. state.pointShadowMap.length = numPointShadows;
  11486. state.spotShadowMap.length = numSpotShadows;
  11487. state.directionalShadowMatrix.length = numDirectionalShadows;
  11488. state.pointShadowMatrix.length = numPointShadows;
  11489. state.spotShadowMatrix.length = numSpotShadows;
  11490. hash.directionalLength = directionalLength;
  11491. hash.pointLength = pointLength;
  11492. hash.spotLength = spotLength;
  11493. hash.rectAreaLength = rectAreaLength;
  11494. hash.hemiLength = hemiLength;
  11495. hash.numDirectionalShadows = numDirectionalShadows;
  11496. hash.numPointShadows = numPointShadows;
  11497. hash.numSpotShadows = numSpotShadows;
  11498. state.version = nextVersion ++;
  11499. }
  11500. }
  11501. return {
  11502. setup: setup,
  11503. state: state
  11504. };
  11505. }
  11506. /**
  11507. * @author Mugen87 / https://github.com/Mugen87
  11508. */
  11509. function WebGLRenderState() {
  11510. var lights = new WebGLLights();
  11511. var lightsArray = [];
  11512. var shadowsArray = [];
  11513. function init() {
  11514. lightsArray.length = 0;
  11515. shadowsArray.length = 0;
  11516. }
  11517. function pushLight( light ) {
  11518. lightsArray.push( light );
  11519. }
  11520. function pushShadow( shadowLight ) {
  11521. shadowsArray.push( shadowLight );
  11522. }
  11523. function setupLights( camera ) {
  11524. lights.setup( lightsArray, shadowsArray, camera );
  11525. }
  11526. var state = {
  11527. lightsArray: lightsArray,
  11528. shadowsArray: shadowsArray,
  11529. lights: lights
  11530. };
  11531. return {
  11532. init: init,
  11533. state: state,
  11534. setupLights: setupLights,
  11535. pushLight: pushLight,
  11536. pushShadow: pushShadow
  11537. };
  11538. }
  11539. function WebGLRenderStates() {
  11540. var renderStates = {};
  11541. function onSceneDispose( event ) {
  11542. var scene = event.target;
  11543. scene.removeEventListener( 'dispose', onSceneDispose );
  11544. delete renderStates[ scene.id ];
  11545. }
  11546. function get( scene, camera ) {
  11547. var renderState;
  11548. if ( renderStates[ scene.id ] === undefined ) {
  11549. renderState = new WebGLRenderState();
  11550. renderStates[ scene.id ] = {};
  11551. renderStates[ scene.id ][ camera.id ] = renderState;
  11552. scene.addEventListener( 'dispose', onSceneDispose );
  11553. } else {
  11554. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11555. renderState = new WebGLRenderState();
  11556. renderStates[ scene.id ][ camera.id ] = renderState;
  11557. } else {
  11558. renderState = renderStates[ scene.id ][ camera.id ];
  11559. }
  11560. }
  11561. return renderState;
  11562. }
  11563. function dispose() {
  11564. renderStates = {};
  11565. }
  11566. return {
  11567. get: get,
  11568. dispose: dispose
  11569. };
  11570. }
  11571. /**
  11572. * @author mrdoob / http://mrdoob.com/
  11573. * @author alteredq / http://alteredqualia.com/
  11574. * @author bhouston / https://clara.io
  11575. * @author WestLangley / http://github.com/WestLangley
  11576. *
  11577. * parameters = {
  11578. *
  11579. * opacity: <float>,
  11580. *
  11581. * map: new THREE.Texture( <Image> ),
  11582. *
  11583. * alphaMap: new THREE.Texture( <Image> ),
  11584. *
  11585. * displacementMap: new THREE.Texture( <Image> ),
  11586. * displacementScale: <float>,
  11587. * displacementBias: <float>,
  11588. *
  11589. * wireframe: <boolean>,
  11590. * wireframeLinewidth: <float>
  11591. * }
  11592. */
  11593. function MeshDepthMaterial( parameters ) {
  11594. Material.call( this );
  11595. this.type = 'MeshDepthMaterial';
  11596. this.depthPacking = BasicDepthPacking;
  11597. this.skinning = false;
  11598. this.morphTargets = false;
  11599. this.map = null;
  11600. this.alphaMap = null;
  11601. this.displacementMap = null;
  11602. this.displacementScale = 1;
  11603. this.displacementBias = 0;
  11604. this.wireframe = false;
  11605. this.wireframeLinewidth = 1;
  11606. this.fog = false;
  11607. this.lights = false;
  11608. this.setValues( parameters );
  11609. }
  11610. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11611. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11612. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11613. MeshDepthMaterial.prototype.copy = function ( source ) {
  11614. Material.prototype.copy.call( this, source );
  11615. this.depthPacking = source.depthPacking;
  11616. this.skinning = source.skinning;
  11617. this.morphTargets = source.morphTargets;
  11618. this.map = source.map;
  11619. this.alphaMap = source.alphaMap;
  11620. this.displacementMap = source.displacementMap;
  11621. this.displacementScale = source.displacementScale;
  11622. this.displacementBias = source.displacementBias;
  11623. this.wireframe = source.wireframe;
  11624. this.wireframeLinewidth = source.wireframeLinewidth;
  11625. return this;
  11626. };
  11627. /**
  11628. * @author WestLangley / http://github.com/WestLangley
  11629. *
  11630. * parameters = {
  11631. *
  11632. * referencePosition: <float>,
  11633. * nearDistance: <float>,
  11634. * farDistance: <float>,
  11635. *
  11636. * skinning: <bool>,
  11637. * morphTargets: <bool>,
  11638. *
  11639. * map: new THREE.Texture( <Image> ),
  11640. *
  11641. * alphaMap: new THREE.Texture( <Image> ),
  11642. *
  11643. * displacementMap: new THREE.Texture( <Image> ),
  11644. * displacementScale: <float>,
  11645. * displacementBias: <float>
  11646. *
  11647. * }
  11648. */
  11649. function MeshDistanceMaterial( parameters ) {
  11650. Material.call( this );
  11651. this.type = 'MeshDistanceMaterial';
  11652. this.referencePosition = new Vector3();
  11653. this.nearDistance = 1;
  11654. this.farDistance = 1000;
  11655. this.skinning = false;
  11656. this.morphTargets = false;
  11657. this.map = null;
  11658. this.alphaMap = null;
  11659. this.displacementMap = null;
  11660. this.displacementScale = 1;
  11661. this.displacementBias = 0;
  11662. this.fog = false;
  11663. this.lights = false;
  11664. this.setValues( parameters );
  11665. }
  11666. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11667. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11668. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11669. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11670. Material.prototype.copy.call( this, source );
  11671. this.referencePosition.copy( source.referencePosition );
  11672. this.nearDistance = source.nearDistance;
  11673. this.farDistance = source.farDistance;
  11674. this.skinning = source.skinning;
  11675. this.morphTargets = source.morphTargets;
  11676. this.map = source.map;
  11677. this.alphaMap = source.alphaMap;
  11678. this.displacementMap = source.displacementMap;
  11679. this.displacementScale = source.displacementScale;
  11680. this.displacementBias = source.displacementBias;
  11681. return this;
  11682. };
  11683. /**
  11684. * @author alteredq / http://alteredqualia.com/
  11685. * @author mrdoob / http://mrdoob.com/
  11686. */
  11687. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11688. var _frustum = new Frustum(),
  11689. _projScreenMatrix = new Matrix4(),
  11690. _shadowMapSize = new Vector2(),
  11691. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11692. _lookTarget = new Vector3(),
  11693. _lightPositionWorld = new Vector3(),
  11694. _MorphingFlag = 1,
  11695. _SkinningFlag = 2,
  11696. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11697. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11698. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11699. _materialCache = {};
  11700. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11701. var cubeDirections = [
  11702. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11703. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11704. ];
  11705. var cubeUps = [
  11706. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11707. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11708. ];
  11709. var cube2DViewPorts = [
  11710. new Vector4(), new Vector4(), new Vector4(),
  11711. new Vector4(), new Vector4(), new Vector4()
  11712. ];
  11713. // init
  11714. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11715. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11716. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11717. var depthMaterial = new MeshDepthMaterial( {
  11718. depthPacking: RGBADepthPacking,
  11719. morphTargets: useMorphing,
  11720. skinning: useSkinning
  11721. } );
  11722. _depthMaterials[ i ] = depthMaterial;
  11723. //
  11724. var distanceMaterial = new MeshDistanceMaterial( {
  11725. morphTargets: useMorphing,
  11726. skinning: useSkinning
  11727. } );
  11728. _distanceMaterials[ i ] = distanceMaterial;
  11729. }
  11730. //
  11731. var scope = this;
  11732. this.enabled = false;
  11733. this.autoUpdate = true;
  11734. this.needsUpdate = false;
  11735. this.type = PCFShadowMap;
  11736. this.render = function ( lights, scene, camera ) {
  11737. if ( scope.enabled === false ) return;
  11738. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11739. if ( lights.length === 0 ) return;
  11740. var currentRenderTarget = _renderer.getRenderTarget();
  11741. var activeCubeFace = _renderer.getActiveCubeFace();
  11742. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11743. var _state = _renderer.state;
  11744. // Set GL state for depth map.
  11745. _state.setBlending( NoBlending );
  11746. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11747. _state.buffers.depth.setTest( true );
  11748. _state.setScissorTest( false );
  11749. // render depth map
  11750. var faceCount;
  11751. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11752. var light = lights[ i ];
  11753. var shadow = light.shadow;
  11754. var isPointLight = light && light.isPointLight;
  11755. if ( shadow === undefined ) {
  11756. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11757. continue;
  11758. }
  11759. var shadowCamera = shadow.camera;
  11760. _shadowMapSize.copy( shadow.mapSize );
  11761. _shadowMapSize.min( _maxShadowMapSize );
  11762. if ( isPointLight ) {
  11763. var vpWidth = _shadowMapSize.x;
  11764. var vpHeight = _shadowMapSize.y;
  11765. // These viewports map a cube-map onto a 2D texture with the
  11766. // following orientation:
  11767. //
  11768. // xzXZ
  11769. // y Y
  11770. //
  11771. // X - Positive x direction
  11772. // x - Negative x direction
  11773. // Y - Positive y direction
  11774. // y - Negative y direction
  11775. // Z - Positive z direction
  11776. // z - Negative z direction
  11777. // positive X
  11778. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11779. // negative X
  11780. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11781. // positive Z
  11782. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11783. // negative Z
  11784. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11785. // positive Y
  11786. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11787. // negative Y
  11788. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11789. _shadowMapSize.x *= 4.0;
  11790. _shadowMapSize.y *= 2.0;
  11791. }
  11792. if ( shadow.map === null ) {
  11793. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11794. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11795. shadow.map.texture.name = light.name + ".shadowMap";
  11796. shadowCamera.updateProjectionMatrix();
  11797. }
  11798. if ( shadow.isSpotLightShadow ) {
  11799. shadow.update( light );
  11800. }
  11801. var shadowMap = shadow.map;
  11802. var shadowMatrix = shadow.matrix;
  11803. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11804. shadowCamera.position.copy( _lightPositionWorld );
  11805. if ( isPointLight ) {
  11806. faceCount = 6;
  11807. // for point lights we set the shadow matrix to be a translation-only matrix
  11808. // equal to inverse of the light's position
  11809. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11810. } else {
  11811. faceCount = 1;
  11812. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11813. shadowCamera.lookAt( _lookTarget );
  11814. shadowCamera.updateMatrixWorld();
  11815. // compute shadow matrix
  11816. shadowMatrix.set(
  11817. 0.5, 0.0, 0.0, 0.5,
  11818. 0.0, 0.5, 0.0, 0.5,
  11819. 0.0, 0.0, 0.5, 0.5,
  11820. 0.0, 0.0, 0.0, 1.0
  11821. );
  11822. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11823. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11824. }
  11825. _renderer.setRenderTarget( shadowMap );
  11826. _renderer.clear();
  11827. // render shadow map for each cube face (if omni-directional) or
  11828. // run a single pass if not
  11829. for ( var face = 0; face < faceCount; face ++ ) {
  11830. if ( isPointLight ) {
  11831. _lookTarget.copy( shadowCamera.position );
  11832. _lookTarget.add( cubeDirections[ face ] );
  11833. shadowCamera.up.copy( cubeUps[ face ] );
  11834. shadowCamera.lookAt( _lookTarget );
  11835. shadowCamera.updateMatrixWorld();
  11836. var vpDimensions = cube2DViewPorts[ face ];
  11837. _state.viewport( vpDimensions );
  11838. }
  11839. // update camera matrices and frustum
  11840. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11841. _frustum.setFromMatrix( _projScreenMatrix );
  11842. // set object matrices & frustum culling
  11843. renderObject( scene, camera, shadowCamera, isPointLight );
  11844. }
  11845. }
  11846. scope.needsUpdate = false;
  11847. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11848. };
  11849. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11850. var geometry = object.geometry;
  11851. var result = null;
  11852. var materialVariants = _depthMaterials;
  11853. var customMaterial = object.customDepthMaterial;
  11854. if ( isPointLight ) {
  11855. materialVariants = _distanceMaterials;
  11856. customMaterial = object.customDistanceMaterial;
  11857. }
  11858. if ( ! customMaterial ) {
  11859. var useMorphing = false;
  11860. if ( material.morphTargets ) {
  11861. if ( geometry && geometry.isBufferGeometry ) {
  11862. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11863. } else if ( geometry && geometry.isGeometry ) {
  11864. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11865. }
  11866. }
  11867. if ( object.isSkinnedMesh && material.skinning === false ) {
  11868. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11869. }
  11870. var useSkinning = object.isSkinnedMesh && material.skinning;
  11871. var variantIndex = 0;
  11872. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11873. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11874. result = materialVariants[ variantIndex ];
  11875. } else {
  11876. result = customMaterial;
  11877. }
  11878. if ( _renderer.localClippingEnabled &&
  11879. material.clipShadows === true &&
  11880. material.clippingPlanes.length !== 0 ) {
  11881. // in this case we need a unique material instance reflecting the
  11882. // appropriate state
  11883. var keyA = result.uuid, keyB = material.uuid;
  11884. var materialsForVariant = _materialCache[ keyA ];
  11885. if ( materialsForVariant === undefined ) {
  11886. materialsForVariant = {};
  11887. _materialCache[ keyA ] = materialsForVariant;
  11888. }
  11889. var cachedMaterial = materialsForVariant[ keyB ];
  11890. if ( cachedMaterial === undefined ) {
  11891. cachedMaterial = result.clone();
  11892. materialsForVariant[ keyB ] = cachedMaterial;
  11893. }
  11894. result = cachedMaterial;
  11895. }
  11896. result.visible = material.visible;
  11897. result.wireframe = material.wireframe;
  11898. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11899. result.clipShadows = material.clipShadows;
  11900. result.clippingPlanes = material.clippingPlanes;
  11901. result.clipIntersection = material.clipIntersection;
  11902. result.wireframeLinewidth = material.wireframeLinewidth;
  11903. result.linewidth = material.linewidth;
  11904. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11905. result.referencePosition.copy( lightPositionWorld );
  11906. result.nearDistance = shadowCameraNear;
  11907. result.farDistance = shadowCameraFar;
  11908. }
  11909. return result;
  11910. }
  11911. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11912. if ( object.visible === false ) return;
  11913. var visible = object.layers.test( camera.layers );
  11914. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11915. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11916. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11917. var geometry = _objects.update( object );
  11918. var material = object.material;
  11919. if ( Array.isArray( material ) ) {
  11920. var groups = geometry.groups;
  11921. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11922. var group = groups[ k ];
  11923. var groupMaterial = material[ group.materialIndex ];
  11924. if ( groupMaterial && groupMaterial.visible ) {
  11925. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11926. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11927. }
  11928. }
  11929. } else if ( material.visible ) {
  11930. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11931. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11932. }
  11933. }
  11934. }
  11935. var children = object.children;
  11936. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11937. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11938. }
  11939. }
  11940. }
  11941. /**
  11942. * @author mrdoob / http://mrdoob.com/
  11943. */
  11944. function WebGLState( gl, extensions, utils, capabilities ) {
  11945. function ColorBuffer() {
  11946. var locked = false;
  11947. var color = new Vector4();
  11948. var currentColorMask = null;
  11949. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11950. return {
  11951. setMask: function ( colorMask ) {
  11952. if ( currentColorMask !== colorMask && ! locked ) {
  11953. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11954. currentColorMask = colorMask;
  11955. }
  11956. },
  11957. setLocked: function ( lock ) {
  11958. locked = lock;
  11959. },
  11960. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11961. if ( premultipliedAlpha === true ) {
  11962. r *= a; g *= a; b *= a;
  11963. }
  11964. color.set( r, g, b, a );
  11965. if ( currentColorClear.equals( color ) === false ) {
  11966. gl.clearColor( r, g, b, a );
  11967. currentColorClear.copy( color );
  11968. }
  11969. },
  11970. reset: function () {
  11971. locked = false;
  11972. currentColorMask = null;
  11973. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11974. }
  11975. };
  11976. }
  11977. function DepthBuffer() {
  11978. var locked = false;
  11979. var currentDepthMask = null;
  11980. var currentDepthFunc = null;
  11981. var currentDepthClear = null;
  11982. return {
  11983. setTest: function ( depthTest ) {
  11984. if ( depthTest ) {
  11985. enable( 2929 );
  11986. } else {
  11987. disable( 2929 );
  11988. }
  11989. },
  11990. setMask: function ( depthMask ) {
  11991. if ( currentDepthMask !== depthMask && ! locked ) {
  11992. gl.depthMask( depthMask );
  11993. currentDepthMask = depthMask;
  11994. }
  11995. },
  11996. setFunc: function ( depthFunc ) {
  11997. if ( currentDepthFunc !== depthFunc ) {
  11998. if ( depthFunc ) {
  11999. switch ( depthFunc ) {
  12000. case NeverDepth:
  12001. gl.depthFunc( 512 );
  12002. break;
  12003. case AlwaysDepth:
  12004. gl.depthFunc( 519 );
  12005. break;
  12006. case LessDepth:
  12007. gl.depthFunc( 513 );
  12008. break;
  12009. case LessEqualDepth:
  12010. gl.depthFunc( 515 );
  12011. break;
  12012. case EqualDepth:
  12013. gl.depthFunc( 514 );
  12014. break;
  12015. case GreaterEqualDepth:
  12016. gl.depthFunc( 518 );
  12017. break;
  12018. case GreaterDepth:
  12019. gl.depthFunc( 516 );
  12020. break;
  12021. case NotEqualDepth:
  12022. gl.depthFunc( 517 );
  12023. break;
  12024. default:
  12025. gl.depthFunc( 515 );
  12026. }
  12027. } else {
  12028. gl.depthFunc( 515 );
  12029. }
  12030. currentDepthFunc = depthFunc;
  12031. }
  12032. },
  12033. setLocked: function ( lock ) {
  12034. locked = lock;
  12035. },
  12036. setClear: function ( depth ) {
  12037. if ( currentDepthClear !== depth ) {
  12038. gl.clearDepth( depth );
  12039. currentDepthClear = depth;
  12040. }
  12041. },
  12042. reset: function () {
  12043. locked = false;
  12044. currentDepthMask = null;
  12045. currentDepthFunc = null;
  12046. currentDepthClear = null;
  12047. }
  12048. };
  12049. }
  12050. function StencilBuffer() {
  12051. var locked = false;
  12052. var currentStencilMask = null;
  12053. var currentStencilFunc = null;
  12054. var currentStencilRef = null;
  12055. var currentStencilFuncMask = null;
  12056. var currentStencilFail = null;
  12057. var currentStencilZFail = null;
  12058. var currentStencilZPass = null;
  12059. var currentStencilClear = null;
  12060. return {
  12061. setTest: function ( stencilTest ) {
  12062. if ( ! locked ) {
  12063. if ( stencilTest ) {
  12064. enable( 2960 );
  12065. } else {
  12066. disable( 2960 );
  12067. }
  12068. }
  12069. },
  12070. setMask: function ( stencilMask ) {
  12071. if ( currentStencilMask !== stencilMask && ! locked ) {
  12072. gl.stencilMask( stencilMask );
  12073. currentStencilMask = stencilMask;
  12074. }
  12075. },
  12076. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12077. if ( currentStencilFunc !== stencilFunc ||
  12078. currentStencilRef !== stencilRef ||
  12079. currentStencilFuncMask !== stencilMask ) {
  12080. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12081. currentStencilFunc = stencilFunc;
  12082. currentStencilRef = stencilRef;
  12083. currentStencilFuncMask = stencilMask;
  12084. }
  12085. },
  12086. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12087. if ( currentStencilFail !== stencilFail ||
  12088. currentStencilZFail !== stencilZFail ||
  12089. currentStencilZPass !== stencilZPass ) {
  12090. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12091. currentStencilFail = stencilFail;
  12092. currentStencilZFail = stencilZFail;
  12093. currentStencilZPass = stencilZPass;
  12094. }
  12095. },
  12096. setLocked: function ( lock ) {
  12097. locked = lock;
  12098. },
  12099. setClear: function ( stencil ) {
  12100. if ( currentStencilClear !== stencil ) {
  12101. gl.clearStencil( stencil );
  12102. currentStencilClear = stencil;
  12103. }
  12104. },
  12105. reset: function () {
  12106. locked = false;
  12107. currentStencilMask = null;
  12108. currentStencilFunc = null;
  12109. currentStencilRef = null;
  12110. currentStencilFuncMask = null;
  12111. currentStencilFail = null;
  12112. currentStencilZFail = null;
  12113. currentStencilZPass = null;
  12114. currentStencilClear = null;
  12115. }
  12116. };
  12117. }
  12118. //
  12119. var colorBuffer = new ColorBuffer();
  12120. var depthBuffer = new DepthBuffer();
  12121. var stencilBuffer = new StencilBuffer();
  12122. var maxVertexAttributes = gl.getParameter( 34921 );
  12123. var newAttributes = new Uint8Array( maxVertexAttributes );
  12124. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12125. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12126. var enabledCapabilities = {};
  12127. var compressedTextureFormats = null;
  12128. var currentProgram = null;
  12129. var currentBlendingEnabled = null;
  12130. var currentBlending = null;
  12131. var currentBlendEquation = null;
  12132. var currentBlendSrc = null;
  12133. var currentBlendDst = null;
  12134. var currentBlendEquationAlpha = null;
  12135. var currentBlendSrcAlpha = null;
  12136. var currentBlendDstAlpha = null;
  12137. var currentPremultipledAlpha = false;
  12138. var currentFlipSided = null;
  12139. var currentCullFace = null;
  12140. var currentLineWidth = null;
  12141. var currentPolygonOffsetFactor = null;
  12142. var currentPolygonOffsetUnits = null;
  12143. var maxTextures = gl.getParameter( 35661 );
  12144. var lineWidthAvailable = false;
  12145. var version = 0;
  12146. var glVersion = gl.getParameter( 7938 );
  12147. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12148. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12149. lineWidthAvailable = ( version >= 1.0 );
  12150. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12151. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12152. lineWidthAvailable = ( version >= 2.0 );
  12153. }
  12154. var currentTextureSlot = null;
  12155. var currentBoundTextures = {};
  12156. var currentScissor = new Vector4();
  12157. var currentViewport = new Vector4();
  12158. function createTexture( type, target, count ) {
  12159. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12160. var texture = gl.createTexture();
  12161. gl.bindTexture( type, texture );
  12162. gl.texParameteri( type, 10241, 9728 );
  12163. gl.texParameteri( type, 10240, 9728 );
  12164. for ( var i = 0; i < count; i ++ ) {
  12165. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12166. }
  12167. return texture;
  12168. }
  12169. var emptyTextures = {};
  12170. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12171. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12172. // init
  12173. colorBuffer.setClear( 0, 0, 0, 1 );
  12174. depthBuffer.setClear( 1 );
  12175. stencilBuffer.setClear( 0 );
  12176. enable( 2929 );
  12177. depthBuffer.setFunc( LessEqualDepth );
  12178. setFlipSided( false );
  12179. setCullFace( CullFaceBack );
  12180. enable( 2884 );
  12181. setBlending( NoBlending );
  12182. //
  12183. function initAttributes() {
  12184. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12185. newAttributes[ i ] = 0;
  12186. }
  12187. }
  12188. function enableAttribute( attribute ) {
  12189. enableAttributeAndDivisor( attribute, 0 );
  12190. }
  12191. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12192. newAttributes[ attribute ] = 1;
  12193. if ( enabledAttributes[ attribute ] === 0 ) {
  12194. gl.enableVertexAttribArray( attribute );
  12195. enabledAttributes[ attribute ] = 1;
  12196. }
  12197. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12198. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12199. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12200. attributeDivisors[ attribute ] = meshPerAttribute;
  12201. }
  12202. }
  12203. function disableUnusedAttributes() {
  12204. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12205. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12206. gl.disableVertexAttribArray( i );
  12207. enabledAttributes[ i ] = 0;
  12208. }
  12209. }
  12210. }
  12211. function enable( id ) {
  12212. if ( enabledCapabilities[ id ] !== true ) {
  12213. gl.enable( id );
  12214. enabledCapabilities[ id ] = true;
  12215. }
  12216. }
  12217. function disable( id ) {
  12218. if ( enabledCapabilities[ id ] !== false ) {
  12219. gl.disable( id );
  12220. enabledCapabilities[ id ] = false;
  12221. }
  12222. }
  12223. function getCompressedTextureFormats() {
  12224. if ( compressedTextureFormats === null ) {
  12225. compressedTextureFormats = [];
  12226. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12227. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12228. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12229. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12230. var formats = gl.getParameter( 34467 );
  12231. for ( var i = 0; i < formats.length; i ++ ) {
  12232. compressedTextureFormats.push( formats[ i ] );
  12233. }
  12234. }
  12235. }
  12236. return compressedTextureFormats;
  12237. }
  12238. function useProgram( program ) {
  12239. if ( currentProgram !== program ) {
  12240. gl.useProgram( program );
  12241. currentProgram = program;
  12242. return true;
  12243. }
  12244. return false;
  12245. }
  12246. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12247. if ( blending === NoBlending ) {
  12248. if ( currentBlendingEnabled ) {
  12249. disable( 3042 );
  12250. currentBlendingEnabled = false;
  12251. }
  12252. return;
  12253. }
  12254. if ( ! currentBlendingEnabled ) {
  12255. enable( 3042 );
  12256. currentBlendingEnabled = true;
  12257. }
  12258. if ( blending !== CustomBlending ) {
  12259. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12260. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12261. gl.blendEquation( 32774 );
  12262. currentBlendEquation = AddEquation;
  12263. currentBlendEquationAlpha = AddEquation;
  12264. }
  12265. if ( premultipliedAlpha ) {
  12266. switch ( blending ) {
  12267. case NormalBlending:
  12268. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12269. break;
  12270. case AdditiveBlending:
  12271. gl.blendFunc( 1, 1 );
  12272. break;
  12273. case SubtractiveBlending:
  12274. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12275. break;
  12276. case MultiplyBlending:
  12277. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12278. break;
  12279. default:
  12280. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12281. break;
  12282. }
  12283. } else {
  12284. switch ( blending ) {
  12285. case NormalBlending:
  12286. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12287. break;
  12288. case AdditiveBlending:
  12289. gl.blendFunc( 770, 1 );
  12290. break;
  12291. case SubtractiveBlending:
  12292. gl.blendFunc( 0, 769 );
  12293. break;
  12294. case MultiplyBlending:
  12295. gl.blendFunc( 0, 768 );
  12296. break;
  12297. default:
  12298. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12299. break;
  12300. }
  12301. }
  12302. currentBlendSrc = null;
  12303. currentBlendDst = null;
  12304. currentBlendSrcAlpha = null;
  12305. currentBlendDstAlpha = null;
  12306. currentBlending = blending;
  12307. currentPremultipledAlpha = premultipliedAlpha;
  12308. }
  12309. return;
  12310. }
  12311. // custom blending
  12312. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12313. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12314. blendDstAlpha = blendDstAlpha || blendDst;
  12315. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12316. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12317. currentBlendEquation = blendEquation;
  12318. currentBlendEquationAlpha = blendEquationAlpha;
  12319. }
  12320. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12321. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12322. currentBlendSrc = blendSrc;
  12323. currentBlendDst = blendDst;
  12324. currentBlendSrcAlpha = blendSrcAlpha;
  12325. currentBlendDstAlpha = blendDstAlpha;
  12326. }
  12327. currentBlending = blending;
  12328. currentPremultipledAlpha = null;
  12329. }
  12330. function setMaterial( material, frontFaceCW ) {
  12331. material.side === DoubleSide
  12332. ? disable( 2884 )
  12333. : enable( 2884 );
  12334. var flipSided = ( material.side === BackSide );
  12335. if ( frontFaceCW ) flipSided = ! flipSided;
  12336. setFlipSided( flipSided );
  12337. ( material.blending === NormalBlending && material.transparent === false )
  12338. ? setBlending( NoBlending )
  12339. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12340. depthBuffer.setFunc( material.depthFunc );
  12341. depthBuffer.setTest( material.depthTest );
  12342. depthBuffer.setMask( material.depthWrite );
  12343. colorBuffer.setMask( material.colorWrite );
  12344. var stencilWrite = material.stencilWrite;
  12345. stencilBuffer.setTest( stencilWrite );
  12346. if ( stencilWrite ) {
  12347. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilMask );
  12348. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12349. }
  12350. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12351. }
  12352. //
  12353. function setFlipSided( flipSided ) {
  12354. if ( currentFlipSided !== flipSided ) {
  12355. if ( flipSided ) {
  12356. gl.frontFace( 2304 );
  12357. } else {
  12358. gl.frontFace( 2305 );
  12359. }
  12360. currentFlipSided = flipSided;
  12361. }
  12362. }
  12363. function setCullFace( cullFace ) {
  12364. if ( cullFace !== CullFaceNone ) {
  12365. enable( 2884 );
  12366. if ( cullFace !== currentCullFace ) {
  12367. if ( cullFace === CullFaceBack ) {
  12368. gl.cullFace( 1029 );
  12369. } else if ( cullFace === CullFaceFront ) {
  12370. gl.cullFace( 1028 );
  12371. } else {
  12372. gl.cullFace( 1032 );
  12373. }
  12374. }
  12375. } else {
  12376. disable( 2884 );
  12377. }
  12378. currentCullFace = cullFace;
  12379. }
  12380. function setLineWidth( width ) {
  12381. if ( width !== currentLineWidth ) {
  12382. if ( lineWidthAvailable ) gl.lineWidth( width );
  12383. currentLineWidth = width;
  12384. }
  12385. }
  12386. function setPolygonOffset( polygonOffset, factor, units ) {
  12387. if ( polygonOffset ) {
  12388. enable( 32823 );
  12389. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12390. gl.polygonOffset( factor, units );
  12391. currentPolygonOffsetFactor = factor;
  12392. currentPolygonOffsetUnits = units;
  12393. }
  12394. } else {
  12395. disable( 32823 );
  12396. }
  12397. }
  12398. function setScissorTest( scissorTest ) {
  12399. if ( scissorTest ) {
  12400. enable( 3089 );
  12401. } else {
  12402. disable( 3089 );
  12403. }
  12404. }
  12405. // texture
  12406. function activeTexture( webglSlot ) {
  12407. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12408. if ( currentTextureSlot !== webglSlot ) {
  12409. gl.activeTexture( webglSlot );
  12410. currentTextureSlot = webglSlot;
  12411. }
  12412. }
  12413. function bindTexture( webglType, webglTexture ) {
  12414. if ( currentTextureSlot === null ) {
  12415. activeTexture();
  12416. }
  12417. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12418. if ( boundTexture === undefined ) {
  12419. boundTexture = { type: undefined, texture: undefined };
  12420. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12421. }
  12422. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12423. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12424. boundTexture.type = webglType;
  12425. boundTexture.texture = webglTexture;
  12426. }
  12427. }
  12428. function compressedTexImage2D() {
  12429. try {
  12430. gl.compressedTexImage2D.apply( gl, arguments );
  12431. } catch ( error ) {
  12432. console.error( 'THREE.WebGLState:', error );
  12433. }
  12434. }
  12435. function texImage2D() {
  12436. try {
  12437. gl.texImage2D.apply( gl, arguments );
  12438. } catch ( error ) {
  12439. console.error( 'THREE.WebGLState:', error );
  12440. }
  12441. }
  12442. function texImage3D() {
  12443. try {
  12444. gl.texImage3D.apply( gl, arguments );
  12445. } catch ( error ) {
  12446. console.error( 'THREE.WebGLState:', error );
  12447. }
  12448. }
  12449. //
  12450. function scissor( scissor ) {
  12451. if ( currentScissor.equals( scissor ) === false ) {
  12452. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12453. currentScissor.copy( scissor );
  12454. }
  12455. }
  12456. function viewport( viewport ) {
  12457. if ( currentViewport.equals( viewport ) === false ) {
  12458. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12459. currentViewport.copy( viewport );
  12460. }
  12461. }
  12462. //
  12463. function reset() {
  12464. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12465. if ( enabledAttributes[ i ] === 1 ) {
  12466. gl.disableVertexAttribArray( i );
  12467. enabledAttributes[ i ] = 0;
  12468. }
  12469. }
  12470. enabledCapabilities = {};
  12471. compressedTextureFormats = null;
  12472. currentTextureSlot = null;
  12473. currentBoundTextures = {};
  12474. currentProgram = null;
  12475. currentBlending = null;
  12476. currentFlipSided = null;
  12477. currentCullFace = null;
  12478. colorBuffer.reset();
  12479. depthBuffer.reset();
  12480. stencilBuffer.reset();
  12481. }
  12482. return {
  12483. buffers: {
  12484. color: colorBuffer,
  12485. depth: depthBuffer,
  12486. stencil: stencilBuffer
  12487. },
  12488. initAttributes: initAttributes,
  12489. enableAttribute: enableAttribute,
  12490. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12491. disableUnusedAttributes: disableUnusedAttributes,
  12492. enable: enable,
  12493. disable: disable,
  12494. getCompressedTextureFormats: getCompressedTextureFormats,
  12495. useProgram: useProgram,
  12496. setBlending: setBlending,
  12497. setMaterial: setMaterial,
  12498. setFlipSided: setFlipSided,
  12499. setCullFace: setCullFace,
  12500. setLineWidth: setLineWidth,
  12501. setPolygonOffset: setPolygonOffset,
  12502. setScissorTest: setScissorTest,
  12503. activeTexture: activeTexture,
  12504. bindTexture: bindTexture,
  12505. compressedTexImage2D: compressedTexImage2D,
  12506. texImage2D: texImage2D,
  12507. texImage3D: texImage3D,
  12508. scissor: scissor,
  12509. viewport: viewport,
  12510. reset: reset
  12511. };
  12512. }
  12513. /**
  12514. * @author mrdoob / http://mrdoob.com/
  12515. */
  12516. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12517. var _videoTextures = {};
  12518. var _canvas;
  12519. //
  12520. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12521. function createCanvas( width, height ) {
  12522. // Use OffscreenCanvas when available. Specially needed in web workers
  12523. return useOffscreenCanvas ?
  12524. new OffscreenCanvas( width, height ) :
  12525. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12526. }
  12527. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12528. var scale = 1;
  12529. // handle case if texture exceeds max size
  12530. if ( image.width > maxSize || image.height > maxSize ) {
  12531. scale = maxSize / Math.max( image.width, image.height );
  12532. }
  12533. // only perform resize if necessary
  12534. if ( scale < 1 || needsPowerOfTwo === true ) {
  12535. // only perform resize for certain image types
  12536. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12537. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12538. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12539. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12540. var width = floor( scale * image.width );
  12541. var height = floor( scale * image.height );
  12542. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12543. // cube textures can't reuse the same canvas
  12544. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12545. canvas.width = width;
  12546. canvas.height = height;
  12547. var context = canvas.getContext( '2d' );
  12548. context.drawImage( image, 0, 0, width, height );
  12549. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12550. return canvas;
  12551. } else {
  12552. if ( 'data' in image ) {
  12553. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12554. }
  12555. return image;
  12556. }
  12557. }
  12558. return image;
  12559. }
  12560. function isPowerOfTwo( image ) {
  12561. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12562. }
  12563. function textureNeedsPowerOfTwo( texture ) {
  12564. if ( capabilities.isWebGL2 ) return false;
  12565. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12566. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12567. }
  12568. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12569. return texture.generateMipmaps && supportsMips &&
  12570. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12571. }
  12572. function generateMipmap( target, texture, width, height ) {
  12573. _gl.generateMipmap( target );
  12574. var textureProperties = properties.get( texture );
  12575. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12576. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12577. }
  12578. function getInternalFormat( glFormat, glType ) {
  12579. if ( ! capabilities.isWebGL2 ) return glFormat;
  12580. var internalFormat = glFormat;
  12581. if ( glFormat === 6403 ) {
  12582. if ( glType === 5126 ) internalFormat = 33326;
  12583. if ( glType === 5131 ) internalFormat = 33325;
  12584. if ( glType === 5121 ) internalFormat = 33321;
  12585. }
  12586. if ( glFormat === 6407 ) {
  12587. if ( glType === 5126 ) internalFormat = 34837;
  12588. if ( glType === 5131 ) internalFormat = 34843;
  12589. if ( glType === 5121 ) internalFormat = 32849;
  12590. }
  12591. if ( glFormat === 6408 ) {
  12592. if ( glType === 5126 ) internalFormat = 34836;
  12593. if ( glType === 5131 ) internalFormat = 34842;
  12594. if ( glType === 5121 ) internalFormat = 32856;
  12595. }
  12596. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12597. internalFormat === 34842 || internalFormat === 34836 ) {
  12598. extensions.get( 'EXT_color_buffer_float' );
  12599. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12600. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12601. }
  12602. return internalFormat;
  12603. }
  12604. // Fallback filters for non-power-of-2 textures
  12605. function filterFallback( f ) {
  12606. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12607. return 9728;
  12608. }
  12609. return 9729;
  12610. }
  12611. //
  12612. function onTextureDispose( event ) {
  12613. var texture = event.target;
  12614. texture.removeEventListener( 'dispose', onTextureDispose );
  12615. deallocateTexture( texture );
  12616. if ( texture.isVideoTexture ) {
  12617. delete _videoTextures[ texture.id ];
  12618. }
  12619. info.memory.textures --;
  12620. }
  12621. function onRenderTargetDispose( event ) {
  12622. var renderTarget = event.target;
  12623. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12624. deallocateRenderTarget( renderTarget );
  12625. info.memory.textures --;
  12626. }
  12627. //
  12628. function deallocateTexture( texture ) {
  12629. var textureProperties = properties.get( texture );
  12630. if ( textureProperties.__webglInit === undefined ) return;
  12631. _gl.deleteTexture( textureProperties.__webglTexture );
  12632. properties.remove( texture );
  12633. }
  12634. function deallocateRenderTarget( renderTarget ) {
  12635. var renderTargetProperties = properties.get( renderTarget );
  12636. var textureProperties = properties.get( renderTarget.texture );
  12637. if ( ! renderTarget ) return;
  12638. if ( textureProperties.__webglTexture !== undefined ) {
  12639. _gl.deleteTexture( textureProperties.__webglTexture );
  12640. }
  12641. if ( renderTarget.depthTexture ) {
  12642. renderTarget.depthTexture.dispose();
  12643. }
  12644. if ( renderTarget.isWebGLRenderTargetCube ) {
  12645. for ( var i = 0; i < 6; i ++ ) {
  12646. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12647. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12648. }
  12649. } else {
  12650. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12651. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12652. }
  12653. properties.remove( renderTarget.texture );
  12654. properties.remove( renderTarget );
  12655. }
  12656. //
  12657. var textureUnits = 0;
  12658. function resetTextureUnits() {
  12659. textureUnits = 0;
  12660. }
  12661. function allocateTextureUnit() {
  12662. var textureUnit = textureUnits;
  12663. if ( textureUnit >= capabilities.maxTextures ) {
  12664. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12665. }
  12666. textureUnits += 1;
  12667. return textureUnit;
  12668. }
  12669. //
  12670. function setTexture2D( texture, slot ) {
  12671. var textureProperties = properties.get( texture );
  12672. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12673. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12674. var image = texture.image;
  12675. if ( image === undefined ) {
  12676. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12677. } else if ( image.complete === false ) {
  12678. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12679. } else {
  12680. uploadTexture( textureProperties, texture, slot );
  12681. return;
  12682. }
  12683. }
  12684. state.activeTexture( 33984 + slot );
  12685. state.bindTexture( 3553, textureProperties.__webglTexture );
  12686. }
  12687. function setTexture2DArray( texture, slot ) {
  12688. var textureProperties = properties.get( texture );
  12689. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12690. uploadTexture( textureProperties, texture, slot );
  12691. return;
  12692. }
  12693. state.activeTexture( 33984 + slot );
  12694. state.bindTexture( 35866, textureProperties.__webglTexture );
  12695. }
  12696. function setTexture3D( texture, slot ) {
  12697. var textureProperties = properties.get( texture );
  12698. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12699. uploadTexture( textureProperties, texture, slot );
  12700. return;
  12701. }
  12702. state.activeTexture( 33984 + slot );
  12703. state.bindTexture( 32879, textureProperties.__webglTexture );
  12704. }
  12705. function setTextureCube( texture, slot ) {
  12706. var textureProperties = properties.get( texture );
  12707. if ( texture.image.length === 6 ) {
  12708. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12709. initTexture( textureProperties, texture );
  12710. state.activeTexture( 33984 + slot );
  12711. state.bindTexture( 34067, textureProperties.__webglTexture );
  12712. _gl.pixelStorei( 37440, texture.flipY );
  12713. var isCompressed = ( texture && texture.isCompressedTexture );
  12714. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12715. var cubeImage = [];
  12716. for ( var i = 0; i < 6; i ++ ) {
  12717. if ( ! isCompressed && ! isDataTexture ) {
  12718. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12719. } else {
  12720. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12721. }
  12722. }
  12723. var image = cubeImage[ 0 ],
  12724. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12725. glFormat = utils.convert( texture.format ),
  12726. glType = utils.convert( texture.type ),
  12727. glInternalFormat = getInternalFormat( glFormat, glType );
  12728. setTextureParameters( 34067, texture, supportsMips );
  12729. var mipmaps = texture.mipmaps;
  12730. for ( var i = 0; i < 6; i ++ ) {
  12731. if ( ! isCompressed ) {
  12732. if ( isDataTexture ) {
  12733. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12734. for ( var j = 0; j < mipmaps.length; ++ j ) {
  12735. var mipmap = mipmaps[ j ];
  12736. var image = mipmap.image[ i ].image;
  12737. state.texImage2D( 34069 + i, j + 1, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12738. }
  12739. } else {
  12740. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12741. for ( var j = 0; j < mipmaps.length; ++ j ) {
  12742. var mipmap = mipmaps[ j ];
  12743. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12744. }
  12745. }
  12746. } else {
  12747. var mipmaps = cubeImage[ i ].mipmaps;
  12748. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12749. var mipmap = mipmaps[ j ];
  12750. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12751. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12752. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12753. } else {
  12754. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12755. }
  12756. } else {
  12757. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12758. }
  12759. }
  12760. }
  12761. }
  12762. textureProperties.__maxMipLevel = isCompressed ? mipmaps.length - 1 : mipmaps.length;
  12763. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12764. // We assume images for cube map have the same size.
  12765. generateMipmap( 34067, texture, image.width, image.height );
  12766. }
  12767. textureProperties.__version = texture.version;
  12768. if ( texture.onUpdate ) texture.onUpdate( texture );
  12769. } else {
  12770. state.activeTexture( 33984 + slot );
  12771. state.bindTexture( 34067, textureProperties.__webglTexture );
  12772. }
  12773. }
  12774. }
  12775. function setTextureCubeDynamic( texture, slot ) {
  12776. state.activeTexture( 33984 + slot );
  12777. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12778. }
  12779. function setTextureParameters( textureType, texture, supportsMips ) {
  12780. var extension;
  12781. if ( supportsMips ) {
  12782. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12783. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12784. if ( textureType === 32879 || textureType === 35866 ) {
  12785. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12786. }
  12787. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12788. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12789. } else {
  12790. _gl.texParameteri( textureType, 10242, 33071 );
  12791. _gl.texParameteri( textureType, 10243, 33071 );
  12792. if ( textureType === 32879 || textureType === 35866 ) {
  12793. _gl.texParameteri( textureType, 32882, 33071 );
  12794. }
  12795. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12796. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12797. }
  12798. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12799. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12800. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12801. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12802. }
  12803. }
  12804. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12805. if ( extension ) {
  12806. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12807. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12808. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12809. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12810. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12811. }
  12812. }
  12813. }
  12814. function initTexture( textureProperties, texture ) {
  12815. if ( textureProperties.__webglInit === undefined ) {
  12816. textureProperties.__webglInit = true;
  12817. texture.addEventListener( 'dispose', onTextureDispose );
  12818. textureProperties.__webglTexture = _gl.createTexture();
  12819. info.memory.textures ++;
  12820. }
  12821. }
  12822. function uploadTexture( textureProperties, texture, slot ) {
  12823. var textureType = 3553;
  12824. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12825. if ( texture.isDataTexture3D ) textureType = 32879;
  12826. initTexture( textureProperties, texture );
  12827. state.activeTexture( 33984 + slot );
  12828. state.bindTexture( textureType, textureProperties.__webglTexture );
  12829. _gl.pixelStorei( 37440, texture.flipY );
  12830. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12831. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12832. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12833. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12834. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12835. glFormat = utils.convert( texture.format ),
  12836. glType = utils.convert( texture.type ),
  12837. glInternalFormat = getInternalFormat( glFormat, glType );
  12838. setTextureParameters( textureType, texture, supportsMips );
  12839. var mipmap, mipmaps = texture.mipmaps;
  12840. if ( texture.isDepthTexture ) {
  12841. // populate depth texture with dummy data
  12842. glInternalFormat = 6402;
  12843. if ( texture.type === FloatType ) {
  12844. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12845. glInternalFormat = 36012;
  12846. } else if ( capabilities.isWebGL2 ) {
  12847. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12848. glInternalFormat = 33189;
  12849. }
  12850. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12851. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12852. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12853. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12854. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12855. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12856. texture.type = UnsignedShortType;
  12857. glType = utils.convert( texture.type );
  12858. }
  12859. }
  12860. // Depth stencil textures need the DEPTH_STENCIL internal format
  12861. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12862. if ( texture.format === DepthStencilFormat ) {
  12863. glInternalFormat = 34041;
  12864. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12865. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12866. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12867. if ( texture.type !== UnsignedInt248Type ) {
  12868. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12869. texture.type = UnsignedInt248Type;
  12870. glType = utils.convert( texture.type );
  12871. }
  12872. }
  12873. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12874. } else if ( texture.isDataTexture ) {
  12875. // use manually created mipmaps if available
  12876. // if there are no manual mipmaps
  12877. // set 0 level mipmap and then use GL to generate other mipmap levels
  12878. if ( mipmaps.length > 0 && supportsMips ) {
  12879. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12880. mipmap = mipmaps[ i ];
  12881. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12882. }
  12883. texture.generateMipmaps = false;
  12884. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12885. } else {
  12886. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12887. textureProperties.__maxMipLevel = 0;
  12888. }
  12889. } else if ( texture.isCompressedTexture ) {
  12890. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12891. mipmap = mipmaps[ i ];
  12892. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12893. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12894. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12895. } else {
  12896. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12897. }
  12898. } else {
  12899. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12900. }
  12901. }
  12902. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12903. } else if ( texture.isDataTexture2DArray ) {
  12904. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12905. textureProperties.__maxMipLevel = 0;
  12906. } else if ( texture.isDataTexture3D ) {
  12907. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12908. textureProperties.__maxMipLevel = 0;
  12909. } else {
  12910. // regular Texture (image, video, canvas)
  12911. // use manually created mipmaps if available
  12912. // if there are no manual mipmaps
  12913. // set 0 level mipmap and then use GL to generate other mipmap levels
  12914. if ( mipmaps.length > 0 && supportsMips ) {
  12915. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12916. mipmap = mipmaps[ i ];
  12917. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12918. }
  12919. texture.generateMipmaps = false;
  12920. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12921. } else {
  12922. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12923. textureProperties.__maxMipLevel = 0;
  12924. }
  12925. }
  12926. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12927. generateMipmap( 3553, texture, image.width, image.height );
  12928. }
  12929. textureProperties.__version = texture.version;
  12930. if ( texture.onUpdate ) texture.onUpdate( texture );
  12931. }
  12932. // Render targets
  12933. // Setup storage for target texture and bind it to correct framebuffer
  12934. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12935. var glFormat = utils.convert( renderTarget.texture.format );
  12936. var glType = utils.convert( renderTarget.texture.type );
  12937. var glInternalFormat = getInternalFormat( glFormat, glType );
  12938. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12939. _gl.bindFramebuffer( 36160, framebuffer );
  12940. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12941. _gl.bindFramebuffer( 36160, null );
  12942. }
  12943. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12944. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12945. _gl.bindRenderbuffer( 36161, renderbuffer );
  12946. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12947. if ( isMultisample ) {
  12948. var samples = getRenderTargetSamples( renderTarget );
  12949. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12950. } else {
  12951. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12952. }
  12953. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12954. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12955. if ( isMultisample ) {
  12956. var samples = getRenderTargetSamples( renderTarget );
  12957. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12958. } else {
  12959. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12960. }
  12961. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12962. } else {
  12963. var glFormat = utils.convert( renderTarget.texture.format );
  12964. var glType = utils.convert( renderTarget.texture.type );
  12965. var glInternalFormat = getInternalFormat( glFormat, glType );
  12966. if ( isMultisample ) {
  12967. var samples = getRenderTargetSamples( renderTarget );
  12968. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12969. } else {
  12970. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12971. }
  12972. }
  12973. _gl.bindRenderbuffer( 36161, null );
  12974. }
  12975. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12976. function setupDepthTexture( framebuffer, renderTarget ) {
  12977. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12978. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12979. _gl.bindFramebuffer( 36160, framebuffer );
  12980. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12981. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12982. }
  12983. // upload an empty depth texture with framebuffer size
  12984. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12985. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12986. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12987. renderTarget.depthTexture.image.width = renderTarget.width;
  12988. renderTarget.depthTexture.image.height = renderTarget.height;
  12989. renderTarget.depthTexture.needsUpdate = true;
  12990. }
  12991. setTexture2D( renderTarget.depthTexture, 0 );
  12992. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12993. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12994. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12995. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12996. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12997. } else {
  12998. throw new Error( 'Unknown depthTexture format' );
  12999. }
  13000. }
  13001. // Setup GL resources for a non-texture depth buffer
  13002. function setupDepthRenderbuffer( renderTarget ) {
  13003. var renderTargetProperties = properties.get( renderTarget );
  13004. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13005. if ( renderTarget.depthTexture ) {
  13006. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  13007. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13008. } else {
  13009. if ( isCube ) {
  13010. renderTargetProperties.__webglDepthbuffer = [];
  13011. for ( var i = 0; i < 6; i ++ ) {
  13012. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13013. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13014. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13015. }
  13016. } else {
  13017. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13018. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13019. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13020. }
  13021. }
  13022. _gl.bindFramebuffer( 36160, null );
  13023. }
  13024. // Set up GL resources for the render target
  13025. function setupRenderTarget( renderTarget ) {
  13026. var renderTargetProperties = properties.get( renderTarget );
  13027. var textureProperties = properties.get( renderTarget.texture );
  13028. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13029. textureProperties.__webglTexture = _gl.createTexture();
  13030. info.memory.textures ++;
  13031. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13032. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13033. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13034. // Setup framebuffer
  13035. if ( isCube ) {
  13036. renderTargetProperties.__webglFramebuffer = [];
  13037. for ( var i = 0; i < 6; i ++ ) {
  13038. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13039. }
  13040. } else {
  13041. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13042. if ( isMultisample ) {
  13043. if ( capabilities.isWebGL2 ) {
  13044. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13045. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13046. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13047. var glFormat = utils.convert( renderTarget.texture.format );
  13048. var glType = utils.convert( renderTarget.texture.type );
  13049. var glInternalFormat = getInternalFormat( glFormat, glType );
  13050. var samples = getRenderTargetSamples( renderTarget );
  13051. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13052. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13053. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13054. _gl.bindRenderbuffer( 36161, null );
  13055. if ( renderTarget.depthBuffer ) {
  13056. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13057. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13058. }
  13059. _gl.bindFramebuffer( 36160, null );
  13060. } else {
  13061. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13062. }
  13063. }
  13064. }
  13065. // Setup color buffer
  13066. if ( isCube ) {
  13067. state.bindTexture( 34067, textureProperties.__webglTexture );
  13068. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13069. for ( var i = 0; i < 6; i ++ ) {
  13070. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13071. }
  13072. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13073. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13074. }
  13075. state.bindTexture( 34067, null );
  13076. } else {
  13077. state.bindTexture( 3553, textureProperties.__webglTexture );
  13078. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13079. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13080. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13081. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13082. }
  13083. state.bindTexture( 3553, null );
  13084. }
  13085. // Setup depth and stencil buffers
  13086. if ( renderTarget.depthBuffer ) {
  13087. setupDepthRenderbuffer( renderTarget );
  13088. }
  13089. }
  13090. function updateRenderTargetMipmap( renderTarget ) {
  13091. var texture = renderTarget.texture;
  13092. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13093. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13094. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13095. var webglTexture = properties.get( texture ).__webglTexture;
  13096. state.bindTexture( target, webglTexture );
  13097. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13098. state.bindTexture( target, null );
  13099. }
  13100. }
  13101. function updateMultisampleRenderTarget( renderTarget ) {
  13102. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13103. if ( capabilities.isWebGL2 ) {
  13104. var renderTargetProperties = properties.get( renderTarget );
  13105. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13106. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13107. var width = renderTarget.width;
  13108. var height = renderTarget.height;
  13109. var mask = 16384;
  13110. if ( renderTarget.depthBuffer ) mask |= 256;
  13111. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13112. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13113. } else {
  13114. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13115. }
  13116. }
  13117. }
  13118. function getRenderTargetSamples( renderTarget ) {
  13119. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13120. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13121. }
  13122. function updateVideoTexture( texture ) {
  13123. var id = texture.id;
  13124. var frame = info.render.frame;
  13125. // Check the last frame we updated the VideoTexture
  13126. if ( _videoTextures[ id ] !== frame ) {
  13127. _videoTextures[ id ] = frame;
  13128. texture.update();
  13129. }
  13130. }
  13131. // backwards compatibility
  13132. var warnedTexture2D = false;
  13133. var warnedTextureCube = false;
  13134. function safeSetTexture2D( texture, slot ) {
  13135. if ( texture && texture.isWebGLRenderTarget ) {
  13136. if ( warnedTexture2D === false ) {
  13137. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13138. warnedTexture2D = true;
  13139. }
  13140. texture = texture.texture;
  13141. }
  13142. setTexture2D( texture, slot );
  13143. }
  13144. function safeSetTextureCube( texture, slot ) {
  13145. if ( texture && texture.isWebGLRenderTargetCube ) {
  13146. if ( warnedTextureCube === false ) {
  13147. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13148. warnedTextureCube = true;
  13149. }
  13150. texture = texture.texture;
  13151. }
  13152. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13153. // TODO: unify these code paths
  13154. if ( ( texture && texture.isCubeTexture ) ||
  13155. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13156. // CompressedTexture can have Array in image :/
  13157. // this function alone should take care of cube textures
  13158. setTextureCube( texture, slot );
  13159. } else {
  13160. // assumed: texture property of THREE.WebGLRenderTargetCube
  13161. setTextureCubeDynamic( texture, slot );
  13162. }
  13163. }
  13164. //
  13165. this.allocateTextureUnit = allocateTextureUnit;
  13166. this.resetTextureUnits = resetTextureUnits;
  13167. this.setTexture2D = setTexture2D;
  13168. this.setTexture2DArray = setTexture2DArray;
  13169. this.setTexture3D = setTexture3D;
  13170. this.setTextureCube = setTextureCube;
  13171. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13172. this.setupRenderTarget = setupRenderTarget;
  13173. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13174. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13175. this.safeSetTexture2D = safeSetTexture2D;
  13176. this.safeSetTextureCube = safeSetTextureCube;
  13177. }
  13178. /**
  13179. * @author thespite / http://www.twitter.com/thespite
  13180. */
  13181. function WebGLUtils( gl, extensions, capabilities ) {
  13182. function convert( p ) {
  13183. var extension;
  13184. if ( p === RepeatWrapping ) return 10497;
  13185. if ( p === ClampToEdgeWrapping ) return 33071;
  13186. if ( p === MirroredRepeatWrapping ) return 33648;
  13187. if ( p === NearestFilter ) return 9728;
  13188. if ( p === NearestMipmapNearestFilter ) return 9984;
  13189. if ( p === NearestMipmapLinearFilter ) return 9986;
  13190. if ( p === LinearFilter ) return 9729;
  13191. if ( p === LinearMipmapNearestFilter ) return 9985;
  13192. if ( p === LinearMipmapLinearFilter ) return 9987;
  13193. if ( p === UnsignedByteType ) return 5121;
  13194. if ( p === UnsignedShort4444Type ) return 32819;
  13195. if ( p === UnsignedShort5551Type ) return 32820;
  13196. if ( p === UnsignedShort565Type ) return 33635;
  13197. if ( p === ByteType ) return 5120;
  13198. if ( p === ShortType ) return 5122;
  13199. if ( p === UnsignedShortType ) return 5123;
  13200. if ( p === IntType ) return 5124;
  13201. if ( p === UnsignedIntType ) return 5125;
  13202. if ( p === FloatType ) return 5126;
  13203. if ( p === HalfFloatType ) {
  13204. if ( capabilities.isWebGL2 ) return 5131;
  13205. extension = extensions.get( 'OES_texture_half_float' );
  13206. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13207. }
  13208. if ( p === AlphaFormat ) return 6406;
  13209. if ( p === RGBFormat ) return 6407;
  13210. if ( p === RGBAFormat ) return 6408;
  13211. if ( p === LuminanceFormat ) return 6409;
  13212. if ( p === LuminanceAlphaFormat ) return 6410;
  13213. if ( p === DepthFormat ) return 6402;
  13214. if ( p === DepthStencilFormat ) return 34041;
  13215. if ( p === RedFormat ) return 6403;
  13216. if ( p === AddEquation ) return 32774;
  13217. if ( p === SubtractEquation ) return 32778;
  13218. if ( p === ReverseSubtractEquation ) return 32779;
  13219. if ( p === ZeroFactor ) return 0;
  13220. if ( p === OneFactor ) return 1;
  13221. if ( p === SrcColorFactor ) return 768;
  13222. if ( p === OneMinusSrcColorFactor ) return 769;
  13223. if ( p === SrcAlphaFactor ) return 770;
  13224. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13225. if ( p === DstAlphaFactor ) return 772;
  13226. if ( p === OneMinusDstAlphaFactor ) return 773;
  13227. if ( p === DstColorFactor ) return 774;
  13228. if ( p === OneMinusDstColorFactor ) return 775;
  13229. if ( p === SrcAlphaSaturateFactor ) return 776;
  13230. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13231. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13232. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13233. if ( extension !== null ) {
  13234. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13235. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13236. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13237. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13238. }
  13239. }
  13240. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13241. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13242. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13243. if ( extension !== null ) {
  13244. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13245. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13246. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13247. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13248. }
  13249. }
  13250. if ( p === RGB_ETC1_Format ) {
  13251. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13252. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13253. }
  13254. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13255. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13256. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13257. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13258. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13259. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13260. if ( extension !== null ) {
  13261. return p;
  13262. }
  13263. }
  13264. if ( p === MinEquation || p === MaxEquation ) {
  13265. if ( capabilities.isWebGL2 ) {
  13266. if ( p === MinEquation ) return 32775;
  13267. if ( p === MaxEquation ) return 32776;
  13268. }
  13269. extension = extensions.get( 'EXT_blend_minmax' );
  13270. if ( extension !== null ) {
  13271. if ( p === MinEquation ) return extension.MIN_EXT;
  13272. if ( p === MaxEquation ) return extension.MAX_EXT;
  13273. }
  13274. }
  13275. if ( p === UnsignedInt248Type ) {
  13276. if ( capabilities.isWebGL2 ) return 34042;
  13277. extension = extensions.get( 'WEBGL_depth_texture' );
  13278. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13279. }
  13280. return 0;
  13281. }
  13282. return { convert: convert };
  13283. }
  13284. /**
  13285. * @author mrdoob / http://mrdoob.com/
  13286. */
  13287. function Group() {
  13288. Object3D.call( this );
  13289. this.type = 'Group';
  13290. }
  13291. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13292. constructor: Group,
  13293. isGroup: true
  13294. } );
  13295. /**
  13296. * @author mrdoob / http://mrdoob.com/
  13297. */
  13298. function ArrayCamera( array ) {
  13299. PerspectiveCamera.call( this );
  13300. this.cameras = array || [];
  13301. }
  13302. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13303. constructor: ArrayCamera,
  13304. isArrayCamera: true
  13305. } );
  13306. /**
  13307. * @author jsantell / https://www.jsantell.com/
  13308. * @author mrdoob / http://mrdoob.com/
  13309. */
  13310. var cameraLPos = new Vector3();
  13311. var cameraRPos = new Vector3();
  13312. /**
  13313. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13314. * the cameras' projection and world matrices have already been set.
  13315. * And that near and far planes are identical for both cameras.
  13316. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13317. */
  13318. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13319. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13320. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13321. var ipd = cameraLPos.distanceTo( cameraRPos );
  13322. var projL = cameraL.projectionMatrix.elements;
  13323. var projR = cameraR.projectionMatrix.elements;
  13324. // VR systems will have identical far and near planes, and
  13325. // most likely identical top and bottom frustum extents.
  13326. // Use the left camera for these values.
  13327. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13328. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13329. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13330. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13331. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13332. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13333. var left = near * leftFov;
  13334. var right = near * rightFov;
  13335. // Calculate the new camera's position offset from the
  13336. // left camera. xOffset should be roughly half `ipd`.
  13337. var zOffset = ipd / ( - leftFov + rightFov );
  13338. var xOffset = zOffset * - leftFov;
  13339. // TODO: Better way to apply this offset?
  13340. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13341. camera.translateX( xOffset );
  13342. camera.translateZ( zOffset );
  13343. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13344. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13345. // Find the union of the frustum values of the cameras and scale
  13346. // the values so that the near plane's position does not change in world space,
  13347. // although must now be relative to the new union camera.
  13348. var near2 = near + zOffset;
  13349. var far2 = far + zOffset;
  13350. var left2 = left - xOffset;
  13351. var right2 = right + ( ipd - xOffset );
  13352. var top2 = topFov * far / far2 * near2;
  13353. var bottom2 = bottomFov * far / far2 * near2;
  13354. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13355. }
  13356. /**
  13357. * @author mrdoob / http://mrdoob.com/
  13358. */
  13359. function WebVRManager( renderer ) {
  13360. var renderWidth, renderHeight;
  13361. var scope = this;
  13362. var device = null;
  13363. var frameData = null;
  13364. var poseTarget = null;
  13365. var controllers = [];
  13366. var standingMatrix = new Matrix4();
  13367. var standingMatrixInverse = new Matrix4();
  13368. var framebufferScaleFactor = 1.0;
  13369. var referenceSpaceType = 'local-floor';
  13370. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13371. frameData = new window.VRFrameData();
  13372. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13373. }
  13374. var matrixWorldInverse = new Matrix4();
  13375. var tempQuaternion = new Quaternion();
  13376. var tempPosition = new Vector3();
  13377. var cameraL = new PerspectiveCamera();
  13378. cameraL.viewport = new Vector4();
  13379. cameraL.layers.enable( 1 );
  13380. var cameraR = new PerspectiveCamera();
  13381. cameraR.viewport = new Vector4();
  13382. cameraR.layers.enable( 2 );
  13383. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13384. cameraVR.layers.enable( 1 );
  13385. cameraVR.layers.enable( 2 );
  13386. //
  13387. function isPresenting() {
  13388. return device !== null && device.isPresenting === true;
  13389. }
  13390. var currentSize = new Vector2(), currentPixelRatio;
  13391. function onVRDisplayPresentChange() {
  13392. if ( isPresenting() ) {
  13393. var eyeParameters = device.getEyeParameters( 'left' );
  13394. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13395. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13396. currentPixelRatio = renderer.getPixelRatio();
  13397. renderer.getSize( currentSize );
  13398. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13399. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13400. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13401. animation.start();
  13402. scope.dispatchEvent( { type: 'sessionstart' } );
  13403. } else {
  13404. if ( scope.enabled ) {
  13405. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13406. }
  13407. animation.stop();
  13408. scope.dispatchEvent( { type: 'sessionend' } );
  13409. }
  13410. }
  13411. //
  13412. var triggers = [];
  13413. function findGamepad( id ) {
  13414. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13415. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13416. var gamepad = gamepads[ i ];
  13417. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13418. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13419. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13420. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13421. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13422. if ( j === id ) return gamepad;
  13423. j ++;
  13424. }
  13425. }
  13426. }
  13427. function updateControllers() {
  13428. for ( var i = 0; i < controllers.length; i ++ ) {
  13429. var controller = controllers[ i ];
  13430. var gamepad = findGamepad( i );
  13431. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13432. if ( gamepad.pose === null ) return;
  13433. // Pose
  13434. var pose = gamepad.pose;
  13435. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13436. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13437. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13438. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13439. controller.matrix.premultiply( standingMatrix );
  13440. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13441. controller.matrixWorldNeedsUpdate = true;
  13442. controller.visible = true;
  13443. // Trigger
  13444. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13445. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13446. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13447. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13448. if ( triggers[ i ] === true ) {
  13449. controller.dispatchEvent( { type: 'selectstart' } );
  13450. } else {
  13451. controller.dispatchEvent( { type: 'selectend' } );
  13452. controller.dispatchEvent( { type: 'select' } );
  13453. }
  13454. }
  13455. } else {
  13456. controller.visible = false;
  13457. }
  13458. }
  13459. }
  13460. function updateViewportFromBounds( viewport, bounds ) {
  13461. if ( bounds !== null && bounds.length === 4 ) {
  13462. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13463. }
  13464. }
  13465. //
  13466. this.enabled = false;
  13467. this.getController = function ( id ) {
  13468. var controller = controllers[ id ];
  13469. if ( controller === undefined ) {
  13470. controller = new Group();
  13471. controller.matrixAutoUpdate = false;
  13472. controller.visible = false;
  13473. controllers[ id ] = controller;
  13474. }
  13475. return controller;
  13476. };
  13477. this.getDevice = function () {
  13478. return device;
  13479. };
  13480. this.setDevice = function ( value ) {
  13481. if ( value !== undefined ) device = value;
  13482. animation.setContext( value );
  13483. };
  13484. this.setFramebufferScaleFactor = function ( value ) {
  13485. framebufferScaleFactor = value;
  13486. };
  13487. this.setReferenceSpaceType = function ( value ) {
  13488. referenceSpaceType = value;
  13489. };
  13490. this.setPoseTarget = function ( object ) {
  13491. if ( object !== undefined ) poseTarget = object;
  13492. };
  13493. this.getCamera = function ( camera ) {
  13494. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13495. if ( isPresenting() === false ) {
  13496. camera.position.set( 0, userHeight, 0 );
  13497. camera.rotation.set( 0, 0, 0 );
  13498. return camera;
  13499. }
  13500. device.depthNear = camera.near;
  13501. device.depthFar = camera.far;
  13502. device.getFrameData( frameData );
  13503. //
  13504. if ( referenceSpaceType === 'local-floor' ) {
  13505. var stageParameters = device.stageParameters;
  13506. if ( stageParameters ) {
  13507. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13508. } else {
  13509. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13510. }
  13511. }
  13512. var pose = frameData.pose;
  13513. var poseObject = poseTarget !== null ? poseTarget : camera;
  13514. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13515. poseObject.matrix.copy( standingMatrix );
  13516. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13517. if ( pose.orientation !== null ) {
  13518. tempQuaternion.fromArray( pose.orientation );
  13519. poseObject.quaternion.multiply( tempQuaternion );
  13520. }
  13521. if ( pose.position !== null ) {
  13522. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13523. tempPosition.fromArray( pose.position );
  13524. tempPosition.applyQuaternion( tempQuaternion );
  13525. poseObject.position.add( tempPosition );
  13526. }
  13527. poseObject.updateMatrixWorld();
  13528. //
  13529. cameraL.near = camera.near;
  13530. cameraR.near = camera.near;
  13531. cameraL.far = camera.far;
  13532. cameraR.far = camera.far;
  13533. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13534. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13535. // TODO (mrdoob) Double check this code
  13536. standingMatrixInverse.getInverse( standingMatrix );
  13537. if ( referenceSpaceType === 'local-floor' ) {
  13538. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13539. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13540. }
  13541. var parent = poseObject.parent;
  13542. if ( parent !== null ) {
  13543. matrixWorldInverse.getInverse( parent.matrixWorld );
  13544. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13545. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13546. }
  13547. // envMap and Mirror needs camera.matrixWorld
  13548. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13549. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13550. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13551. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13552. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13553. //
  13554. var layers = device.getLayers();
  13555. if ( layers.length ) {
  13556. var layer = layers[ 0 ];
  13557. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13558. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13559. }
  13560. updateControllers();
  13561. return cameraVR;
  13562. };
  13563. this.getStandingMatrix = function () {
  13564. return standingMatrix;
  13565. };
  13566. this.isPresenting = isPresenting;
  13567. // Animation Loop
  13568. var animation = new WebGLAnimation();
  13569. this.setAnimationLoop = function ( callback ) {
  13570. animation.setAnimationLoop( callback );
  13571. if ( isPresenting() ) animation.start();
  13572. };
  13573. this.submitFrame = function () {
  13574. if ( isPresenting() ) device.submitFrame();
  13575. };
  13576. this.dispose = function () {
  13577. if ( typeof window !== 'undefined' ) {
  13578. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13579. }
  13580. };
  13581. // DEPRECATED
  13582. this.setFrameOfReferenceType = function () {
  13583. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13584. };
  13585. }
  13586. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13587. /**
  13588. * @author mrdoob / http://mrdoob.com/
  13589. */
  13590. function WebXRManager( renderer, gl ) {
  13591. var scope = this;
  13592. var session = null;
  13593. var referenceSpace = null;
  13594. var referenceSpaceType = 'local-floor';
  13595. var pose = null;
  13596. var controllers = [];
  13597. var inputSources = [];
  13598. function isPresenting() {
  13599. return session !== null && referenceSpace !== null;
  13600. }
  13601. //
  13602. var cameraL = new PerspectiveCamera();
  13603. cameraL.layers.enable( 1 );
  13604. cameraL.viewport = new Vector4();
  13605. var cameraR = new PerspectiveCamera();
  13606. cameraR.layers.enable( 2 );
  13607. cameraR.viewport = new Vector4();
  13608. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13609. cameraVR.layers.enable( 1 );
  13610. cameraVR.layers.enable( 2 );
  13611. //
  13612. this.enabled = false;
  13613. this.getController = function ( id ) {
  13614. var controller = controllers[ id ];
  13615. if ( controller === undefined ) {
  13616. controller = new Group();
  13617. controller.matrixAutoUpdate = false;
  13618. controller.visible = false;
  13619. controllers[ id ] = controller;
  13620. }
  13621. return controller;
  13622. };
  13623. //
  13624. function onSessionEvent( event ) {
  13625. for ( var i = 0; i < controllers.length; i ++ ) {
  13626. if ( inputSources[ i ] === event.inputSource ) {
  13627. controllers[ i ].dispatchEvent( { type: event.type } );
  13628. }
  13629. }
  13630. }
  13631. function onSessionEnd() {
  13632. renderer.setFramebuffer( null );
  13633. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13634. animation.stop();
  13635. scope.dispatchEvent( { type: 'sessionend' } );
  13636. }
  13637. function onRequestReferenceSpace( value ) {
  13638. referenceSpace = value;
  13639. animation.setContext( session );
  13640. animation.start();
  13641. scope.dispatchEvent( { type: 'sessionstart' } );
  13642. }
  13643. this.setFramebufferScaleFactor = function ( value ) {
  13644. };
  13645. this.setReferenceSpaceType = function ( value ) {
  13646. referenceSpaceType = value;
  13647. };
  13648. this.getSession = function () {
  13649. return session;
  13650. };
  13651. this.setSession = function ( value ) {
  13652. session = value;
  13653. if ( session !== null ) {
  13654. session.addEventListener( 'select', onSessionEvent );
  13655. session.addEventListener( 'selectstart', onSessionEvent );
  13656. session.addEventListener( 'selectend', onSessionEvent );
  13657. session.addEventListener( 'end', onSessionEnd );
  13658. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13659. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13660. //
  13661. inputSources = session.inputSources;
  13662. session.addEventListener( 'inputsourceschange', function () {
  13663. inputSources = session.inputSources;
  13664. console.log( inputSources );
  13665. for ( var i = 0; i < controllers.length; i ++ ) {
  13666. var controller = controllers[ i ];
  13667. controller.userData.inputSource = inputSources[ i ];
  13668. }
  13669. } );
  13670. }
  13671. };
  13672. function updateCamera( camera, parent ) {
  13673. if ( parent === null ) {
  13674. camera.matrixWorld.copy( camera.matrix );
  13675. } else {
  13676. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13677. }
  13678. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13679. }
  13680. this.getCamera = function ( camera ) {
  13681. if ( isPresenting() ) {
  13682. var parent = camera.parent;
  13683. var cameras = cameraVR.cameras;
  13684. updateCamera( cameraVR, parent );
  13685. for ( var i = 0; i < cameras.length; i ++ ) {
  13686. updateCamera( cameras[ i ], parent );
  13687. }
  13688. // update camera and its children
  13689. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13690. var children = camera.children;
  13691. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13692. children[ i ].updateMatrixWorld( true );
  13693. }
  13694. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13695. return cameraVR;
  13696. }
  13697. return camera;
  13698. };
  13699. this.isPresenting = isPresenting;
  13700. // Animation Loop
  13701. var onAnimationFrameCallback = null;
  13702. function onAnimationFrame( time, frame ) {
  13703. pose = frame.getViewerPose( referenceSpace );
  13704. if ( pose !== null ) {
  13705. var views = pose.views;
  13706. var baseLayer = session.renderState.baseLayer;
  13707. renderer.setFramebuffer( baseLayer.framebuffer );
  13708. for ( var i = 0; i < views.length; i ++ ) {
  13709. var view = views[ i ];
  13710. var viewport = baseLayer.getViewport( view );
  13711. var viewMatrix = view.transform.inverse.matrix;
  13712. var camera = cameraVR.cameras[ i ];
  13713. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13714. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13715. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13716. if ( i === 0 ) {
  13717. cameraVR.matrix.copy( camera.matrix );
  13718. }
  13719. }
  13720. }
  13721. //
  13722. for ( var i = 0; i < controllers.length; i ++ ) {
  13723. var controller = controllers[ i ];
  13724. var inputSource = inputSources[ i ];
  13725. if ( inputSource ) {
  13726. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13727. if ( inputPose !== null ) {
  13728. controller.matrix.fromArray( inputPose.transform.matrix );
  13729. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13730. controller.visible = true;
  13731. continue;
  13732. }
  13733. }
  13734. controller.visible = false;
  13735. }
  13736. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13737. }
  13738. var animation = new WebGLAnimation();
  13739. animation.setAnimationLoop( onAnimationFrame );
  13740. this.setAnimationLoop = function ( callback ) {
  13741. onAnimationFrameCallback = callback;
  13742. };
  13743. this.dispose = function () {};
  13744. // DEPRECATED
  13745. this.getStandingMatrix = function () {
  13746. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13747. return new Matrix4();
  13748. };
  13749. this.getDevice = function () {
  13750. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13751. };
  13752. this.setDevice = function () {
  13753. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13754. };
  13755. this.setFrameOfReferenceType = function () {
  13756. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13757. };
  13758. this.submitFrame = function () {};
  13759. }
  13760. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13761. /**
  13762. * @author supereggbert / http://www.paulbrunt.co.uk/
  13763. * @author mrdoob / http://mrdoob.com/
  13764. * @author alteredq / http://alteredqualia.com/
  13765. * @author szimek / https://github.com/szimek/
  13766. * @author tschw
  13767. */
  13768. function WebGLRenderer( parameters ) {
  13769. parameters = parameters || {};
  13770. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13771. _context = parameters.context !== undefined ? parameters.context : null,
  13772. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13773. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13774. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13775. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13776. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13777. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13778. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13779. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13780. var currentRenderList = null;
  13781. var currentRenderState = null;
  13782. // public properties
  13783. this.domElement = _canvas;
  13784. // Debug configuration container
  13785. this.debug = {
  13786. /**
  13787. * Enables error checking and reporting when shader programs are being compiled
  13788. * @type {boolean}
  13789. */
  13790. checkShaderErrors: true
  13791. };
  13792. // clearing
  13793. this.autoClear = true;
  13794. this.autoClearColor = true;
  13795. this.autoClearDepth = true;
  13796. this.autoClearStencil = true;
  13797. // scene graph
  13798. this.sortObjects = true;
  13799. // user-defined clipping
  13800. this.clippingPlanes = [];
  13801. this.localClippingEnabled = false;
  13802. // physically based shading
  13803. this.gammaFactor = 2.0; // for backwards compatibility
  13804. this.gammaInput = false;
  13805. this.gammaOutput = false;
  13806. // physical lights
  13807. this.physicallyCorrectLights = false;
  13808. // tone mapping
  13809. this.toneMapping = LinearToneMapping;
  13810. this.toneMappingExposure = 1.0;
  13811. this.toneMappingWhitePoint = 1.0;
  13812. // morphs
  13813. this.maxMorphTargets = 8;
  13814. this.maxMorphNormals = 4;
  13815. // internal properties
  13816. var _this = this,
  13817. _isContextLost = false,
  13818. // internal state cache
  13819. _framebuffer = null,
  13820. _currentActiveCubeFace = 0,
  13821. _currentActiveMipmapLevel = 0,
  13822. _currentRenderTarget = null,
  13823. _currentFramebuffer = null,
  13824. _currentMaterialId = - 1,
  13825. // geometry and program caching
  13826. _currentGeometryProgram = {
  13827. geometry: null,
  13828. program: null,
  13829. wireframe: false
  13830. },
  13831. _currentCamera = null,
  13832. _currentArrayCamera = null,
  13833. _currentViewport = new Vector4(),
  13834. _currentScissor = new Vector4(),
  13835. _currentScissorTest = null,
  13836. //
  13837. _width = _canvas.width,
  13838. _height = _canvas.height,
  13839. _pixelRatio = 1,
  13840. _viewport = new Vector4( 0, 0, _width, _height ),
  13841. _scissor = new Vector4( 0, 0, _width, _height ),
  13842. _scissorTest = false,
  13843. // frustum
  13844. _frustum = new Frustum(),
  13845. // clipping
  13846. _clipping = new WebGLClipping(),
  13847. _clippingEnabled = false,
  13848. _localClippingEnabled = false,
  13849. // camera matrices cache
  13850. _projScreenMatrix = new Matrix4(),
  13851. _vector3 = new Vector3();
  13852. function getTargetPixelRatio() {
  13853. return _currentRenderTarget === null ? _pixelRatio : 1;
  13854. }
  13855. // initialize
  13856. var _gl;
  13857. try {
  13858. var contextAttributes = {
  13859. alpha: _alpha,
  13860. depth: _depth,
  13861. stencil: _stencil,
  13862. antialias: _antialias,
  13863. premultipliedAlpha: _premultipliedAlpha,
  13864. preserveDrawingBuffer: _preserveDrawingBuffer,
  13865. powerPreference: _powerPreference,
  13866. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13867. xrCompatible: true
  13868. };
  13869. // event listeners must be registered before WebGL context is created, see #12753
  13870. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13871. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13872. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13873. if ( _gl === null ) {
  13874. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13875. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13876. } else {
  13877. throw new Error( 'Error creating WebGL context.' );
  13878. }
  13879. }
  13880. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13881. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13882. _gl.getShaderPrecisionFormat = function () {
  13883. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13884. };
  13885. }
  13886. } catch ( error ) {
  13887. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13888. throw error;
  13889. }
  13890. var extensions, capabilities, state, info;
  13891. var properties, textures, attributes, geometries, objects;
  13892. var programCache, renderLists, renderStates;
  13893. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13894. var utils;
  13895. function initGLContext() {
  13896. extensions = new WebGLExtensions( _gl );
  13897. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13898. if ( ! capabilities.isWebGL2 ) {
  13899. extensions.get( 'WEBGL_depth_texture' );
  13900. extensions.get( 'OES_texture_float' );
  13901. extensions.get( 'OES_texture_half_float' );
  13902. extensions.get( 'OES_texture_half_float_linear' );
  13903. extensions.get( 'OES_standard_derivatives' );
  13904. extensions.get( 'OES_element_index_uint' );
  13905. extensions.get( 'ANGLE_instanced_arrays' );
  13906. }
  13907. extensions.get( 'OES_texture_float_linear' );
  13908. utils = new WebGLUtils( _gl, extensions, capabilities );
  13909. state = new WebGLState( _gl, extensions, utils, capabilities );
  13910. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13911. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13912. info = new WebGLInfo( _gl );
  13913. properties = new WebGLProperties();
  13914. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13915. attributes = new WebGLAttributes( _gl );
  13916. geometries = new WebGLGeometries( _gl, attributes, info );
  13917. objects = new WebGLObjects( geometries, info );
  13918. morphtargets = new WebGLMorphtargets( _gl );
  13919. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13920. renderLists = new WebGLRenderLists();
  13921. renderStates = new WebGLRenderStates();
  13922. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13923. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13924. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13925. info.programs = programCache.programs;
  13926. _this.capabilities = capabilities;
  13927. _this.extensions = extensions;
  13928. _this.properties = properties;
  13929. _this.renderLists = renderLists;
  13930. _this.state = state;
  13931. _this.info = info;
  13932. }
  13933. initGLContext();
  13934. // vr
  13935. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  13936. this.vr = vr;
  13937. // shadow map
  13938. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13939. this.shadowMap = shadowMap;
  13940. // API
  13941. this.getContext = function () {
  13942. return _gl;
  13943. };
  13944. this.getContextAttributes = function () {
  13945. return _gl.getContextAttributes();
  13946. };
  13947. this.forceContextLoss = function () {
  13948. var extension = extensions.get( 'WEBGL_lose_context' );
  13949. if ( extension ) extension.loseContext();
  13950. };
  13951. this.forceContextRestore = function () {
  13952. var extension = extensions.get( 'WEBGL_lose_context' );
  13953. if ( extension ) extension.restoreContext();
  13954. };
  13955. this.getPixelRatio = function () {
  13956. return _pixelRatio;
  13957. };
  13958. this.setPixelRatio = function ( value ) {
  13959. if ( value === undefined ) return;
  13960. _pixelRatio = value;
  13961. this.setSize( _width, _height, false );
  13962. };
  13963. this.getSize = function ( target ) {
  13964. if ( target === undefined ) {
  13965. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13966. target = new Vector2();
  13967. }
  13968. return target.set( _width, _height );
  13969. };
  13970. this.setSize = function ( width, height, updateStyle ) {
  13971. if ( vr.isPresenting() ) {
  13972. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13973. return;
  13974. }
  13975. _width = width;
  13976. _height = height;
  13977. _canvas.width = Math.floor( width * _pixelRatio );
  13978. _canvas.height = Math.floor( height * _pixelRatio );
  13979. if ( updateStyle !== false ) {
  13980. _canvas.style.width = width + 'px';
  13981. _canvas.style.height = height + 'px';
  13982. }
  13983. this.setViewport( 0, 0, width, height );
  13984. };
  13985. this.getDrawingBufferSize = function ( target ) {
  13986. if ( target === undefined ) {
  13987. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13988. target = new Vector2();
  13989. }
  13990. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  13991. };
  13992. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13993. _width = width;
  13994. _height = height;
  13995. _pixelRatio = pixelRatio;
  13996. _canvas.width = Math.floor( width * pixelRatio );
  13997. _canvas.height = Math.floor( height * pixelRatio );
  13998. this.setViewport( 0, 0, width, height );
  13999. };
  14000. this.getCurrentViewport = function ( target ) {
  14001. if ( target === undefined ) {
  14002. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14003. target = new Vector4();
  14004. }
  14005. return target.copy( _currentViewport );
  14006. };
  14007. this.getViewport = function ( target ) {
  14008. return target.copy( _viewport );
  14009. };
  14010. this.setViewport = function ( x, y, width, height ) {
  14011. if ( x.isVector4 ) {
  14012. _viewport.set( x.x, x.y, x.z, x.w );
  14013. } else {
  14014. _viewport.set( x, y, width, height );
  14015. }
  14016. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14017. };
  14018. this.getScissor = function ( target ) {
  14019. return target.copy( _scissor );
  14020. };
  14021. this.setScissor = function ( x, y, width, height ) {
  14022. if ( x.isVector4 ) {
  14023. _scissor.set( x.x, x.y, x.z, x.w );
  14024. } else {
  14025. _scissor.set( x, y, width, height );
  14026. }
  14027. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14028. };
  14029. this.getScissorTest = function () {
  14030. return _scissorTest;
  14031. };
  14032. this.setScissorTest = function ( boolean ) {
  14033. state.setScissorTest( _scissorTest = boolean );
  14034. };
  14035. // Clearing
  14036. this.getClearColor = function () {
  14037. return background.getClearColor();
  14038. };
  14039. this.setClearColor = function () {
  14040. background.setClearColor.apply( background, arguments );
  14041. };
  14042. this.getClearAlpha = function () {
  14043. return background.getClearAlpha();
  14044. };
  14045. this.setClearAlpha = function () {
  14046. background.setClearAlpha.apply( background, arguments );
  14047. };
  14048. this.clear = function ( color, depth, stencil ) {
  14049. var bits = 0;
  14050. if ( color === undefined || color ) bits |= 16384;
  14051. if ( depth === undefined || depth ) bits |= 256;
  14052. if ( stencil === undefined || stencil ) bits |= 1024;
  14053. _gl.clear( bits );
  14054. };
  14055. this.clearColor = function () {
  14056. this.clear( true, false, false );
  14057. };
  14058. this.clearDepth = function () {
  14059. this.clear( false, true, false );
  14060. };
  14061. this.clearStencil = function () {
  14062. this.clear( false, false, true );
  14063. };
  14064. //
  14065. this.dispose = function () {
  14066. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14067. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14068. renderLists.dispose();
  14069. renderStates.dispose();
  14070. properties.dispose();
  14071. objects.dispose();
  14072. vr.dispose();
  14073. animation.stop();
  14074. };
  14075. // Events
  14076. function onContextLost( event ) {
  14077. event.preventDefault();
  14078. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14079. _isContextLost = true;
  14080. }
  14081. function onContextRestore( /* event */ ) {
  14082. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14083. _isContextLost = false;
  14084. initGLContext();
  14085. }
  14086. function onMaterialDispose( event ) {
  14087. var material = event.target;
  14088. material.removeEventListener( 'dispose', onMaterialDispose );
  14089. deallocateMaterial( material );
  14090. }
  14091. // Buffer deallocation
  14092. function deallocateMaterial( material ) {
  14093. releaseMaterialProgramReference( material );
  14094. properties.remove( material );
  14095. }
  14096. function releaseMaterialProgramReference( material ) {
  14097. var programInfo = properties.get( material ).program;
  14098. material.program = undefined;
  14099. if ( programInfo !== undefined ) {
  14100. programCache.releaseProgram( programInfo );
  14101. }
  14102. }
  14103. // Buffer rendering
  14104. function renderObjectImmediate( object, program ) {
  14105. object.render( function ( object ) {
  14106. _this.renderBufferImmediate( object, program );
  14107. } );
  14108. }
  14109. this.renderBufferImmediate = function ( object, program ) {
  14110. state.initAttributes();
  14111. var buffers = properties.get( object );
  14112. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14113. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14114. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14115. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14116. var programAttributes = program.getAttributes();
  14117. if ( object.hasPositions ) {
  14118. _gl.bindBuffer( 34962, buffers.position );
  14119. _gl.bufferData( 34962, object.positionArray, 35048 );
  14120. state.enableAttribute( programAttributes.position );
  14121. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14122. }
  14123. if ( object.hasNormals ) {
  14124. _gl.bindBuffer( 34962, buffers.normal );
  14125. _gl.bufferData( 34962, object.normalArray, 35048 );
  14126. state.enableAttribute( programAttributes.normal );
  14127. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14128. }
  14129. if ( object.hasUvs ) {
  14130. _gl.bindBuffer( 34962, buffers.uv );
  14131. _gl.bufferData( 34962, object.uvArray, 35048 );
  14132. state.enableAttribute( programAttributes.uv );
  14133. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14134. }
  14135. if ( object.hasColors ) {
  14136. _gl.bindBuffer( 34962, buffers.color );
  14137. _gl.bufferData( 34962, object.colorArray, 35048 );
  14138. state.enableAttribute( programAttributes.color );
  14139. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14140. }
  14141. state.disableUnusedAttributes();
  14142. _gl.drawArrays( 4, 0, object.count );
  14143. object.count = 0;
  14144. };
  14145. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14146. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14147. state.setMaterial( material, frontFaceCW );
  14148. var program = setProgram( camera, fog, material, object );
  14149. var updateBuffers = false;
  14150. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14151. _currentGeometryProgram.program !== program.id ||
  14152. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14153. _currentGeometryProgram.geometry = geometry.id;
  14154. _currentGeometryProgram.program = program.id;
  14155. _currentGeometryProgram.wireframe = material.wireframe === true;
  14156. updateBuffers = true;
  14157. }
  14158. if ( object.morphTargetInfluences ) {
  14159. morphtargets.update( object, geometry, material, program );
  14160. updateBuffers = true;
  14161. }
  14162. //
  14163. var index = geometry.index;
  14164. var position = geometry.attributes.position;
  14165. var rangeFactor = 1;
  14166. if ( material.wireframe === true ) {
  14167. index = geometries.getWireframeAttribute( geometry );
  14168. rangeFactor = 2;
  14169. }
  14170. var attribute;
  14171. var renderer = bufferRenderer;
  14172. if ( index !== null ) {
  14173. attribute = attributes.get( index );
  14174. renderer = indexedBufferRenderer;
  14175. renderer.setIndex( attribute );
  14176. }
  14177. if ( updateBuffers ) {
  14178. setupVertexAttributes( material, program, geometry );
  14179. if ( index !== null ) {
  14180. _gl.bindBuffer( 34963, attribute.buffer );
  14181. }
  14182. }
  14183. //
  14184. var dataCount = Infinity;
  14185. if ( index !== null ) {
  14186. dataCount = index.count;
  14187. } else if ( position !== undefined ) {
  14188. dataCount = position.count;
  14189. }
  14190. var rangeStart = geometry.drawRange.start * rangeFactor;
  14191. var rangeCount = geometry.drawRange.count * rangeFactor;
  14192. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14193. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14194. var drawStart = Math.max( rangeStart, groupStart );
  14195. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14196. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14197. if ( drawCount === 0 ) return;
  14198. //
  14199. if ( object.isMesh ) {
  14200. if ( material.wireframe === true ) {
  14201. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14202. renderer.setMode( 1 );
  14203. } else {
  14204. switch ( object.drawMode ) {
  14205. case TrianglesDrawMode:
  14206. renderer.setMode( 4 );
  14207. break;
  14208. case TriangleStripDrawMode:
  14209. renderer.setMode( 5 );
  14210. break;
  14211. case TriangleFanDrawMode:
  14212. renderer.setMode( 6 );
  14213. break;
  14214. }
  14215. }
  14216. } else if ( object.isLine ) {
  14217. var lineWidth = material.linewidth;
  14218. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14219. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14220. if ( object.isLineSegments ) {
  14221. renderer.setMode( 1 );
  14222. } else if ( object.isLineLoop ) {
  14223. renderer.setMode( 2 );
  14224. } else {
  14225. renderer.setMode( 3 );
  14226. }
  14227. } else if ( object.isPoints ) {
  14228. renderer.setMode( 0 );
  14229. } else if ( object.isSprite ) {
  14230. renderer.setMode( 4 );
  14231. }
  14232. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14233. if ( geometry.maxInstancedCount > 0 ) {
  14234. renderer.renderInstances( geometry, drawStart, drawCount );
  14235. }
  14236. } else {
  14237. renderer.render( drawStart, drawCount );
  14238. }
  14239. };
  14240. function setupVertexAttributes( material, program, geometry ) {
  14241. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14242. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14243. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14244. return;
  14245. }
  14246. }
  14247. state.initAttributes();
  14248. var geometryAttributes = geometry.attributes;
  14249. var programAttributes = program.getAttributes();
  14250. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14251. for ( var name in programAttributes ) {
  14252. var programAttribute = programAttributes[ name ];
  14253. if ( programAttribute >= 0 ) {
  14254. var geometryAttribute = geometryAttributes[ name ];
  14255. if ( geometryAttribute !== undefined ) {
  14256. var normalized = geometryAttribute.normalized;
  14257. var size = geometryAttribute.itemSize;
  14258. var attribute = attributes.get( geometryAttribute );
  14259. // TODO Attribute may not be available on context restore
  14260. if ( attribute === undefined ) continue;
  14261. var buffer = attribute.buffer;
  14262. var type = attribute.type;
  14263. var bytesPerElement = attribute.bytesPerElement;
  14264. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14265. var data = geometryAttribute.data;
  14266. var stride = data.stride;
  14267. var offset = geometryAttribute.offset;
  14268. if ( data && data.isInstancedInterleavedBuffer ) {
  14269. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14270. if ( geometry.maxInstancedCount === undefined ) {
  14271. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14272. }
  14273. } else {
  14274. state.enableAttribute( programAttribute );
  14275. }
  14276. _gl.bindBuffer( 34962, buffer );
  14277. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14278. } else {
  14279. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14280. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14281. if ( geometry.maxInstancedCount === undefined ) {
  14282. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14283. }
  14284. } else {
  14285. state.enableAttribute( programAttribute );
  14286. }
  14287. _gl.bindBuffer( 34962, buffer );
  14288. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14289. }
  14290. } else if ( materialDefaultAttributeValues !== undefined ) {
  14291. var value = materialDefaultAttributeValues[ name ];
  14292. if ( value !== undefined ) {
  14293. switch ( value.length ) {
  14294. case 2:
  14295. _gl.vertexAttrib2fv( programAttribute, value );
  14296. break;
  14297. case 3:
  14298. _gl.vertexAttrib3fv( programAttribute, value );
  14299. break;
  14300. case 4:
  14301. _gl.vertexAttrib4fv( programAttribute, value );
  14302. break;
  14303. default:
  14304. _gl.vertexAttrib1fv( programAttribute, value );
  14305. }
  14306. }
  14307. }
  14308. }
  14309. }
  14310. state.disableUnusedAttributes();
  14311. }
  14312. // Compile
  14313. this.compile = function ( scene, camera ) {
  14314. currentRenderState = renderStates.get( scene, camera );
  14315. currentRenderState.init();
  14316. scene.traverse( function ( object ) {
  14317. if ( object.isLight ) {
  14318. currentRenderState.pushLight( object );
  14319. if ( object.castShadow ) {
  14320. currentRenderState.pushShadow( object );
  14321. }
  14322. }
  14323. } );
  14324. currentRenderState.setupLights( camera );
  14325. scene.traverse( function ( object ) {
  14326. if ( object.material ) {
  14327. if ( Array.isArray( object.material ) ) {
  14328. for ( var i = 0; i < object.material.length; i ++ ) {
  14329. initMaterial( object.material[ i ], scene.fog, object );
  14330. }
  14331. } else {
  14332. initMaterial( object.material, scene.fog, object );
  14333. }
  14334. }
  14335. } );
  14336. };
  14337. // Animation Loop
  14338. var onAnimationFrameCallback = null;
  14339. function onAnimationFrame( time ) {
  14340. if ( vr.isPresenting() ) return;
  14341. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14342. }
  14343. var animation = new WebGLAnimation();
  14344. animation.setAnimationLoop( onAnimationFrame );
  14345. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14346. this.setAnimationLoop = function ( callback ) {
  14347. onAnimationFrameCallback = callback;
  14348. vr.setAnimationLoop( callback );
  14349. animation.start();
  14350. };
  14351. // Rendering
  14352. this.render = function ( scene, camera ) {
  14353. var renderTarget, forceClear;
  14354. if ( arguments[ 2 ] !== undefined ) {
  14355. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14356. renderTarget = arguments[ 2 ];
  14357. }
  14358. if ( arguments[ 3 ] !== undefined ) {
  14359. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14360. forceClear = arguments[ 3 ];
  14361. }
  14362. if ( ! ( camera && camera.isCamera ) ) {
  14363. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14364. return;
  14365. }
  14366. if ( _isContextLost ) return;
  14367. // reset caching for this frame
  14368. _currentGeometryProgram.geometry = null;
  14369. _currentGeometryProgram.program = null;
  14370. _currentGeometryProgram.wireframe = false;
  14371. _currentMaterialId = - 1;
  14372. _currentCamera = null;
  14373. // update scene graph
  14374. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14375. // update camera matrices and frustum
  14376. if ( camera.parent === null ) camera.updateMatrixWorld();
  14377. if ( vr.enabled ) {
  14378. camera = vr.getCamera( camera );
  14379. }
  14380. //
  14381. currentRenderState = renderStates.get( scene, camera );
  14382. currentRenderState.init();
  14383. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14384. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14385. _frustum.setFromMatrix( _projScreenMatrix );
  14386. _localClippingEnabled = this.localClippingEnabled;
  14387. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14388. currentRenderList = renderLists.get( scene, camera );
  14389. currentRenderList.init();
  14390. projectObject( scene, camera, 0, _this.sortObjects );
  14391. if ( _this.sortObjects === true ) {
  14392. currentRenderList.sort();
  14393. }
  14394. //
  14395. if ( _clippingEnabled ) _clipping.beginShadows();
  14396. var shadowsArray = currentRenderState.state.shadowsArray;
  14397. shadowMap.render( shadowsArray, scene, camera );
  14398. currentRenderState.setupLights( camera );
  14399. if ( _clippingEnabled ) _clipping.endShadows();
  14400. //
  14401. if ( this.info.autoReset ) this.info.reset();
  14402. if ( renderTarget !== undefined ) {
  14403. this.setRenderTarget( renderTarget );
  14404. }
  14405. //
  14406. background.render( currentRenderList, scene, camera, forceClear );
  14407. // render scene
  14408. var opaqueObjects = currentRenderList.opaque;
  14409. var transparentObjects = currentRenderList.transparent;
  14410. if ( scene.overrideMaterial ) {
  14411. var overrideMaterial = scene.overrideMaterial;
  14412. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14413. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14414. } else {
  14415. // opaque pass (front-to-back order)
  14416. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14417. // transparent pass (back-to-front order)
  14418. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14419. }
  14420. //
  14421. scene.onAfterRender( _this, scene, camera );
  14422. //
  14423. if ( _currentRenderTarget !== null ) {
  14424. // Generate mipmap if we're using any kind of mipmap filtering
  14425. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14426. // resolve multisample renderbuffers to a single-sample texture if necessary
  14427. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14428. }
  14429. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14430. state.buffers.depth.setTest( true );
  14431. state.buffers.depth.setMask( true );
  14432. state.buffers.color.setMask( true );
  14433. state.setPolygonOffset( false );
  14434. if ( vr.enabled ) {
  14435. vr.submitFrame();
  14436. }
  14437. // _gl.finish();
  14438. currentRenderList = null;
  14439. currentRenderState = null;
  14440. };
  14441. function projectObject( object, camera, groupOrder, sortObjects ) {
  14442. if ( object.visible === false ) return;
  14443. var visible = object.layers.test( camera.layers );
  14444. if ( visible ) {
  14445. if ( object.isGroup ) {
  14446. groupOrder = object.renderOrder;
  14447. } else if ( object.isLOD ) {
  14448. if ( object.autoUpdate === true ) object.update( camera );
  14449. } else if ( object.isLight ) {
  14450. currentRenderState.pushLight( object );
  14451. if ( object.castShadow ) {
  14452. currentRenderState.pushShadow( object );
  14453. }
  14454. } else if ( object.isSprite ) {
  14455. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14456. if ( sortObjects ) {
  14457. _vector3.setFromMatrixPosition( object.matrixWorld )
  14458. .applyMatrix4( _projScreenMatrix );
  14459. }
  14460. var geometry = objects.update( object );
  14461. var material = object.material;
  14462. if ( material.visible ) {
  14463. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14464. }
  14465. }
  14466. } else if ( object.isImmediateRenderObject ) {
  14467. if ( sortObjects ) {
  14468. _vector3.setFromMatrixPosition( object.matrixWorld )
  14469. .applyMatrix4( _projScreenMatrix );
  14470. }
  14471. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14472. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14473. if ( object.isSkinnedMesh ) {
  14474. object.skeleton.update();
  14475. }
  14476. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14477. if ( sortObjects ) {
  14478. _vector3.setFromMatrixPosition( object.matrixWorld )
  14479. .applyMatrix4( _projScreenMatrix );
  14480. }
  14481. var geometry = objects.update( object );
  14482. var material = object.material;
  14483. if ( Array.isArray( material ) ) {
  14484. var groups = geometry.groups;
  14485. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14486. var group = groups[ i ];
  14487. var groupMaterial = material[ group.materialIndex ];
  14488. if ( groupMaterial && groupMaterial.visible ) {
  14489. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14490. }
  14491. }
  14492. } else if ( material.visible ) {
  14493. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14494. }
  14495. }
  14496. }
  14497. }
  14498. var children = object.children;
  14499. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14500. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14501. }
  14502. }
  14503. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14504. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14505. var renderItem = renderList[ i ];
  14506. var object = renderItem.object;
  14507. var geometry = renderItem.geometry;
  14508. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14509. var group = renderItem.group;
  14510. if ( camera.isArrayCamera ) {
  14511. _currentArrayCamera = camera;
  14512. var cameras = camera.cameras;
  14513. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14514. var camera2 = cameras[ j ];
  14515. if ( object.layers.test( camera2.layers ) ) {
  14516. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14517. currentRenderState.setupLights( camera2 );
  14518. renderObject( object, scene, camera2, geometry, material, group );
  14519. }
  14520. }
  14521. } else {
  14522. _currentArrayCamera = null;
  14523. renderObject( object, scene, camera, geometry, material, group );
  14524. }
  14525. }
  14526. }
  14527. function renderObject( object, scene, camera, geometry, material, group ) {
  14528. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14529. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14530. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14531. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14532. if ( object.isImmediateRenderObject ) {
  14533. state.setMaterial( material );
  14534. var program = setProgram( camera, scene.fog, material, object );
  14535. _currentGeometryProgram.geometry = null;
  14536. _currentGeometryProgram.program = null;
  14537. _currentGeometryProgram.wireframe = false;
  14538. renderObjectImmediate( object, program );
  14539. } else {
  14540. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14541. }
  14542. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14543. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14544. }
  14545. function initMaterial( material, fog, object ) {
  14546. var materialProperties = properties.get( material );
  14547. var lights = currentRenderState.state.lights;
  14548. var shadowsArray = currentRenderState.state.shadowsArray;
  14549. var lightsStateVersion = lights.state.version;
  14550. var parameters = programCache.getParameters(
  14551. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14552. var code = programCache.getProgramCode( material, parameters );
  14553. var program = materialProperties.program;
  14554. var programChange = true;
  14555. if ( program === undefined ) {
  14556. // new material
  14557. material.addEventListener( 'dispose', onMaterialDispose );
  14558. } else if ( program.code !== code ) {
  14559. // changed glsl or parameters
  14560. releaseMaterialProgramReference( material );
  14561. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14562. materialProperties.lightsStateVersion = lightsStateVersion;
  14563. programChange = false;
  14564. } else if ( parameters.shaderID !== undefined ) {
  14565. // same glsl and uniform list
  14566. return;
  14567. } else {
  14568. // only rebuild uniform list
  14569. programChange = false;
  14570. }
  14571. if ( programChange ) {
  14572. if ( parameters.shaderID ) {
  14573. var shader = ShaderLib[ parameters.shaderID ];
  14574. materialProperties.shader = {
  14575. name: material.type,
  14576. uniforms: cloneUniforms( shader.uniforms ),
  14577. vertexShader: shader.vertexShader,
  14578. fragmentShader: shader.fragmentShader
  14579. };
  14580. } else {
  14581. materialProperties.shader = {
  14582. name: material.type,
  14583. uniforms: material.uniforms,
  14584. vertexShader: material.vertexShader,
  14585. fragmentShader: material.fragmentShader
  14586. };
  14587. }
  14588. material.onBeforeCompile( materialProperties.shader, _this );
  14589. // Computing code again as onBeforeCompile may have changed the shaders
  14590. code = programCache.getProgramCode( material, parameters );
  14591. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14592. materialProperties.program = program;
  14593. material.program = program;
  14594. }
  14595. var programAttributes = program.getAttributes();
  14596. if ( material.morphTargets ) {
  14597. material.numSupportedMorphTargets = 0;
  14598. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14599. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14600. material.numSupportedMorphTargets ++;
  14601. }
  14602. }
  14603. }
  14604. if ( material.morphNormals ) {
  14605. material.numSupportedMorphNormals = 0;
  14606. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14607. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14608. material.numSupportedMorphNormals ++;
  14609. }
  14610. }
  14611. }
  14612. var uniforms = materialProperties.shader.uniforms;
  14613. if ( ! material.isShaderMaterial &&
  14614. ! material.isRawShaderMaterial ||
  14615. material.clipping === true ) {
  14616. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14617. materialProperties.numIntersection = _clipping.numIntersection;
  14618. uniforms.clippingPlanes = _clipping.uniform;
  14619. }
  14620. materialProperties.fog = fog;
  14621. // store the light setup it was created for
  14622. materialProperties.lightsStateVersion = lightsStateVersion;
  14623. if ( material.lights ) {
  14624. // wire up the material to this renderer's lighting state
  14625. uniforms.ambientLightColor.value = lights.state.ambient;
  14626. uniforms.lightProbe.value = lights.state.probe;
  14627. uniforms.directionalLights.value = lights.state.directional;
  14628. uniforms.spotLights.value = lights.state.spot;
  14629. uniforms.rectAreaLights.value = lights.state.rectArea;
  14630. uniforms.pointLights.value = lights.state.point;
  14631. uniforms.hemisphereLights.value = lights.state.hemi;
  14632. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14633. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14634. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14635. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14636. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14637. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14638. // TODO (abelnation): add area lights shadow info to uniforms
  14639. }
  14640. var progUniforms = materialProperties.program.getUniforms(),
  14641. uniformsList =
  14642. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14643. materialProperties.uniformsList = uniformsList;
  14644. }
  14645. function setProgram( camera, fog, material, object ) {
  14646. textures.resetTextureUnits();
  14647. var materialProperties = properties.get( material );
  14648. var lights = currentRenderState.state.lights;
  14649. if ( _clippingEnabled ) {
  14650. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14651. var useCache =
  14652. camera === _currentCamera &&
  14653. material.id === _currentMaterialId;
  14654. // we might want to call this function with some ClippingGroup
  14655. // object instead of the material, once it becomes feasible
  14656. // (#8465, #8379)
  14657. _clipping.setState(
  14658. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14659. camera, materialProperties, useCache );
  14660. }
  14661. }
  14662. if ( material.needsUpdate === false ) {
  14663. if ( materialProperties.program === undefined ) {
  14664. material.needsUpdate = true;
  14665. } else if ( material.fog && materialProperties.fog !== fog ) {
  14666. material.needsUpdate = true;
  14667. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14668. material.needsUpdate = true;
  14669. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14670. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14671. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14672. material.needsUpdate = true;
  14673. }
  14674. }
  14675. if ( material.needsUpdate ) {
  14676. initMaterial( material, fog, object );
  14677. material.needsUpdate = false;
  14678. }
  14679. var refreshProgram = false;
  14680. var refreshMaterial = false;
  14681. var refreshLights = false;
  14682. var program = materialProperties.program,
  14683. p_uniforms = program.getUniforms(),
  14684. m_uniforms = materialProperties.shader.uniforms;
  14685. if ( state.useProgram( program.program ) ) {
  14686. refreshProgram = true;
  14687. refreshMaterial = true;
  14688. refreshLights = true;
  14689. }
  14690. if ( material.id !== _currentMaterialId ) {
  14691. _currentMaterialId = material.id;
  14692. refreshMaterial = true;
  14693. }
  14694. if ( refreshProgram || _currentCamera !== camera ) {
  14695. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14696. if ( capabilities.logarithmicDepthBuffer ) {
  14697. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14698. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14699. }
  14700. if ( _currentCamera !== camera ) {
  14701. _currentCamera = camera;
  14702. // lighting uniforms depend on the camera so enforce an update
  14703. // now, in case this material supports lights - or later, when
  14704. // the next material that does gets activated:
  14705. refreshMaterial = true; // set to true on material change
  14706. refreshLights = true; // remains set until update done
  14707. }
  14708. // load material specific uniforms
  14709. // (shader material also gets them for the sake of genericity)
  14710. if ( material.isShaderMaterial ||
  14711. material.isMeshPhongMaterial ||
  14712. material.isMeshStandardMaterial ||
  14713. material.envMap ) {
  14714. var uCamPos = p_uniforms.map.cameraPosition;
  14715. if ( uCamPos !== undefined ) {
  14716. uCamPos.setValue( _gl,
  14717. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14718. }
  14719. }
  14720. if ( material.isMeshPhongMaterial ||
  14721. material.isMeshLambertMaterial ||
  14722. material.isMeshBasicMaterial ||
  14723. material.isMeshStandardMaterial ||
  14724. material.isShaderMaterial ||
  14725. material.skinning ) {
  14726. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14727. }
  14728. }
  14729. // skinning uniforms must be set even if material didn't change
  14730. // auto-setting of texture unit for bone texture must go before other textures
  14731. // not sure why, but otherwise weird things happen
  14732. if ( material.skinning ) {
  14733. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14734. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14735. var skeleton = object.skeleton;
  14736. if ( skeleton ) {
  14737. var bones = skeleton.bones;
  14738. if ( capabilities.floatVertexTextures ) {
  14739. if ( skeleton.boneTexture === undefined ) {
  14740. // layout (1 matrix = 4 pixels)
  14741. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14742. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14743. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14744. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14745. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14746. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14747. size = _Math.ceilPowerOfTwo( size );
  14748. size = Math.max( size, 4 );
  14749. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14750. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14751. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14752. boneTexture.needsUpdate = true;
  14753. skeleton.boneMatrices = boneMatrices;
  14754. skeleton.boneTexture = boneTexture;
  14755. skeleton.boneTextureSize = size;
  14756. }
  14757. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14758. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14759. } else {
  14760. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14761. }
  14762. }
  14763. }
  14764. if ( refreshMaterial ) {
  14765. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14766. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14767. if ( material.lights ) {
  14768. // the current material requires lighting info
  14769. // note: all lighting uniforms are always set correctly
  14770. // they simply reference the renderer's state for their
  14771. // values
  14772. //
  14773. // use the current material's .needsUpdate flags to set
  14774. // the GL state when required
  14775. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14776. }
  14777. // refresh uniforms common to several materials
  14778. if ( fog && material.fog ) {
  14779. refreshUniformsFog( m_uniforms, fog );
  14780. }
  14781. if ( material.isMeshBasicMaterial ) {
  14782. refreshUniformsCommon( m_uniforms, material );
  14783. } else if ( material.isMeshLambertMaterial ) {
  14784. refreshUniformsCommon( m_uniforms, material );
  14785. refreshUniformsLambert( m_uniforms, material );
  14786. } else if ( material.isMeshPhongMaterial ) {
  14787. refreshUniformsCommon( m_uniforms, material );
  14788. if ( material.isMeshToonMaterial ) {
  14789. refreshUniformsToon( m_uniforms, material );
  14790. } else {
  14791. refreshUniformsPhong( m_uniforms, material );
  14792. }
  14793. } else if ( material.isMeshStandardMaterial ) {
  14794. refreshUniformsCommon( m_uniforms, material );
  14795. if ( material.isMeshPhysicalMaterial ) {
  14796. refreshUniformsPhysical( m_uniforms, material );
  14797. } else {
  14798. refreshUniformsStandard( m_uniforms, material );
  14799. }
  14800. } else if ( material.isMeshMatcapMaterial ) {
  14801. refreshUniformsCommon( m_uniforms, material );
  14802. refreshUniformsMatcap( m_uniforms, material );
  14803. } else if ( material.isMeshDepthMaterial ) {
  14804. refreshUniformsCommon( m_uniforms, material );
  14805. refreshUniformsDepth( m_uniforms, material );
  14806. } else if ( material.isMeshDistanceMaterial ) {
  14807. refreshUniformsCommon( m_uniforms, material );
  14808. refreshUniformsDistance( m_uniforms, material );
  14809. } else if ( material.isMeshNormalMaterial ) {
  14810. refreshUniformsCommon( m_uniforms, material );
  14811. refreshUniformsNormal( m_uniforms, material );
  14812. } else if ( material.isLineBasicMaterial ) {
  14813. refreshUniformsLine( m_uniforms, material );
  14814. if ( material.isLineDashedMaterial ) {
  14815. refreshUniformsDash( m_uniforms, material );
  14816. }
  14817. } else if ( material.isPointsMaterial ) {
  14818. refreshUniformsPoints( m_uniforms, material );
  14819. } else if ( material.isSpriteMaterial ) {
  14820. refreshUniformsSprites( m_uniforms, material );
  14821. } else if ( material.isShadowMaterial ) {
  14822. m_uniforms.color.value.copy( material.color );
  14823. m_uniforms.opacity.value = material.opacity;
  14824. }
  14825. // RectAreaLight Texture
  14826. // TODO (mrdoob): Find a nicer implementation
  14827. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14828. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14829. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14830. }
  14831. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14832. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14833. material.uniformsNeedUpdate = false;
  14834. }
  14835. if ( material.isSpriteMaterial ) {
  14836. p_uniforms.setValue( _gl, 'center', object.center );
  14837. }
  14838. // common matrices
  14839. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14840. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14841. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14842. return program;
  14843. }
  14844. // Uniforms (refresh uniforms objects)
  14845. function refreshUniformsCommon( uniforms, material ) {
  14846. uniforms.opacity.value = material.opacity;
  14847. if ( material.color ) {
  14848. uniforms.diffuse.value.copy( material.color );
  14849. }
  14850. if ( material.emissive ) {
  14851. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14852. }
  14853. if ( material.map ) {
  14854. uniforms.map.value = material.map;
  14855. }
  14856. if ( material.alphaMap ) {
  14857. uniforms.alphaMap.value = material.alphaMap;
  14858. }
  14859. if ( material.specularMap ) {
  14860. uniforms.specularMap.value = material.specularMap;
  14861. }
  14862. if ( material.envMap ) {
  14863. uniforms.envMap.value = material.envMap;
  14864. // don't flip CubeTexture envMaps, flip everything else:
  14865. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14866. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14867. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14868. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14869. uniforms.reflectivity.value = material.reflectivity;
  14870. uniforms.refractionRatio.value = material.refractionRatio;
  14871. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14872. }
  14873. if ( material.lightMap ) {
  14874. uniforms.lightMap.value = material.lightMap;
  14875. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14876. }
  14877. if ( material.aoMap ) {
  14878. uniforms.aoMap.value = material.aoMap;
  14879. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14880. }
  14881. // uv repeat and offset setting priorities
  14882. // 1. color map
  14883. // 2. specular map
  14884. // 3. normal map
  14885. // 4. bump map
  14886. // 5. alpha map
  14887. // 6. emissive map
  14888. var uvScaleMap;
  14889. if ( material.map ) {
  14890. uvScaleMap = material.map;
  14891. } else if ( material.specularMap ) {
  14892. uvScaleMap = material.specularMap;
  14893. } else if ( material.displacementMap ) {
  14894. uvScaleMap = material.displacementMap;
  14895. } else if ( material.normalMap ) {
  14896. uvScaleMap = material.normalMap;
  14897. } else if ( material.bumpMap ) {
  14898. uvScaleMap = material.bumpMap;
  14899. } else if ( material.roughnessMap ) {
  14900. uvScaleMap = material.roughnessMap;
  14901. } else if ( material.metalnessMap ) {
  14902. uvScaleMap = material.metalnessMap;
  14903. } else if ( material.alphaMap ) {
  14904. uvScaleMap = material.alphaMap;
  14905. } else if ( material.emissiveMap ) {
  14906. uvScaleMap = material.emissiveMap;
  14907. }
  14908. if ( uvScaleMap !== undefined ) {
  14909. // backwards compatibility
  14910. if ( uvScaleMap.isWebGLRenderTarget ) {
  14911. uvScaleMap = uvScaleMap.texture;
  14912. }
  14913. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14914. uvScaleMap.updateMatrix();
  14915. }
  14916. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14917. }
  14918. }
  14919. function refreshUniformsLine( uniforms, material ) {
  14920. uniforms.diffuse.value.copy( material.color );
  14921. uniforms.opacity.value = material.opacity;
  14922. }
  14923. function refreshUniformsDash( uniforms, material ) {
  14924. uniforms.dashSize.value = material.dashSize;
  14925. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14926. uniforms.scale.value = material.scale;
  14927. }
  14928. function refreshUniformsPoints( uniforms, material ) {
  14929. uniforms.diffuse.value.copy( material.color );
  14930. uniforms.opacity.value = material.opacity;
  14931. uniforms.size.value = material.size * _pixelRatio;
  14932. uniforms.scale.value = _height * 0.5;
  14933. uniforms.map.value = material.map;
  14934. if ( material.map !== null ) {
  14935. if ( material.map.matrixAutoUpdate === true ) {
  14936. material.map.updateMatrix();
  14937. }
  14938. uniforms.uvTransform.value.copy( material.map.matrix );
  14939. }
  14940. }
  14941. function refreshUniformsSprites( uniforms, material ) {
  14942. uniforms.diffuse.value.copy( material.color );
  14943. uniforms.opacity.value = material.opacity;
  14944. uniforms.rotation.value = material.rotation;
  14945. uniforms.map.value = material.map;
  14946. if ( material.map !== null ) {
  14947. if ( material.map.matrixAutoUpdate === true ) {
  14948. material.map.updateMatrix();
  14949. }
  14950. uniforms.uvTransform.value.copy( material.map.matrix );
  14951. }
  14952. }
  14953. function refreshUniformsFog( uniforms, fog ) {
  14954. uniforms.fogColor.value.copy( fog.color );
  14955. if ( fog.isFog ) {
  14956. uniforms.fogNear.value = fog.near;
  14957. uniforms.fogFar.value = fog.far;
  14958. } else if ( fog.isFogExp2 ) {
  14959. uniforms.fogDensity.value = fog.density;
  14960. }
  14961. }
  14962. function refreshUniformsLambert( uniforms, material ) {
  14963. if ( material.emissiveMap ) {
  14964. uniforms.emissiveMap.value = material.emissiveMap;
  14965. }
  14966. }
  14967. function refreshUniformsPhong( uniforms, material ) {
  14968. uniforms.specular.value.copy( material.specular );
  14969. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14970. if ( material.emissiveMap ) {
  14971. uniforms.emissiveMap.value = material.emissiveMap;
  14972. }
  14973. if ( material.bumpMap ) {
  14974. uniforms.bumpMap.value = material.bumpMap;
  14975. uniforms.bumpScale.value = material.bumpScale;
  14976. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14977. }
  14978. if ( material.normalMap ) {
  14979. uniforms.normalMap.value = material.normalMap;
  14980. uniforms.normalScale.value.copy( material.normalScale );
  14981. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14982. }
  14983. if ( material.displacementMap ) {
  14984. uniforms.displacementMap.value = material.displacementMap;
  14985. uniforms.displacementScale.value = material.displacementScale;
  14986. uniforms.displacementBias.value = material.displacementBias;
  14987. }
  14988. }
  14989. function refreshUniformsToon( uniforms, material ) {
  14990. refreshUniformsPhong( uniforms, material );
  14991. if ( material.gradientMap ) {
  14992. uniforms.gradientMap.value = material.gradientMap;
  14993. }
  14994. }
  14995. function refreshUniformsStandard( uniforms, material ) {
  14996. uniforms.roughness.value = material.roughness;
  14997. uniforms.metalness.value = material.metalness;
  14998. if ( material.roughnessMap ) {
  14999. uniforms.roughnessMap.value = material.roughnessMap;
  15000. }
  15001. if ( material.metalnessMap ) {
  15002. uniforms.metalnessMap.value = material.metalnessMap;
  15003. }
  15004. if ( material.emissiveMap ) {
  15005. uniforms.emissiveMap.value = material.emissiveMap;
  15006. }
  15007. if ( material.bumpMap ) {
  15008. uniforms.bumpMap.value = material.bumpMap;
  15009. uniforms.bumpScale.value = material.bumpScale;
  15010. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15011. }
  15012. if ( material.normalMap ) {
  15013. uniforms.normalMap.value = material.normalMap;
  15014. uniforms.normalScale.value.copy( material.normalScale );
  15015. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15016. }
  15017. if ( material.displacementMap ) {
  15018. uniforms.displacementMap.value = material.displacementMap;
  15019. uniforms.displacementScale.value = material.displacementScale;
  15020. uniforms.displacementBias.value = material.displacementBias;
  15021. }
  15022. if ( material.envMap ) {
  15023. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15024. uniforms.envMapIntensity.value = material.envMapIntensity;
  15025. }
  15026. }
  15027. function refreshUniformsPhysical( uniforms, material ) {
  15028. refreshUniformsStandard( uniforms, material );
  15029. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15030. uniforms.clearCoat.value = material.clearCoat;
  15031. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  15032. if ( material.clearCoatNormalMap ) {
  15033. uniforms.clearCoatNormalScale.value.copy( material.clearCoatNormalScale );
  15034. uniforms.clearCoatNormalMap.value = material.clearCoatNormalMap;
  15035. if ( material.side === BackSide ) {
  15036. uniforms.clearCoatNormalScale.value.negate();
  15037. }
  15038. }
  15039. }
  15040. function refreshUniformsMatcap( uniforms, material ) {
  15041. if ( material.matcap ) {
  15042. uniforms.matcap.value = material.matcap;
  15043. }
  15044. if ( material.bumpMap ) {
  15045. uniforms.bumpMap.value = material.bumpMap;
  15046. uniforms.bumpScale.value = material.bumpScale;
  15047. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15048. }
  15049. if ( material.normalMap ) {
  15050. uniforms.normalMap.value = material.normalMap;
  15051. uniforms.normalScale.value.copy( material.normalScale );
  15052. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15053. }
  15054. if ( material.displacementMap ) {
  15055. uniforms.displacementMap.value = material.displacementMap;
  15056. uniforms.displacementScale.value = material.displacementScale;
  15057. uniforms.displacementBias.value = material.displacementBias;
  15058. }
  15059. }
  15060. function refreshUniformsDepth( uniforms, material ) {
  15061. if ( material.displacementMap ) {
  15062. uniforms.displacementMap.value = material.displacementMap;
  15063. uniforms.displacementScale.value = material.displacementScale;
  15064. uniforms.displacementBias.value = material.displacementBias;
  15065. }
  15066. }
  15067. function refreshUniformsDistance( uniforms, material ) {
  15068. if ( material.displacementMap ) {
  15069. uniforms.displacementMap.value = material.displacementMap;
  15070. uniforms.displacementScale.value = material.displacementScale;
  15071. uniforms.displacementBias.value = material.displacementBias;
  15072. }
  15073. uniforms.referencePosition.value.copy( material.referencePosition );
  15074. uniforms.nearDistance.value = material.nearDistance;
  15075. uniforms.farDistance.value = material.farDistance;
  15076. }
  15077. function refreshUniformsNormal( uniforms, material ) {
  15078. if ( material.bumpMap ) {
  15079. uniforms.bumpMap.value = material.bumpMap;
  15080. uniforms.bumpScale.value = material.bumpScale;
  15081. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15082. }
  15083. if ( material.normalMap ) {
  15084. uniforms.normalMap.value = material.normalMap;
  15085. uniforms.normalScale.value.copy( material.normalScale );
  15086. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15087. }
  15088. if ( material.displacementMap ) {
  15089. uniforms.displacementMap.value = material.displacementMap;
  15090. uniforms.displacementScale.value = material.displacementScale;
  15091. uniforms.displacementBias.value = material.displacementBias;
  15092. }
  15093. }
  15094. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15095. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15096. uniforms.ambientLightColor.needsUpdate = value;
  15097. uniforms.lightProbe.needsUpdate = value;
  15098. uniforms.directionalLights.needsUpdate = value;
  15099. uniforms.pointLights.needsUpdate = value;
  15100. uniforms.spotLights.needsUpdate = value;
  15101. uniforms.rectAreaLights.needsUpdate = value;
  15102. uniforms.hemisphereLights.needsUpdate = value;
  15103. }
  15104. //
  15105. this.setFramebuffer = function ( value ) {
  15106. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15107. _framebuffer = value;
  15108. };
  15109. this.getActiveCubeFace = function () {
  15110. return _currentActiveCubeFace;
  15111. };
  15112. this.getActiveMipmapLevel = function () {
  15113. return _currentActiveMipmapLevel;
  15114. };
  15115. this.getRenderTarget = function () {
  15116. return _currentRenderTarget;
  15117. };
  15118. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15119. _currentRenderTarget = renderTarget;
  15120. _currentActiveCubeFace = activeCubeFace;
  15121. _currentActiveMipmapLevel = activeMipmapLevel;
  15122. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15123. textures.setupRenderTarget( renderTarget );
  15124. }
  15125. var framebuffer = _framebuffer;
  15126. var isCube = false;
  15127. if ( renderTarget ) {
  15128. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15129. if ( renderTarget.isWebGLRenderTargetCube ) {
  15130. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15131. isCube = true;
  15132. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15133. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15134. } else {
  15135. framebuffer = __webglFramebuffer;
  15136. }
  15137. _currentViewport.copy( renderTarget.viewport );
  15138. _currentScissor.copy( renderTarget.scissor );
  15139. _currentScissorTest = renderTarget.scissorTest;
  15140. } else {
  15141. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15142. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15143. _currentScissorTest = _scissorTest;
  15144. }
  15145. if ( _currentFramebuffer !== framebuffer ) {
  15146. _gl.bindFramebuffer( 36160, framebuffer );
  15147. _currentFramebuffer = framebuffer;
  15148. }
  15149. state.viewport( _currentViewport );
  15150. state.scissor( _currentScissor );
  15151. state.setScissorTest( _currentScissorTest );
  15152. if ( isCube ) {
  15153. var textureProperties = properties.get( renderTarget.texture );
  15154. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15155. }
  15156. };
  15157. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15158. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15159. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15160. return;
  15161. }
  15162. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15163. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15164. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15165. }
  15166. if ( framebuffer ) {
  15167. var restore = false;
  15168. if ( framebuffer !== _currentFramebuffer ) {
  15169. _gl.bindFramebuffer( 36160, framebuffer );
  15170. restore = true;
  15171. }
  15172. try {
  15173. var texture = renderTarget.texture;
  15174. var textureFormat = texture.format;
  15175. var textureType = texture.type;
  15176. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15177. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15178. return;
  15179. }
  15180. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15181. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15182. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15183. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15184. return;
  15185. }
  15186. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15187. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15188. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15189. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15190. }
  15191. } else {
  15192. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15193. }
  15194. } finally {
  15195. if ( restore ) {
  15196. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15197. }
  15198. }
  15199. }
  15200. };
  15201. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15202. var width = texture.image.width;
  15203. var height = texture.image.height;
  15204. var glFormat = utils.convert( texture.format );
  15205. textures.setTexture2D( texture, 0 );
  15206. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15207. };
  15208. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15209. var width = srcTexture.image.width;
  15210. var height = srcTexture.image.height;
  15211. var glFormat = utils.convert( dstTexture.format );
  15212. var glType = utils.convert( dstTexture.type );
  15213. textures.setTexture2D( dstTexture, 0 );
  15214. if ( srcTexture.isDataTexture ) {
  15215. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15216. } else {
  15217. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15218. }
  15219. };
  15220. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15221. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15222. }
  15223. }
  15224. /**
  15225. * @author mrdoob / http://mrdoob.com/
  15226. * @author alteredq / http://alteredqualia.com/
  15227. */
  15228. function FogExp2( color, density ) {
  15229. this.name = '';
  15230. this.color = new Color( color );
  15231. this.density = ( density !== undefined ) ? density : 0.00025;
  15232. }
  15233. Object.assign( FogExp2.prototype, {
  15234. isFogExp2: true,
  15235. clone: function () {
  15236. return new FogExp2( this.color, this.density );
  15237. },
  15238. toJSON: function ( /* meta */ ) {
  15239. return {
  15240. type: 'FogExp2',
  15241. color: this.color.getHex(),
  15242. density: this.density
  15243. };
  15244. }
  15245. } );
  15246. /**
  15247. * @author mrdoob / http://mrdoob.com/
  15248. * @author alteredq / http://alteredqualia.com/
  15249. */
  15250. function Fog( color, near, far ) {
  15251. this.name = '';
  15252. this.color = new Color( color );
  15253. this.near = ( near !== undefined ) ? near : 1;
  15254. this.far = ( far !== undefined ) ? far : 1000;
  15255. }
  15256. Object.assign( Fog.prototype, {
  15257. isFog: true,
  15258. clone: function () {
  15259. return new Fog( this.color, this.near, this.far );
  15260. },
  15261. toJSON: function ( /* meta */ ) {
  15262. return {
  15263. type: 'Fog',
  15264. color: this.color.getHex(),
  15265. near: this.near,
  15266. far: this.far
  15267. };
  15268. }
  15269. } );
  15270. /**
  15271. * @author benaadams / https://twitter.com/ben_a_adams
  15272. */
  15273. function InterleavedBuffer( array, stride ) {
  15274. this.array = array;
  15275. this.stride = stride;
  15276. this.count = array !== undefined ? array.length / stride : 0;
  15277. this.dynamic = false;
  15278. this.updateRange = { offset: 0, count: - 1 };
  15279. this.version = 0;
  15280. }
  15281. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15282. set: function ( value ) {
  15283. if ( value === true ) this.version ++;
  15284. }
  15285. } );
  15286. Object.assign( InterleavedBuffer.prototype, {
  15287. isInterleavedBuffer: true,
  15288. onUploadCallback: function () {},
  15289. setArray: function ( array ) {
  15290. if ( Array.isArray( array ) ) {
  15291. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15292. }
  15293. this.count = array !== undefined ? array.length / this.stride : 0;
  15294. this.array = array;
  15295. return this;
  15296. },
  15297. setDynamic: function ( value ) {
  15298. this.dynamic = value;
  15299. return this;
  15300. },
  15301. copy: function ( source ) {
  15302. this.array = new source.array.constructor( source.array );
  15303. this.count = source.count;
  15304. this.stride = source.stride;
  15305. this.dynamic = source.dynamic;
  15306. return this;
  15307. },
  15308. copyAt: function ( index1, attribute, index2 ) {
  15309. index1 *= this.stride;
  15310. index2 *= attribute.stride;
  15311. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15312. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15313. }
  15314. return this;
  15315. },
  15316. set: function ( value, offset ) {
  15317. if ( offset === undefined ) offset = 0;
  15318. this.array.set( value, offset );
  15319. return this;
  15320. },
  15321. clone: function () {
  15322. return new this.constructor().copy( this );
  15323. },
  15324. onUpload: function ( callback ) {
  15325. this.onUploadCallback = callback;
  15326. return this;
  15327. }
  15328. } );
  15329. /**
  15330. * @author benaadams / https://twitter.com/ben_a_adams
  15331. */
  15332. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15333. this.data = interleavedBuffer;
  15334. this.itemSize = itemSize;
  15335. this.offset = offset;
  15336. this.normalized = normalized === true;
  15337. }
  15338. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15339. count: {
  15340. get: function () {
  15341. return this.data.count;
  15342. }
  15343. },
  15344. array: {
  15345. get: function () {
  15346. return this.data.array;
  15347. }
  15348. }
  15349. } );
  15350. Object.assign( InterleavedBufferAttribute.prototype, {
  15351. isInterleavedBufferAttribute: true,
  15352. setX: function ( index, x ) {
  15353. this.data.array[ index * this.data.stride + this.offset ] = x;
  15354. return this;
  15355. },
  15356. setY: function ( index, y ) {
  15357. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15358. return this;
  15359. },
  15360. setZ: function ( index, z ) {
  15361. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15362. return this;
  15363. },
  15364. setW: function ( index, w ) {
  15365. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15366. return this;
  15367. },
  15368. getX: function ( index ) {
  15369. return this.data.array[ index * this.data.stride + this.offset ];
  15370. },
  15371. getY: function ( index ) {
  15372. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15373. },
  15374. getZ: function ( index ) {
  15375. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15376. },
  15377. getW: function ( index ) {
  15378. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15379. },
  15380. setXY: function ( index, x, y ) {
  15381. index = index * this.data.stride + this.offset;
  15382. this.data.array[ index + 0 ] = x;
  15383. this.data.array[ index + 1 ] = y;
  15384. return this;
  15385. },
  15386. setXYZ: function ( index, x, y, z ) {
  15387. index = index * this.data.stride + this.offset;
  15388. this.data.array[ index + 0 ] = x;
  15389. this.data.array[ index + 1 ] = y;
  15390. this.data.array[ index + 2 ] = z;
  15391. return this;
  15392. },
  15393. setXYZW: function ( index, x, y, z, w ) {
  15394. index = index * this.data.stride + this.offset;
  15395. this.data.array[ index + 0 ] = x;
  15396. this.data.array[ index + 1 ] = y;
  15397. this.data.array[ index + 2 ] = z;
  15398. this.data.array[ index + 3 ] = w;
  15399. return this;
  15400. }
  15401. } );
  15402. /**
  15403. * @author alteredq / http://alteredqualia.com/
  15404. *
  15405. * parameters = {
  15406. * color: <hex>,
  15407. * map: new THREE.Texture( <Image> ),
  15408. * rotation: <float>,
  15409. * sizeAttenuation: <bool>
  15410. * }
  15411. */
  15412. function SpriteMaterial( parameters ) {
  15413. Material.call( this );
  15414. this.type = 'SpriteMaterial';
  15415. this.color = new Color( 0xffffff );
  15416. this.map = null;
  15417. this.rotation = 0;
  15418. this.sizeAttenuation = true;
  15419. this.lights = false;
  15420. this.transparent = true;
  15421. this.setValues( parameters );
  15422. }
  15423. SpriteMaterial.prototype = Object.create( Material.prototype );
  15424. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15425. SpriteMaterial.prototype.isSpriteMaterial = true;
  15426. SpriteMaterial.prototype.copy = function ( source ) {
  15427. Material.prototype.copy.call( this, source );
  15428. this.color.copy( source.color );
  15429. this.map = source.map;
  15430. this.rotation = source.rotation;
  15431. this.sizeAttenuation = source.sizeAttenuation;
  15432. return this;
  15433. };
  15434. /**
  15435. * @author mikael emtinger / http://gomo.se/
  15436. * @author alteredq / http://alteredqualia.com/
  15437. */
  15438. var _geometry;
  15439. var _intersectPoint, _worldScale, _mvPosition;
  15440. var _alignedPosition, _rotatedPosition, _viewWorldMatrix;
  15441. var _vA$1, _vB$1, _vC$1;
  15442. var _uvA$1, _uvB$1, _uvC$1;
  15443. function Sprite( material ) {
  15444. Object3D.call( this );
  15445. this.type = 'Sprite';
  15446. if ( _geometry === undefined ) {
  15447. _geometry = new BufferGeometry();
  15448. var float32Array = new Float32Array( [
  15449. - 0.5, - 0.5, 0, 0, 0,
  15450. 0.5, - 0.5, 0, 1, 0,
  15451. 0.5, 0.5, 0, 1, 1,
  15452. - 0.5, 0.5, 0, 0, 1
  15453. ] );
  15454. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15455. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15456. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15457. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15458. }
  15459. this.geometry = _geometry;
  15460. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15461. this.center = new Vector2( 0.5, 0.5 );
  15462. }
  15463. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15464. constructor: Sprite,
  15465. isSprite: true,
  15466. raycast: function ( raycaster, intersects ) {
  15467. if ( _uvC$1 === undefined ) {
  15468. _intersectPoint = new Vector3();
  15469. _worldScale = new Vector3();
  15470. _mvPosition = new Vector3();
  15471. _alignedPosition = new Vector2();
  15472. _rotatedPosition = new Vector2();
  15473. _viewWorldMatrix = new Matrix4();
  15474. _vA$1 = new Vector3();
  15475. _vB$1 = new Vector3();
  15476. _vC$1 = new Vector3();
  15477. _uvA$1 = new Vector2();
  15478. _uvB$1 = new Vector2();
  15479. _uvC$1 = new Vector2();
  15480. }
  15481. _worldScale.setFromMatrixScale( this.matrixWorld );
  15482. _viewWorldMatrix.copy( raycaster._camera.matrixWorld );
  15483. this.modelViewMatrix.multiplyMatrices( raycaster._camera.matrixWorldInverse, this.matrixWorld );
  15484. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15485. if ( raycaster._camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15486. _worldScale.multiplyScalar( - _mvPosition.z );
  15487. }
  15488. var rotation = this.material.rotation;
  15489. var sin, cos;
  15490. if ( rotation !== 0 ) {
  15491. cos = Math.cos( rotation );
  15492. sin = Math.sin( rotation );
  15493. }
  15494. var center = this.center;
  15495. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15496. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15497. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15498. _uvA$1.set( 0, 0 );
  15499. _uvB$1.set( 1, 0 );
  15500. _uvC$1.set( 1, 1 );
  15501. // check first triangle
  15502. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15503. if ( intersect === null ) {
  15504. // check second triangle
  15505. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15506. _uvB$1.set( 0, 1 );
  15507. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15508. if ( intersect === null ) {
  15509. return;
  15510. }
  15511. }
  15512. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15513. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15514. intersects.push( {
  15515. distance: distance,
  15516. point: _intersectPoint.clone(),
  15517. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15518. face: null,
  15519. object: this
  15520. } );
  15521. },
  15522. clone: function () {
  15523. return new this.constructor( this.material ).copy( this );
  15524. },
  15525. copy: function ( source ) {
  15526. Object3D.prototype.copy.call( this, source );
  15527. if ( source.center !== undefined ) this.center.copy( source.center );
  15528. return this;
  15529. }
  15530. } );
  15531. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15532. // compute position in camera space
  15533. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15534. // to check if rotation is not zero
  15535. if ( sin !== undefined ) {
  15536. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15537. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15538. } else {
  15539. _rotatedPosition.copy( _alignedPosition );
  15540. }
  15541. vertexPosition.copy( mvPosition );
  15542. vertexPosition.x += _rotatedPosition.x;
  15543. vertexPosition.y += _rotatedPosition.y;
  15544. // transform to world space
  15545. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15546. }
  15547. /**
  15548. * @author mikael emtinger / http://gomo.se/
  15549. * @author alteredq / http://alteredqualia.com/
  15550. * @author mrdoob / http://mrdoob.com/
  15551. */
  15552. var _v1$4, _v2$2;
  15553. function LOD() {
  15554. Object3D.call( this );
  15555. this.type = 'LOD';
  15556. Object.defineProperties( this, {
  15557. levels: {
  15558. enumerable: true,
  15559. value: []
  15560. }
  15561. } );
  15562. this.autoUpdate = true;
  15563. }
  15564. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15565. constructor: LOD,
  15566. isLOD: true,
  15567. copy: function ( source ) {
  15568. Object3D.prototype.copy.call( this, source, false );
  15569. var levels = source.levels;
  15570. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15571. var level = levels[ i ];
  15572. this.addLevel( level.object.clone(), level.distance );
  15573. }
  15574. return this;
  15575. },
  15576. addLevel: function ( object, distance ) {
  15577. if ( distance === undefined ) distance = 0;
  15578. distance = Math.abs( distance );
  15579. var levels = this.levels;
  15580. for ( var l = 0; l < levels.length; l ++ ) {
  15581. if ( distance < levels[ l ].distance ) {
  15582. break;
  15583. }
  15584. }
  15585. levels.splice( l, 0, { distance: distance, object: object } );
  15586. this.add( object );
  15587. return this;
  15588. },
  15589. getObjectForDistance: function ( distance ) {
  15590. var levels = this.levels;
  15591. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15592. if ( distance < levels[ i ].distance ) {
  15593. break;
  15594. }
  15595. }
  15596. return levels[ i - 1 ].object;
  15597. },
  15598. raycast: function ( raycaster, intersects ) {
  15599. if ( _v1$4 === undefined ) _v1$4 = new Vector3();
  15600. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15601. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15602. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15603. },
  15604. update: function ( camera ) {
  15605. if ( _v2$2 === undefined ) {
  15606. _v1$4 = new Vector3();
  15607. _v2$2 = new Vector3();
  15608. }
  15609. var levels = this.levels;
  15610. if ( levels.length > 1 ) {
  15611. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15612. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15613. var distance = _v1$4.distanceTo( _v2$2 );
  15614. levels[ 0 ].object.visible = true;
  15615. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15616. if ( distance >= levels[ i ].distance ) {
  15617. levels[ i - 1 ].object.visible = false;
  15618. levels[ i ].object.visible = true;
  15619. } else {
  15620. break;
  15621. }
  15622. }
  15623. for ( ; i < l; i ++ ) {
  15624. levels[ i ].object.visible = false;
  15625. }
  15626. }
  15627. },
  15628. toJSON: function ( meta ) {
  15629. var data = Object3D.prototype.toJSON.call( this, meta );
  15630. data.object.levels = [];
  15631. var levels = this.levels;
  15632. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15633. var level = levels[ i ];
  15634. data.object.levels.push( {
  15635. object: level.object.uuid,
  15636. distance: level.distance
  15637. } );
  15638. }
  15639. return data;
  15640. }
  15641. } );
  15642. /**
  15643. * @author mikael emtinger / http://gomo.se/
  15644. * @author alteredq / http://alteredqualia.com/
  15645. * @author ikerr / http://verold.com
  15646. */
  15647. function SkinnedMesh( geometry, material ) {
  15648. if ( geometry && geometry.isGeometry ) {
  15649. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15650. }
  15651. Mesh.call( this, geometry, material );
  15652. this.type = 'SkinnedMesh';
  15653. this.bindMode = 'attached';
  15654. this.bindMatrix = new Matrix4();
  15655. this.bindMatrixInverse = new Matrix4();
  15656. }
  15657. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15658. constructor: SkinnedMesh,
  15659. isSkinnedMesh: true,
  15660. bind: function ( skeleton, bindMatrix ) {
  15661. this.skeleton = skeleton;
  15662. if ( bindMatrix === undefined ) {
  15663. this.updateMatrixWorld( true );
  15664. this.skeleton.calculateInverses();
  15665. bindMatrix = this.matrixWorld;
  15666. }
  15667. this.bindMatrix.copy( bindMatrix );
  15668. this.bindMatrixInverse.getInverse( bindMatrix );
  15669. },
  15670. pose: function () {
  15671. this.skeleton.pose();
  15672. },
  15673. normalizeSkinWeights: function () {
  15674. var vector = new Vector4();
  15675. var skinWeight = this.geometry.attributes.skinWeight;
  15676. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15677. vector.x = skinWeight.getX( i );
  15678. vector.y = skinWeight.getY( i );
  15679. vector.z = skinWeight.getZ( i );
  15680. vector.w = skinWeight.getW( i );
  15681. var scale = 1.0 / vector.manhattanLength();
  15682. if ( scale !== Infinity ) {
  15683. vector.multiplyScalar( scale );
  15684. } else {
  15685. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15686. }
  15687. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15688. }
  15689. },
  15690. updateMatrixWorld: function ( force ) {
  15691. Mesh.prototype.updateMatrixWorld.call( this, force );
  15692. if ( this.bindMode === 'attached' ) {
  15693. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15694. } else if ( this.bindMode === 'detached' ) {
  15695. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15696. } else {
  15697. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15698. }
  15699. },
  15700. clone: function () {
  15701. return new this.constructor( this.geometry, this.material ).copy( this );
  15702. }
  15703. } );
  15704. /**
  15705. * @author mikael emtinger / http://gomo.se/
  15706. * @author alteredq / http://alteredqualia.com/
  15707. * @author michael guerrero / http://realitymeltdown.com
  15708. * @author ikerr / http://verold.com
  15709. */
  15710. var _offsetMatrix, _identityMatrix;
  15711. function Skeleton( bones, boneInverses ) {
  15712. // copy the bone array
  15713. bones = bones || [];
  15714. this.bones = bones.slice( 0 );
  15715. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15716. // use the supplied bone inverses or calculate the inverses
  15717. if ( boneInverses === undefined ) {
  15718. this.calculateInverses();
  15719. } else {
  15720. if ( this.bones.length === boneInverses.length ) {
  15721. this.boneInverses = boneInverses.slice( 0 );
  15722. } else {
  15723. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15724. this.boneInverses = [];
  15725. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15726. this.boneInverses.push( new Matrix4() );
  15727. }
  15728. }
  15729. }
  15730. }
  15731. Object.assign( Skeleton.prototype, {
  15732. calculateInverses: function () {
  15733. this.boneInverses = [];
  15734. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15735. var inverse = new Matrix4();
  15736. if ( this.bones[ i ] ) {
  15737. inverse.getInverse( this.bones[ i ].matrixWorld );
  15738. }
  15739. this.boneInverses.push( inverse );
  15740. }
  15741. },
  15742. pose: function () {
  15743. var bone, i, il;
  15744. // recover the bind-time world matrices
  15745. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15746. bone = this.bones[ i ];
  15747. if ( bone ) {
  15748. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15749. }
  15750. }
  15751. // compute the local matrices, positions, rotations and scales
  15752. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15753. bone = this.bones[ i ];
  15754. if ( bone ) {
  15755. if ( bone.parent && bone.parent.isBone ) {
  15756. bone.matrix.getInverse( bone.parent.matrixWorld );
  15757. bone.matrix.multiply( bone.matrixWorld );
  15758. } else {
  15759. bone.matrix.copy( bone.matrixWorld );
  15760. }
  15761. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15762. }
  15763. }
  15764. },
  15765. update: function () {
  15766. if ( _identityMatrix === undefined ) {
  15767. _offsetMatrix = new Matrix4();
  15768. _identityMatrix = new Matrix4();
  15769. }
  15770. var bones = this.bones;
  15771. var boneInverses = this.boneInverses;
  15772. var boneMatrices = this.boneMatrices;
  15773. var boneTexture = this.boneTexture;
  15774. // flatten bone matrices to array
  15775. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15776. // compute the offset between the current and the original transform
  15777. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15778. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15779. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15780. }
  15781. if ( boneTexture !== undefined ) {
  15782. boneTexture.needsUpdate = true;
  15783. }
  15784. },
  15785. clone: function () {
  15786. return new Skeleton( this.bones, this.boneInverses );
  15787. },
  15788. getBoneByName: function ( name ) {
  15789. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15790. var bone = this.bones[ i ];
  15791. if ( bone.name === name ) {
  15792. return bone;
  15793. }
  15794. }
  15795. return undefined;
  15796. }
  15797. } );
  15798. /**
  15799. * @author mikael emtinger / http://gomo.se/
  15800. * @author alteredq / http://alteredqualia.com/
  15801. * @author ikerr / http://verold.com
  15802. */
  15803. function Bone() {
  15804. Object3D.call( this );
  15805. this.type = 'Bone';
  15806. }
  15807. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15808. constructor: Bone,
  15809. isBone: true
  15810. } );
  15811. /**
  15812. * @author mrdoob / http://mrdoob.com/
  15813. * @author alteredq / http://alteredqualia.com/
  15814. *
  15815. * parameters = {
  15816. * color: <hex>,
  15817. * opacity: <float>,
  15818. *
  15819. * linewidth: <float>,
  15820. * linecap: "round",
  15821. * linejoin: "round"
  15822. * }
  15823. */
  15824. function LineBasicMaterial( parameters ) {
  15825. Material.call( this );
  15826. this.type = 'LineBasicMaterial';
  15827. this.color = new Color( 0xffffff );
  15828. this.linewidth = 1;
  15829. this.linecap = 'round';
  15830. this.linejoin = 'round';
  15831. this.lights = false;
  15832. this.setValues( parameters );
  15833. }
  15834. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15835. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15836. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15837. LineBasicMaterial.prototype.copy = function ( source ) {
  15838. Material.prototype.copy.call( this, source );
  15839. this.color.copy( source.color );
  15840. this.linewidth = source.linewidth;
  15841. this.linecap = source.linecap;
  15842. this.linejoin = source.linejoin;
  15843. return this;
  15844. };
  15845. /**
  15846. * @author mrdoob / http://mrdoob.com/
  15847. */
  15848. var _start, _end;
  15849. var _inverseMatrix$1, _ray$1, _sphere$2;
  15850. function Line( geometry, material, mode ) {
  15851. if ( mode === 1 ) {
  15852. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15853. }
  15854. Object3D.call( this );
  15855. this.type = 'Line';
  15856. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15857. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15858. }
  15859. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15860. constructor: Line,
  15861. isLine: true,
  15862. computeLineDistances: function () {
  15863. if ( _end === undefined ) {
  15864. _start = new Vector3();
  15865. _end = new Vector3();
  15866. }
  15867. var geometry = this.geometry;
  15868. if ( geometry.isBufferGeometry ) {
  15869. // we assume non-indexed geometry
  15870. if ( geometry.index === null ) {
  15871. var positionAttribute = geometry.attributes.position;
  15872. var lineDistances = [ 0 ];
  15873. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15874. _start.fromBufferAttribute( positionAttribute, i - 1 );
  15875. _end.fromBufferAttribute( positionAttribute, i );
  15876. lineDistances[ i ] = lineDistances[ i - 1 ];
  15877. lineDistances[ i ] += _start.distanceTo( _end );
  15878. }
  15879. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15880. } else {
  15881. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15882. }
  15883. } else if ( geometry.isGeometry ) {
  15884. var vertices = geometry.vertices;
  15885. var lineDistances = geometry.lineDistances;
  15886. lineDistances[ 0 ] = 0;
  15887. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15888. lineDistances[ i ] = lineDistances[ i - 1 ];
  15889. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15890. }
  15891. }
  15892. return this;
  15893. },
  15894. raycast: function ( raycaster, intersects ) {
  15895. if ( _sphere$2 === undefined ) {
  15896. _inverseMatrix$1 = new Matrix4();
  15897. _ray$1 = new Ray();
  15898. _sphere$2 = new Sphere();
  15899. }
  15900. var precision = raycaster.linePrecision;
  15901. var geometry = this.geometry;
  15902. var matrixWorld = this.matrixWorld;
  15903. // Checking boundingSphere distance to ray
  15904. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15905. _sphere$2.copy( geometry.boundingSphere );
  15906. _sphere$2.applyMatrix4( matrixWorld );
  15907. _sphere$2.radius += precision;
  15908. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;
  15909. //
  15910. _inverseMatrix$1.getInverse( matrixWorld );
  15911. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  15912. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15913. var localPrecisionSq = localPrecision * localPrecision;
  15914. var vStart = new Vector3();
  15915. var vEnd = new Vector3();
  15916. var interSegment = new Vector3();
  15917. var interRay = new Vector3();
  15918. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15919. if ( geometry.isBufferGeometry ) {
  15920. var index = geometry.index;
  15921. var attributes = geometry.attributes;
  15922. var positions = attributes.position.array;
  15923. if ( index !== null ) {
  15924. var indices = index.array;
  15925. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15926. var a = indices[ i ];
  15927. var b = indices[ i + 1 ];
  15928. vStart.fromArray( positions, a * 3 );
  15929. vEnd.fromArray( positions, b * 3 );
  15930. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15931. if ( distSq > localPrecisionSq ) continue;
  15932. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15933. var distance = raycaster.ray.origin.distanceTo( interRay );
  15934. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15935. intersects.push( {
  15936. distance: distance,
  15937. // What do we want? intersection point on the ray or on the segment??
  15938. // point: raycaster.ray.at( distance ),
  15939. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15940. index: i,
  15941. face: null,
  15942. faceIndex: null,
  15943. object: this
  15944. } );
  15945. }
  15946. } else {
  15947. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15948. vStart.fromArray( positions, 3 * i );
  15949. vEnd.fromArray( positions, 3 * i + 3 );
  15950. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15951. if ( distSq > localPrecisionSq ) continue;
  15952. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15953. var distance = raycaster.ray.origin.distanceTo( interRay );
  15954. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15955. intersects.push( {
  15956. distance: distance,
  15957. // What do we want? intersection point on the ray or on the segment??
  15958. // point: raycaster.ray.at( distance ),
  15959. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15960. index: i,
  15961. face: null,
  15962. faceIndex: null,
  15963. object: this
  15964. } );
  15965. }
  15966. }
  15967. } else if ( geometry.isGeometry ) {
  15968. var vertices = geometry.vertices;
  15969. var nbVertices = vertices.length;
  15970. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15971. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15972. if ( distSq > localPrecisionSq ) continue;
  15973. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15974. var distance = raycaster.ray.origin.distanceTo( interRay );
  15975. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15976. intersects.push( {
  15977. distance: distance,
  15978. // What do we want? intersection point on the ray or on the segment??
  15979. // point: raycaster.ray.at( distance ),
  15980. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15981. index: i,
  15982. face: null,
  15983. faceIndex: null,
  15984. object: this
  15985. } );
  15986. }
  15987. }
  15988. },
  15989. clone: function () {
  15990. return new this.constructor( this.geometry, this.material ).copy( this );
  15991. }
  15992. } );
  15993. /**
  15994. * @author mrdoob / http://mrdoob.com/
  15995. */
  15996. var _start$1, _end$1;
  15997. function LineSegments( geometry, material ) {
  15998. Line.call( this, geometry, material );
  15999. this.type = 'LineSegments';
  16000. }
  16001. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16002. constructor: LineSegments,
  16003. isLineSegments: true,
  16004. computeLineDistances: function () {
  16005. if ( _end$1 === undefined ) {
  16006. _start$1 = new Vector3();
  16007. _end$1 = new Vector3();
  16008. }
  16009. var geometry = this.geometry;
  16010. if ( geometry.isBufferGeometry ) {
  16011. // we assume non-indexed geometry
  16012. if ( geometry.index === null ) {
  16013. var positionAttribute = geometry.attributes.position;
  16014. var lineDistances = [];
  16015. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16016. _start$1.fromBufferAttribute( positionAttribute, i );
  16017. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16018. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16019. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16020. }
  16021. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16022. } else {
  16023. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16024. }
  16025. } else if ( geometry.isGeometry ) {
  16026. var vertices = geometry.vertices;
  16027. var lineDistances = geometry.lineDistances;
  16028. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16029. _start$1.copy( vertices[ i ] );
  16030. _end$1.copy( vertices[ i + 1 ] );
  16031. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16032. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16033. }
  16034. }
  16035. return this;
  16036. }
  16037. } );
  16038. /**
  16039. * @author mgreter / http://github.com/mgreter
  16040. */
  16041. function LineLoop( geometry, material ) {
  16042. Line.call( this, geometry, material );
  16043. this.type = 'LineLoop';
  16044. }
  16045. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16046. constructor: LineLoop,
  16047. isLineLoop: true,
  16048. } );
  16049. /**
  16050. * @author mrdoob / http://mrdoob.com/
  16051. * @author alteredq / http://alteredqualia.com/
  16052. *
  16053. * parameters = {
  16054. * color: <hex>,
  16055. * opacity: <float>,
  16056. * map: new THREE.Texture( <Image> ),
  16057. *
  16058. * size: <float>,
  16059. * sizeAttenuation: <bool>
  16060. *
  16061. * morphTargets: <bool>
  16062. * }
  16063. */
  16064. function PointsMaterial( parameters ) {
  16065. Material.call( this );
  16066. this.type = 'PointsMaterial';
  16067. this.color = new Color( 0xffffff );
  16068. this.map = null;
  16069. this.size = 1;
  16070. this.sizeAttenuation = true;
  16071. this.morphTargets = false;
  16072. this.lights = false;
  16073. this.setValues( parameters );
  16074. }
  16075. PointsMaterial.prototype = Object.create( Material.prototype );
  16076. PointsMaterial.prototype.constructor = PointsMaterial;
  16077. PointsMaterial.prototype.isPointsMaterial = true;
  16078. PointsMaterial.prototype.copy = function ( source ) {
  16079. Material.prototype.copy.call( this, source );
  16080. this.color.copy( source.color );
  16081. this.map = source.map;
  16082. this.size = source.size;
  16083. this.sizeAttenuation = source.sizeAttenuation;
  16084. this.morphTargets = source.morphTargets;
  16085. return this;
  16086. };
  16087. /**
  16088. * @author alteredq / http://alteredqualia.com/
  16089. */
  16090. var _inverseMatrix$2, _ray$2, _sphere$3;
  16091. function Points( geometry, material ) {
  16092. Object3D.call( this );
  16093. this.type = 'Points';
  16094. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16095. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16096. this.updateMorphTargets();
  16097. }
  16098. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16099. constructor: Points,
  16100. isPoints: true,
  16101. raycast: function ( raycaster, intersects ) {
  16102. if ( _sphere$3 === undefined ) {
  16103. _inverseMatrix$2 = new Matrix4();
  16104. _ray$2 = new Ray();
  16105. _sphere$3 = new Sphere();
  16106. }
  16107. var object = this;
  16108. var geometry = this.geometry;
  16109. var matrixWorld = this.matrixWorld;
  16110. var threshold = raycaster.params.Points.threshold;
  16111. // Checking boundingSphere distance to ray
  16112. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16113. _sphere$3.copy( geometry.boundingSphere );
  16114. _sphere$3.applyMatrix4( matrixWorld );
  16115. _sphere$3.radius += threshold;
  16116. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
  16117. //
  16118. _inverseMatrix$2.getInverse( matrixWorld );
  16119. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16120. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16121. var localThresholdSq = localThreshold * localThreshold;
  16122. var position = new Vector3();
  16123. var intersectPoint = new Vector3();
  16124. function testPoint( point, index ) {
  16125. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16126. if ( rayPointDistanceSq < localThresholdSq ) {
  16127. _ray$2.closestPointToPoint( point, intersectPoint );
  16128. intersectPoint.applyMatrix4( matrixWorld );
  16129. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16130. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16131. intersects.push( {
  16132. distance: distance,
  16133. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16134. point: intersectPoint.clone(),
  16135. index: index,
  16136. face: null,
  16137. object: object
  16138. } );
  16139. }
  16140. }
  16141. if ( geometry.isBufferGeometry ) {
  16142. var index = geometry.index;
  16143. var attributes = geometry.attributes;
  16144. var positions = attributes.position.array;
  16145. if ( index !== null ) {
  16146. var indices = index.array;
  16147. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16148. var a = indices[ i ];
  16149. position.fromArray( positions, a * 3 );
  16150. testPoint( position, a );
  16151. }
  16152. } else {
  16153. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16154. position.fromArray( positions, i * 3 );
  16155. testPoint( position, i );
  16156. }
  16157. }
  16158. } else {
  16159. var vertices = geometry.vertices;
  16160. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16161. testPoint( vertices[ i ], i );
  16162. }
  16163. }
  16164. },
  16165. updateMorphTargets: function () {
  16166. var geometry = this.geometry;
  16167. var m, ml, name;
  16168. if ( geometry.isBufferGeometry ) {
  16169. var morphAttributes = geometry.morphAttributes;
  16170. var keys = Object.keys( morphAttributes );
  16171. if ( keys.length > 0 ) {
  16172. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16173. if ( morphAttribute !== undefined ) {
  16174. this.morphTargetInfluences = [];
  16175. this.morphTargetDictionary = {};
  16176. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16177. name = morphAttribute[ m ].name || String( m );
  16178. this.morphTargetInfluences.push( 0 );
  16179. this.morphTargetDictionary[ name ] = m;
  16180. }
  16181. }
  16182. }
  16183. } else {
  16184. var morphTargets = geometry.morphTargets;
  16185. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16186. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16187. }
  16188. }
  16189. },
  16190. clone: function () {
  16191. return new this.constructor( this.geometry, this.material ).copy( this );
  16192. }
  16193. } );
  16194. /**
  16195. * @author mrdoob / http://mrdoob.com/
  16196. */
  16197. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16198. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16199. this.format = format !== undefined ? format : RGBFormat;
  16200. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16201. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16202. this.generateMipmaps = false;
  16203. }
  16204. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16205. constructor: VideoTexture,
  16206. isVideoTexture: true,
  16207. update: function () {
  16208. var video = this.image;
  16209. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16210. this.needsUpdate = true;
  16211. }
  16212. }
  16213. } );
  16214. /**
  16215. * @author alteredq / http://alteredqualia.com/
  16216. */
  16217. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16218. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16219. this.image = { width: width, height: height };
  16220. this.mipmaps = mipmaps;
  16221. // no flipping for cube textures
  16222. // (also flipping doesn't work for compressed textures )
  16223. this.flipY = false;
  16224. // can't generate mipmaps for compressed textures
  16225. // mips must be embedded in DDS files
  16226. this.generateMipmaps = false;
  16227. }
  16228. CompressedTexture.prototype = Object.create( Texture.prototype );
  16229. CompressedTexture.prototype.constructor = CompressedTexture;
  16230. CompressedTexture.prototype.isCompressedTexture = true;
  16231. /**
  16232. * @author mrdoob / http://mrdoob.com/
  16233. */
  16234. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16235. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16236. this.needsUpdate = true;
  16237. }
  16238. CanvasTexture.prototype = Object.create( Texture.prototype );
  16239. CanvasTexture.prototype.constructor = CanvasTexture;
  16240. CanvasTexture.prototype.isCanvasTexture = true;
  16241. /**
  16242. * @author Matt DesLauriers / @mattdesl
  16243. * @author atix / arthursilber.de
  16244. */
  16245. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16246. format = format !== undefined ? format : DepthFormat;
  16247. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16248. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16249. }
  16250. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16251. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16252. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16253. this.image = { width: width, height: height };
  16254. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16255. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16256. this.flipY = false;
  16257. this.generateMipmaps = false;
  16258. }
  16259. DepthTexture.prototype = Object.create( Texture.prototype );
  16260. DepthTexture.prototype.constructor = DepthTexture;
  16261. DepthTexture.prototype.isDepthTexture = true;
  16262. /**
  16263. * @author mrdoob / http://mrdoob.com/
  16264. * @author Mugen87 / https://github.com/Mugen87
  16265. */
  16266. function WireframeGeometry( geometry ) {
  16267. BufferGeometry.call( this );
  16268. this.type = 'WireframeGeometry';
  16269. // buffer
  16270. var vertices = [];
  16271. // helper variables
  16272. var i, j, l, o, ol;
  16273. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16274. var key, keys = [ 'a', 'b', 'c' ];
  16275. var vertex;
  16276. // different logic for Geometry and BufferGeometry
  16277. if ( geometry && geometry.isGeometry ) {
  16278. // create a data structure that contains all edges without duplicates
  16279. var faces = geometry.faces;
  16280. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16281. var face = faces[ i ];
  16282. for ( j = 0; j < 3; j ++ ) {
  16283. edge1 = face[ keys[ j ] ];
  16284. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16285. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16286. edge[ 1 ] = Math.max( edge1, edge2 );
  16287. key = edge[ 0 ] + ',' + edge[ 1 ];
  16288. if ( edges[ key ] === undefined ) {
  16289. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16290. }
  16291. }
  16292. }
  16293. // generate vertices
  16294. for ( key in edges ) {
  16295. e = edges[ key ];
  16296. vertex = geometry.vertices[ e.index1 ];
  16297. vertices.push( vertex.x, vertex.y, vertex.z );
  16298. vertex = geometry.vertices[ e.index2 ];
  16299. vertices.push( vertex.x, vertex.y, vertex.z );
  16300. }
  16301. } else if ( geometry && geometry.isBufferGeometry ) {
  16302. var position, indices, groups;
  16303. var group, start, count;
  16304. var index1, index2;
  16305. vertex = new Vector3();
  16306. if ( geometry.index !== null ) {
  16307. // indexed BufferGeometry
  16308. position = geometry.attributes.position;
  16309. indices = geometry.index;
  16310. groups = geometry.groups;
  16311. if ( groups.length === 0 ) {
  16312. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16313. }
  16314. // create a data structure that contains all eges without duplicates
  16315. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16316. group = groups[ o ];
  16317. start = group.start;
  16318. count = group.count;
  16319. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16320. for ( j = 0; j < 3; j ++ ) {
  16321. edge1 = indices.getX( i + j );
  16322. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16323. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16324. edge[ 1 ] = Math.max( edge1, edge2 );
  16325. key = edge[ 0 ] + ',' + edge[ 1 ];
  16326. if ( edges[ key ] === undefined ) {
  16327. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16328. }
  16329. }
  16330. }
  16331. }
  16332. // generate vertices
  16333. for ( key in edges ) {
  16334. e = edges[ key ];
  16335. vertex.fromBufferAttribute( position, e.index1 );
  16336. vertices.push( vertex.x, vertex.y, vertex.z );
  16337. vertex.fromBufferAttribute( position, e.index2 );
  16338. vertices.push( vertex.x, vertex.y, vertex.z );
  16339. }
  16340. } else {
  16341. // non-indexed BufferGeometry
  16342. position = geometry.attributes.position;
  16343. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16344. for ( j = 0; j < 3; j ++ ) {
  16345. // three edges per triangle, an edge is represented as (index1, index2)
  16346. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16347. index1 = 3 * i + j;
  16348. vertex.fromBufferAttribute( position, index1 );
  16349. vertices.push( vertex.x, vertex.y, vertex.z );
  16350. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16351. vertex.fromBufferAttribute( position, index2 );
  16352. vertices.push( vertex.x, vertex.y, vertex.z );
  16353. }
  16354. }
  16355. }
  16356. }
  16357. // build geometry
  16358. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16359. }
  16360. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16361. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16362. /**
  16363. * @author zz85 / https://github.com/zz85
  16364. * @author Mugen87 / https://github.com/Mugen87
  16365. *
  16366. * Parametric Surfaces Geometry
  16367. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16368. */
  16369. // ParametricGeometry
  16370. function ParametricGeometry( func, slices, stacks ) {
  16371. Geometry.call( this );
  16372. this.type = 'ParametricGeometry';
  16373. this.parameters = {
  16374. func: func,
  16375. slices: slices,
  16376. stacks: stacks
  16377. };
  16378. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16379. this.mergeVertices();
  16380. }
  16381. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16382. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16383. // ParametricBufferGeometry
  16384. function ParametricBufferGeometry( func, slices, stacks ) {
  16385. BufferGeometry.call( this );
  16386. this.type = 'ParametricBufferGeometry';
  16387. this.parameters = {
  16388. func: func,
  16389. slices: slices,
  16390. stacks: stacks
  16391. };
  16392. // buffers
  16393. var indices = [];
  16394. var vertices = [];
  16395. var normals = [];
  16396. var uvs = [];
  16397. var EPS = 0.00001;
  16398. var normal = new Vector3();
  16399. var p0 = new Vector3(), p1 = new Vector3();
  16400. var pu = new Vector3(), pv = new Vector3();
  16401. var i, j;
  16402. if ( func.length < 3 ) {
  16403. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16404. }
  16405. // generate vertices, normals and uvs
  16406. var sliceCount = slices + 1;
  16407. for ( i = 0; i <= stacks; i ++ ) {
  16408. var v = i / stacks;
  16409. for ( j = 0; j <= slices; j ++ ) {
  16410. var u = j / slices;
  16411. // vertex
  16412. func( u, v, p0 );
  16413. vertices.push( p0.x, p0.y, p0.z );
  16414. // normal
  16415. // approximate tangent vectors via finite differences
  16416. if ( u - EPS >= 0 ) {
  16417. func( u - EPS, v, p1 );
  16418. pu.subVectors( p0, p1 );
  16419. } else {
  16420. func( u + EPS, v, p1 );
  16421. pu.subVectors( p1, p0 );
  16422. }
  16423. if ( v - EPS >= 0 ) {
  16424. func( u, v - EPS, p1 );
  16425. pv.subVectors( p0, p1 );
  16426. } else {
  16427. func( u, v + EPS, p1 );
  16428. pv.subVectors( p1, p0 );
  16429. }
  16430. // cross product of tangent vectors returns surface normal
  16431. normal.crossVectors( pu, pv ).normalize();
  16432. normals.push( normal.x, normal.y, normal.z );
  16433. // uv
  16434. uvs.push( u, v );
  16435. }
  16436. }
  16437. // generate indices
  16438. for ( i = 0; i < stacks; i ++ ) {
  16439. for ( j = 0; j < slices; j ++ ) {
  16440. var a = i * sliceCount + j;
  16441. var b = i * sliceCount + j + 1;
  16442. var c = ( i + 1 ) * sliceCount + j + 1;
  16443. var d = ( i + 1 ) * sliceCount + j;
  16444. // faces one and two
  16445. indices.push( a, b, d );
  16446. indices.push( b, c, d );
  16447. }
  16448. }
  16449. // build geometry
  16450. this.setIndex( indices );
  16451. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16452. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16453. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16454. }
  16455. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16456. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16457. /**
  16458. * @author clockworkgeek / https://github.com/clockworkgeek
  16459. * @author timothypratley / https://github.com/timothypratley
  16460. * @author WestLangley / http://github.com/WestLangley
  16461. * @author Mugen87 / https://github.com/Mugen87
  16462. */
  16463. // PolyhedronGeometry
  16464. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16465. Geometry.call( this );
  16466. this.type = 'PolyhedronGeometry';
  16467. this.parameters = {
  16468. vertices: vertices,
  16469. indices: indices,
  16470. radius: radius,
  16471. detail: detail
  16472. };
  16473. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16474. this.mergeVertices();
  16475. }
  16476. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16477. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16478. // PolyhedronBufferGeometry
  16479. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16480. BufferGeometry.call( this );
  16481. this.type = 'PolyhedronBufferGeometry';
  16482. this.parameters = {
  16483. vertices: vertices,
  16484. indices: indices,
  16485. radius: radius,
  16486. detail: detail
  16487. };
  16488. radius = radius || 1;
  16489. detail = detail || 0;
  16490. // default buffer data
  16491. var vertexBuffer = [];
  16492. var uvBuffer = [];
  16493. // the subdivision creates the vertex buffer data
  16494. subdivide( detail );
  16495. // all vertices should lie on a conceptual sphere with a given radius
  16496. applyRadius( radius );
  16497. // finally, create the uv data
  16498. generateUVs();
  16499. // build non-indexed geometry
  16500. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16501. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16502. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16503. if ( detail === 0 ) {
  16504. this.computeVertexNormals(); // flat normals
  16505. } else {
  16506. this.normalizeNormals(); // smooth normals
  16507. }
  16508. // helper functions
  16509. function subdivide( detail ) {
  16510. var a = new Vector3();
  16511. var b = new Vector3();
  16512. var c = new Vector3();
  16513. // iterate over all faces and apply a subdivison with the given detail value
  16514. for ( var i = 0; i < indices.length; i += 3 ) {
  16515. // get the vertices of the face
  16516. getVertexByIndex( indices[ i + 0 ], a );
  16517. getVertexByIndex( indices[ i + 1 ], b );
  16518. getVertexByIndex( indices[ i + 2 ], c );
  16519. // perform subdivision
  16520. subdivideFace( a, b, c, detail );
  16521. }
  16522. }
  16523. function subdivideFace( a, b, c, detail ) {
  16524. var cols = Math.pow( 2, detail );
  16525. // we use this multidimensional array as a data structure for creating the subdivision
  16526. var v = [];
  16527. var i, j;
  16528. // construct all of the vertices for this subdivision
  16529. for ( i = 0; i <= cols; i ++ ) {
  16530. v[ i ] = [];
  16531. var aj = a.clone().lerp( c, i / cols );
  16532. var bj = b.clone().lerp( c, i / cols );
  16533. var rows = cols - i;
  16534. for ( j = 0; j <= rows; j ++ ) {
  16535. if ( j === 0 && i === cols ) {
  16536. v[ i ][ j ] = aj;
  16537. } else {
  16538. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16539. }
  16540. }
  16541. }
  16542. // construct all of the faces
  16543. for ( i = 0; i < cols; i ++ ) {
  16544. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16545. var k = Math.floor( j / 2 );
  16546. if ( j % 2 === 0 ) {
  16547. pushVertex( v[ i ][ k + 1 ] );
  16548. pushVertex( v[ i + 1 ][ k ] );
  16549. pushVertex( v[ i ][ k ] );
  16550. } else {
  16551. pushVertex( v[ i ][ k + 1 ] );
  16552. pushVertex( v[ i + 1 ][ k + 1 ] );
  16553. pushVertex( v[ i + 1 ][ k ] );
  16554. }
  16555. }
  16556. }
  16557. }
  16558. function applyRadius( radius ) {
  16559. var vertex = new Vector3();
  16560. // iterate over the entire buffer and apply the radius to each vertex
  16561. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16562. vertex.x = vertexBuffer[ i + 0 ];
  16563. vertex.y = vertexBuffer[ i + 1 ];
  16564. vertex.z = vertexBuffer[ i + 2 ];
  16565. vertex.normalize().multiplyScalar( radius );
  16566. vertexBuffer[ i + 0 ] = vertex.x;
  16567. vertexBuffer[ i + 1 ] = vertex.y;
  16568. vertexBuffer[ i + 2 ] = vertex.z;
  16569. }
  16570. }
  16571. function generateUVs() {
  16572. var vertex = new Vector3();
  16573. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16574. vertex.x = vertexBuffer[ i + 0 ];
  16575. vertex.y = vertexBuffer[ i + 1 ];
  16576. vertex.z = vertexBuffer[ i + 2 ];
  16577. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16578. var v = inclination( vertex ) / Math.PI + 0.5;
  16579. uvBuffer.push( u, 1 - v );
  16580. }
  16581. correctUVs();
  16582. correctSeam();
  16583. }
  16584. function correctSeam() {
  16585. // handle case when face straddles the seam, see #3269
  16586. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16587. // uv data of a single face
  16588. var x0 = uvBuffer[ i + 0 ];
  16589. var x1 = uvBuffer[ i + 2 ];
  16590. var x2 = uvBuffer[ i + 4 ];
  16591. var max = Math.max( x0, x1, x2 );
  16592. var min = Math.min( x0, x1, x2 );
  16593. // 0.9 is somewhat arbitrary
  16594. if ( max > 0.9 && min < 0.1 ) {
  16595. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16596. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16597. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16598. }
  16599. }
  16600. }
  16601. function pushVertex( vertex ) {
  16602. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16603. }
  16604. function getVertexByIndex( index, vertex ) {
  16605. var stride = index * 3;
  16606. vertex.x = vertices[ stride + 0 ];
  16607. vertex.y = vertices[ stride + 1 ];
  16608. vertex.z = vertices[ stride + 2 ];
  16609. }
  16610. function correctUVs() {
  16611. var a = new Vector3();
  16612. var b = new Vector3();
  16613. var c = new Vector3();
  16614. var centroid = new Vector3();
  16615. var uvA = new Vector2();
  16616. var uvB = new Vector2();
  16617. var uvC = new Vector2();
  16618. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16619. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16620. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16621. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16622. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16623. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16624. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16625. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16626. var azi = azimuth( centroid );
  16627. correctUV( uvA, j + 0, a, azi );
  16628. correctUV( uvB, j + 2, b, azi );
  16629. correctUV( uvC, j + 4, c, azi );
  16630. }
  16631. }
  16632. function correctUV( uv, stride, vector, azimuth ) {
  16633. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16634. uvBuffer[ stride ] = uv.x - 1;
  16635. }
  16636. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16637. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16638. }
  16639. }
  16640. // Angle around the Y axis, counter-clockwise when looking from above.
  16641. function azimuth( vector ) {
  16642. return Math.atan2( vector.z, - vector.x );
  16643. }
  16644. // Angle above the XZ plane.
  16645. function inclination( vector ) {
  16646. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16647. }
  16648. }
  16649. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16650. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16651. /**
  16652. * @author timothypratley / https://github.com/timothypratley
  16653. * @author Mugen87 / https://github.com/Mugen87
  16654. */
  16655. // TetrahedronGeometry
  16656. function TetrahedronGeometry( radius, detail ) {
  16657. Geometry.call( this );
  16658. this.type = 'TetrahedronGeometry';
  16659. this.parameters = {
  16660. radius: radius,
  16661. detail: detail
  16662. };
  16663. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16664. this.mergeVertices();
  16665. }
  16666. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16667. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16668. // TetrahedronBufferGeometry
  16669. function TetrahedronBufferGeometry( radius, detail ) {
  16670. var vertices = [
  16671. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16672. ];
  16673. var indices = [
  16674. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16675. ];
  16676. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16677. this.type = 'TetrahedronBufferGeometry';
  16678. this.parameters = {
  16679. radius: radius,
  16680. detail: detail
  16681. };
  16682. }
  16683. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16684. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16685. /**
  16686. * @author timothypratley / https://github.com/timothypratley
  16687. * @author Mugen87 / https://github.com/Mugen87
  16688. */
  16689. // OctahedronGeometry
  16690. function OctahedronGeometry( radius, detail ) {
  16691. Geometry.call( this );
  16692. this.type = 'OctahedronGeometry';
  16693. this.parameters = {
  16694. radius: radius,
  16695. detail: detail
  16696. };
  16697. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16698. this.mergeVertices();
  16699. }
  16700. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16701. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16702. // OctahedronBufferGeometry
  16703. function OctahedronBufferGeometry( radius, detail ) {
  16704. var vertices = [
  16705. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16706. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16707. ];
  16708. var indices = [
  16709. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16710. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16711. 1, 3, 4, 1, 4, 2
  16712. ];
  16713. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16714. this.type = 'OctahedronBufferGeometry';
  16715. this.parameters = {
  16716. radius: radius,
  16717. detail: detail
  16718. };
  16719. }
  16720. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16721. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16722. /**
  16723. * @author timothypratley / https://github.com/timothypratley
  16724. * @author Mugen87 / https://github.com/Mugen87
  16725. */
  16726. // IcosahedronGeometry
  16727. function IcosahedronGeometry( radius, detail ) {
  16728. Geometry.call( this );
  16729. this.type = 'IcosahedronGeometry';
  16730. this.parameters = {
  16731. radius: radius,
  16732. detail: detail
  16733. };
  16734. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16735. this.mergeVertices();
  16736. }
  16737. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16738. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16739. // IcosahedronBufferGeometry
  16740. function IcosahedronBufferGeometry( radius, detail ) {
  16741. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16742. var vertices = [
  16743. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16744. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16745. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16746. ];
  16747. var indices = [
  16748. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16749. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16750. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16751. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16752. ];
  16753. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16754. this.type = 'IcosahedronBufferGeometry';
  16755. this.parameters = {
  16756. radius: radius,
  16757. detail: detail
  16758. };
  16759. }
  16760. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16761. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16762. /**
  16763. * @author Abe Pazos / https://hamoid.com
  16764. * @author Mugen87 / https://github.com/Mugen87
  16765. */
  16766. // DodecahedronGeometry
  16767. function DodecahedronGeometry( radius, detail ) {
  16768. Geometry.call( this );
  16769. this.type = 'DodecahedronGeometry';
  16770. this.parameters = {
  16771. radius: radius,
  16772. detail: detail
  16773. };
  16774. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16775. this.mergeVertices();
  16776. }
  16777. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16778. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16779. // DodecahedronBufferGeometry
  16780. function DodecahedronBufferGeometry( radius, detail ) {
  16781. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16782. var r = 1 / t;
  16783. var vertices = [
  16784. // (±1, ±1, ±1)
  16785. - 1, - 1, - 1, - 1, - 1, 1,
  16786. - 1, 1, - 1, - 1, 1, 1,
  16787. 1, - 1, - 1, 1, - 1, 1,
  16788. 1, 1, - 1, 1, 1, 1,
  16789. // (0, ±1/φ, ±φ)
  16790. 0, - r, - t, 0, - r, t,
  16791. 0, r, - t, 0, r, t,
  16792. // (±1/φ, ±φ, 0)
  16793. - r, - t, 0, - r, t, 0,
  16794. r, - t, 0, r, t, 0,
  16795. // (±φ, 0, ±1/φ)
  16796. - t, 0, - r, t, 0, - r,
  16797. - t, 0, r, t, 0, r
  16798. ];
  16799. var indices = [
  16800. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16801. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16802. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16803. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16804. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16805. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16806. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16807. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16808. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16809. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16810. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16811. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16812. ];
  16813. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16814. this.type = 'DodecahedronBufferGeometry';
  16815. this.parameters = {
  16816. radius: radius,
  16817. detail: detail
  16818. };
  16819. }
  16820. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16821. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16822. /**
  16823. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16824. * @author WestLangley / https://github.com/WestLangley
  16825. * @author zz85 / https://github.com/zz85
  16826. * @author miningold / https://github.com/miningold
  16827. * @author jonobr1 / https://github.com/jonobr1
  16828. * @author Mugen87 / https://github.com/Mugen87
  16829. *
  16830. */
  16831. // TubeGeometry
  16832. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16833. Geometry.call( this );
  16834. this.type = 'TubeGeometry';
  16835. this.parameters = {
  16836. path: path,
  16837. tubularSegments: tubularSegments,
  16838. radius: radius,
  16839. radialSegments: radialSegments,
  16840. closed: closed
  16841. };
  16842. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16843. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16844. // expose internals
  16845. this.tangents = bufferGeometry.tangents;
  16846. this.normals = bufferGeometry.normals;
  16847. this.binormals = bufferGeometry.binormals;
  16848. // create geometry
  16849. this.fromBufferGeometry( bufferGeometry );
  16850. this.mergeVertices();
  16851. }
  16852. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16853. TubeGeometry.prototype.constructor = TubeGeometry;
  16854. // TubeBufferGeometry
  16855. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16856. BufferGeometry.call( this );
  16857. this.type = 'TubeBufferGeometry';
  16858. this.parameters = {
  16859. path: path,
  16860. tubularSegments: tubularSegments,
  16861. radius: radius,
  16862. radialSegments: radialSegments,
  16863. closed: closed
  16864. };
  16865. tubularSegments = tubularSegments || 64;
  16866. radius = radius || 1;
  16867. radialSegments = radialSegments || 8;
  16868. closed = closed || false;
  16869. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16870. // expose internals
  16871. this.tangents = frames.tangents;
  16872. this.normals = frames.normals;
  16873. this.binormals = frames.binormals;
  16874. // helper variables
  16875. var vertex = new Vector3();
  16876. var normal = new Vector3();
  16877. var uv = new Vector2();
  16878. var P = new Vector3();
  16879. var i, j;
  16880. // buffer
  16881. var vertices = [];
  16882. var normals = [];
  16883. var uvs = [];
  16884. var indices = [];
  16885. // create buffer data
  16886. generateBufferData();
  16887. // build geometry
  16888. this.setIndex( indices );
  16889. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16890. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16891. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16892. // functions
  16893. function generateBufferData() {
  16894. for ( i = 0; i < tubularSegments; i ++ ) {
  16895. generateSegment( i );
  16896. }
  16897. // if the geometry is not closed, generate the last row of vertices and normals
  16898. // at the regular position on the given path
  16899. //
  16900. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16901. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16902. // uvs are generated in a separate function.
  16903. // this makes it easy compute correct values for closed geometries
  16904. generateUVs();
  16905. // finally create faces
  16906. generateIndices();
  16907. }
  16908. function generateSegment( i ) {
  16909. // we use getPointAt to sample evenly distributed points from the given path
  16910. P = path.getPointAt( i / tubularSegments, P );
  16911. // retrieve corresponding normal and binormal
  16912. var N = frames.normals[ i ];
  16913. var B = frames.binormals[ i ];
  16914. // generate normals and vertices for the current segment
  16915. for ( j = 0; j <= radialSegments; j ++ ) {
  16916. var v = j / radialSegments * Math.PI * 2;
  16917. var sin = Math.sin( v );
  16918. var cos = - Math.cos( v );
  16919. // normal
  16920. normal.x = ( cos * N.x + sin * B.x );
  16921. normal.y = ( cos * N.y + sin * B.y );
  16922. normal.z = ( cos * N.z + sin * B.z );
  16923. normal.normalize();
  16924. normals.push( normal.x, normal.y, normal.z );
  16925. // vertex
  16926. vertex.x = P.x + radius * normal.x;
  16927. vertex.y = P.y + radius * normal.y;
  16928. vertex.z = P.z + radius * normal.z;
  16929. vertices.push( vertex.x, vertex.y, vertex.z );
  16930. }
  16931. }
  16932. function generateIndices() {
  16933. for ( j = 1; j <= tubularSegments; j ++ ) {
  16934. for ( i = 1; i <= radialSegments; i ++ ) {
  16935. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16936. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16937. var c = ( radialSegments + 1 ) * j + i;
  16938. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16939. // faces
  16940. indices.push( a, b, d );
  16941. indices.push( b, c, d );
  16942. }
  16943. }
  16944. }
  16945. function generateUVs() {
  16946. for ( i = 0; i <= tubularSegments; i ++ ) {
  16947. for ( j = 0; j <= radialSegments; j ++ ) {
  16948. uv.x = i / tubularSegments;
  16949. uv.y = j / radialSegments;
  16950. uvs.push( uv.x, uv.y );
  16951. }
  16952. }
  16953. }
  16954. }
  16955. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16956. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16957. TubeBufferGeometry.prototype.toJSON = function () {
  16958. var data = BufferGeometry.prototype.toJSON.call( this );
  16959. data.path = this.parameters.path.toJSON();
  16960. return data;
  16961. };
  16962. /**
  16963. * @author oosmoxiecode
  16964. * @author Mugen87 / https://github.com/Mugen87
  16965. *
  16966. * based on http://www.blackpawn.com/texts/pqtorus/
  16967. */
  16968. // TorusKnotGeometry
  16969. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16970. Geometry.call( this );
  16971. this.type = 'TorusKnotGeometry';
  16972. this.parameters = {
  16973. radius: radius,
  16974. tube: tube,
  16975. tubularSegments: tubularSegments,
  16976. radialSegments: radialSegments,
  16977. p: p,
  16978. q: q
  16979. };
  16980. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16981. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16982. this.mergeVertices();
  16983. }
  16984. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16985. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16986. // TorusKnotBufferGeometry
  16987. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16988. BufferGeometry.call( this );
  16989. this.type = 'TorusKnotBufferGeometry';
  16990. this.parameters = {
  16991. radius: radius,
  16992. tube: tube,
  16993. tubularSegments: tubularSegments,
  16994. radialSegments: radialSegments,
  16995. p: p,
  16996. q: q
  16997. };
  16998. radius = radius || 1;
  16999. tube = tube || 0.4;
  17000. tubularSegments = Math.floor( tubularSegments ) || 64;
  17001. radialSegments = Math.floor( radialSegments ) || 8;
  17002. p = p || 2;
  17003. q = q || 3;
  17004. // buffers
  17005. var indices = [];
  17006. var vertices = [];
  17007. var normals = [];
  17008. var uvs = [];
  17009. // helper variables
  17010. var i, j;
  17011. var vertex = new Vector3();
  17012. var normal = new Vector3();
  17013. var P1 = new Vector3();
  17014. var P2 = new Vector3();
  17015. var B = new Vector3();
  17016. var T = new Vector3();
  17017. var N = new Vector3();
  17018. // generate vertices, normals and uvs
  17019. for ( i = 0; i <= tubularSegments; ++ i ) {
  17020. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17021. var u = i / tubularSegments * p * Math.PI * 2;
  17022. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17023. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17024. calculatePositionOnCurve( u, p, q, radius, P1 );
  17025. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17026. // calculate orthonormal basis
  17027. T.subVectors( P2, P1 );
  17028. N.addVectors( P2, P1 );
  17029. B.crossVectors( T, N );
  17030. N.crossVectors( B, T );
  17031. // normalize B, N. T can be ignored, we don't use it
  17032. B.normalize();
  17033. N.normalize();
  17034. for ( j = 0; j <= radialSegments; ++ j ) {
  17035. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17036. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17037. var v = j / radialSegments * Math.PI * 2;
  17038. var cx = - tube * Math.cos( v );
  17039. var cy = tube * Math.sin( v );
  17040. // now calculate the final vertex position.
  17041. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17042. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17043. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17044. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17045. vertices.push( vertex.x, vertex.y, vertex.z );
  17046. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17047. normal.subVectors( vertex, P1 ).normalize();
  17048. normals.push( normal.x, normal.y, normal.z );
  17049. // uv
  17050. uvs.push( i / tubularSegments );
  17051. uvs.push( j / radialSegments );
  17052. }
  17053. }
  17054. // generate indices
  17055. for ( j = 1; j <= tubularSegments; j ++ ) {
  17056. for ( i = 1; i <= radialSegments; i ++ ) {
  17057. // indices
  17058. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17059. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17060. var c = ( radialSegments + 1 ) * j + i;
  17061. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17062. // faces
  17063. indices.push( a, b, d );
  17064. indices.push( b, c, d );
  17065. }
  17066. }
  17067. // build geometry
  17068. this.setIndex( indices );
  17069. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17070. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17071. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17072. // this function calculates the current position on the torus curve
  17073. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17074. var cu = Math.cos( u );
  17075. var su = Math.sin( u );
  17076. var quOverP = q / p * u;
  17077. var cs = Math.cos( quOverP );
  17078. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17079. position.y = radius * ( 2 + cs ) * su * 0.5;
  17080. position.z = radius * Math.sin( quOverP ) * 0.5;
  17081. }
  17082. }
  17083. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17084. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17085. /**
  17086. * @author oosmoxiecode
  17087. * @author mrdoob / http://mrdoob.com/
  17088. * @author Mugen87 / https://github.com/Mugen87
  17089. */
  17090. // TorusGeometry
  17091. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17092. Geometry.call( this );
  17093. this.type = 'TorusGeometry';
  17094. this.parameters = {
  17095. radius: radius,
  17096. tube: tube,
  17097. radialSegments: radialSegments,
  17098. tubularSegments: tubularSegments,
  17099. arc: arc
  17100. };
  17101. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17102. this.mergeVertices();
  17103. }
  17104. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17105. TorusGeometry.prototype.constructor = TorusGeometry;
  17106. // TorusBufferGeometry
  17107. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17108. BufferGeometry.call( this );
  17109. this.type = 'TorusBufferGeometry';
  17110. this.parameters = {
  17111. radius: radius,
  17112. tube: tube,
  17113. radialSegments: radialSegments,
  17114. tubularSegments: tubularSegments,
  17115. arc: arc
  17116. };
  17117. radius = radius || 1;
  17118. tube = tube || 0.4;
  17119. radialSegments = Math.floor( radialSegments ) || 8;
  17120. tubularSegments = Math.floor( tubularSegments ) || 6;
  17121. arc = arc || Math.PI * 2;
  17122. // buffers
  17123. var indices = [];
  17124. var vertices = [];
  17125. var normals = [];
  17126. var uvs = [];
  17127. // helper variables
  17128. var center = new Vector3();
  17129. var vertex = new Vector3();
  17130. var normal = new Vector3();
  17131. var j, i;
  17132. // generate vertices, normals and uvs
  17133. for ( j = 0; j <= radialSegments; j ++ ) {
  17134. for ( i = 0; i <= tubularSegments; i ++ ) {
  17135. var u = i / tubularSegments * arc;
  17136. var v = j / radialSegments * Math.PI * 2;
  17137. // vertex
  17138. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17139. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17140. vertex.z = tube * Math.sin( v );
  17141. vertices.push( vertex.x, vertex.y, vertex.z );
  17142. // normal
  17143. center.x = radius * Math.cos( u );
  17144. center.y = radius * Math.sin( u );
  17145. normal.subVectors( vertex, center ).normalize();
  17146. normals.push( normal.x, normal.y, normal.z );
  17147. // uv
  17148. uvs.push( i / tubularSegments );
  17149. uvs.push( j / radialSegments );
  17150. }
  17151. }
  17152. // generate indices
  17153. for ( j = 1; j <= radialSegments; j ++ ) {
  17154. for ( i = 1; i <= tubularSegments; i ++ ) {
  17155. // indices
  17156. var a = ( tubularSegments + 1 ) * j + i - 1;
  17157. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17158. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17159. var d = ( tubularSegments + 1 ) * j + i;
  17160. // faces
  17161. indices.push( a, b, d );
  17162. indices.push( b, c, d );
  17163. }
  17164. }
  17165. // build geometry
  17166. this.setIndex( indices );
  17167. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17168. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17169. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17170. }
  17171. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17172. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17173. /**
  17174. * @author Mugen87 / https://github.com/Mugen87
  17175. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17176. */
  17177. var Earcut = {
  17178. triangulate: function ( data, holeIndices, dim ) {
  17179. dim = dim || 2;
  17180. var hasHoles = holeIndices && holeIndices.length,
  17181. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17182. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17183. triangles = [];
  17184. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17185. var minX, minY, maxX, maxY, x, y, invSize;
  17186. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17187. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17188. if ( data.length > 80 * dim ) {
  17189. minX = maxX = data[ 0 ];
  17190. minY = maxY = data[ 1 ];
  17191. for ( var i = dim; i < outerLen; i += dim ) {
  17192. x = data[ i ];
  17193. y = data[ i + 1 ];
  17194. if ( x < minX ) minX = x;
  17195. if ( y < minY ) minY = y;
  17196. if ( x > maxX ) maxX = x;
  17197. if ( y > maxY ) maxY = y;
  17198. }
  17199. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17200. invSize = Math.max( maxX - minX, maxY - minY );
  17201. invSize = invSize !== 0 ? 1 / invSize : 0;
  17202. }
  17203. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17204. return triangles;
  17205. }
  17206. };
  17207. // create a circular doubly linked list from polygon points in the specified winding order
  17208. function linkedList( data, start, end, dim, clockwise ) {
  17209. var i, last;
  17210. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17211. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17212. } else {
  17213. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17214. }
  17215. if ( last && equals( last, last.next ) ) {
  17216. removeNode( last );
  17217. last = last.next;
  17218. }
  17219. return last;
  17220. }
  17221. // eliminate colinear or duplicate points
  17222. function filterPoints( start, end ) {
  17223. if ( ! start ) return start;
  17224. if ( ! end ) end = start;
  17225. var p = start,
  17226. again;
  17227. do {
  17228. again = false;
  17229. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17230. removeNode( p );
  17231. p = end = p.prev;
  17232. if ( p === p.next ) break;
  17233. again = true;
  17234. } else {
  17235. p = p.next;
  17236. }
  17237. } while ( again || p !== end );
  17238. return end;
  17239. }
  17240. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17241. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17242. if ( ! ear ) return;
  17243. // interlink polygon nodes in z-order
  17244. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17245. var stop = ear,
  17246. prev, next;
  17247. // iterate through ears, slicing them one by one
  17248. while ( ear.prev !== ear.next ) {
  17249. prev = ear.prev;
  17250. next = ear.next;
  17251. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17252. // cut off the triangle
  17253. triangles.push( prev.i / dim );
  17254. triangles.push( ear.i / dim );
  17255. triangles.push( next.i / dim );
  17256. removeNode( ear );
  17257. // skipping the next vertex leads to less sliver triangles
  17258. ear = next.next;
  17259. stop = next.next;
  17260. continue;
  17261. }
  17262. ear = next;
  17263. // if we looped through the whole remaining polygon and can't find any more ears
  17264. if ( ear === stop ) {
  17265. // try filtering points and slicing again
  17266. if ( ! pass ) {
  17267. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17268. // if this didn't work, try curing all small self-intersections locally
  17269. } else if ( pass === 1 ) {
  17270. ear = cureLocalIntersections( ear, triangles, dim );
  17271. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17272. // as a last resort, try splitting the remaining polygon into two
  17273. } else if ( pass === 2 ) {
  17274. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17275. }
  17276. break;
  17277. }
  17278. }
  17279. }
  17280. // check whether a polygon node forms a valid ear with adjacent nodes
  17281. function isEar( ear ) {
  17282. var a = ear.prev,
  17283. b = ear,
  17284. c = ear.next;
  17285. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17286. // now make sure we don't have other points inside the potential ear
  17287. var p = ear.next.next;
  17288. while ( p !== ear.prev ) {
  17289. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17290. area( p.prev, p, p.next ) >= 0 ) return false;
  17291. p = p.next;
  17292. }
  17293. return true;
  17294. }
  17295. function isEarHashed( ear, minX, minY, invSize ) {
  17296. var a = ear.prev,
  17297. b = ear,
  17298. c = ear.next;
  17299. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17300. // triangle bbox; min & max are calculated like this for speed
  17301. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17302. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17303. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17304. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17305. // z-order range for the current triangle bbox;
  17306. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17307. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17308. var p = ear.prevZ,
  17309. n = ear.nextZ;
  17310. // look for points inside the triangle in both directions
  17311. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17312. if ( p !== ear.prev && p !== ear.next &&
  17313. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17314. area( p.prev, p, p.next ) >= 0 ) return false;
  17315. p = p.prevZ;
  17316. if ( n !== ear.prev && n !== ear.next &&
  17317. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17318. area( n.prev, n, n.next ) >= 0 ) return false;
  17319. n = n.nextZ;
  17320. }
  17321. // look for remaining points in decreasing z-order
  17322. while ( p && p.z >= minZ ) {
  17323. if ( p !== ear.prev && p !== ear.next &&
  17324. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17325. area( p.prev, p, p.next ) >= 0 ) return false;
  17326. p = p.prevZ;
  17327. }
  17328. // look for remaining points in increasing z-order
  17329. while ( n && n.z <= maxZ ) {
  17330. if ( n !== ear.prev && n !== ear.next &&
  17331. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17332. area( n.prev, n, n.next ) >= 0 ) return false;
  17333. n = n.nextZ;
  17334. }
  17335. return true;
  17336. }
  17337. // go through all polygon nodes and cure small local self-intersections
  17338. function cureLocalIntersections( start, triangles, dim ) {
  17339. var p = start;
  17340. do {
  17341. var a = p.prev,
  17342. b = p.next.next;
  17343. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17344. triangles.push( a.i / dim );
  17345. triangles.push( p.i / dim );
  17346. triangles.push( b.i / dim );
  17347. // remove two nodes involved
  17348. removeNode( p );
  17349. removeNode( p.next );
  17350. p = start = b;
  17351. }
  17352. p = p.next;
  17353. } while ( p !== start );
  17354. return p;
  17355. }
  17356. // try splitting polygon into two and triangulate them independently
  17357. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17358. // look for a valid diagonal that divides the polygon into two
  17359. var a = start;
  17360. do {
  17361. var b = a.next.next;
  17362. while ( b !== a.prev ) {
  17363. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17364. // split the polygon in two by the diagonal
  17365. var c = splitPolygon( a, b );
  17366. // filter colinear points around the cuts
  17367. a = filterPoints( a, a.next );
  17368. c = filterPoints( c, c.next );
  17369. // run earcut on each half
  17370. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17371. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17372. return;
  17373. }
  17374. b = b.next;
  17375. }
  17376. a = a.next;
  17377. } while ( a !== start );
  17378. }
  17379. // link every hole into the outer loop, producing a single-ring polygon without holes
  17380. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17381. var queue = [],
  17382. i, len, start, end, list;
  17383. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17384. start = holeIndices[ i ] * dim;
  17385. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17386. list = linkedList( data, start, end, dim, false );
  17387. if ( list === list.next ) list.steiner = true;
  17388. queue.push( getLeftmost( list ) );
  17389. }
  17390. queue.sort( compareX );
  17391. // process holes from left to right
  17392. for ( i = 0; i < queue.length; i ++ ) {
  17393. eliminateHole( queue[ i ], outerNode );
  17394. outerNode = filterPoints( outerNode, outerNode.next );
  17395. }
  17396. return outerNode;
  17397. }
  17398. function compareX( a, b ) {
  17399. return a.x - b.x;
  17400. }
  17401. // find a bridge between vertices that connects hole with an outer ring and and link it
  17402. function eliminateHole( hole, outerNode ) {
  17403. outerNode = findHoleBridge( hole, outerNode );
  17404. if ( outerNode ) {
  17405. var b = splitPolygon( outerNode, hole );
  17406. filterPoints( b, b.next );
  17407. }
  17408. }
  17409. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17410. function findHoleBridge( hole, outerNode ) {
  17411. var p = outerNode,
  17412. hx = hole.x,
  17413. hy = hole.y,
  17414. qx = - Infinity,
  17415. m;
  17416. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17417. // segment's endpoint with lesser x will be potential connection point
  17418. do {
  17419. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17420. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17421. if ( x <= hx && x > qx ) {
  17422. qx = x;
  17423. if ( x === hx ) {
  17424. if ( hy === p.y ) return p;
  17425. if ( hy === p.next.y ) return p.next;
  17426. }
  17427. m = p.x < p.next.x ? p : p.next;
  17428. }
  17429. }
  17430. p = p.next;
  17431. } while ( p !== outerNode );
  17432. if ( ! m ) return null;
  17433. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17434. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17435. // if there are no points found, we have a valid connection;
  17436. // otherwise choose the point of the minimum angle with the ray as connection point
  17437. var stop = m,
  17438. mx = m.x,
  17439. my = m.y,
  17440. tanMin = Infinity,
  17441. tan;
  17442. p = m.next;
  17443. while ( p !== stop ) {
  17444. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17445. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17446. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17447. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17448. m = p;
  17449. tanMin = tan;
  17450. }
  17451. }
  17452. p = p.next;
  17453. }
  17454. return m;
  17455. }
  17456. // interlink polygon nodes in z-order
  17457. function indexCurve( start, minX, minY, invSize ) {
  17458. var p = start;
  17459. do {
  17460. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17461. p.prevZ = p.prev;
  17462. p.nextZ = p.next;
  17463. p = p.next;
  17464. } while ( p !== start );
  17465. p.prevZ.nextZ = null;
  17466. p.prevZ = null;
  17467. sortLinked( p );
  17468. }
  17469. // Simon Tatham's linked list merge sort algorithm
  17470. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17471. function sortLinked( list ) {
  17472. var i, p, q, e, tail, numMerges, pSize, qSize,
  17473. inSize = 1;
  17474. do {
  17475. p = list;
  17476. list = null;
  17477. tail = null;
  17478. numMerges = 0;
  17479. while ( p ) {
  17480. numMerges ++;
  17481. q = p;
  17482. pSize = 0;
  17483. for ( i = 0; i < inSize; i ++ ) {
  17484. pSize ++;
  17485. q = q.nextZ;
  17486. if ( ! q ) break;
  17487. }
  17488. qSize = inSize;
  17489. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17490. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17491. e = p;
  17492. p = p.nextZ;
  17493. pSize --;
  17494. } else {
  17495. e = q;
  17496. q = q.nextZ;
  17497. qSize --;
  17498. }
  17499. if ( tail ) tail.nextZ = e;
  17500. else list = e;
  17501. e.prevZ = tail;
  17502. tail = e;
  17503. }
  17504. p = q;
  17505. }
  17506. tail.nextZ = null;
  17507. inSize *= 2;
  17508. } while ( numMerges > 1 );
  17509. return list;
  17510. }
  17511. // z-order of a point given coords and inverse of the longer side of data bbox
  17512. function zOrder( x, y, minX, minY, invSize ) {
  17513. // coords are transformed into non-negative 15-bit integer range
  17514. x = 32767 * ( x - minX ) * invSize;
  17515. y = 32767 * ( y - minY ) * invSize;
  17516. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17517. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17518. x = ( x | ( x << 2 ) ) & 0x33333333;
  17519. x = ( x | ( x << 1 ) ) & 0x55555555;
  17520. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17521. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17522. y = ( y | ( y << 2 ) ) & 0x33333333;
  17523. y = ( y | ( y << 1 ) ) & 0x55555555;
  17524. return x | ( y << 1 );
  17525. }
  17526. // find the leftmost node of a polygon ring
  17527. function getLeftmost( start ) {
  17528. var p = start,
  17529. leftmost = start;
  17530. do {
  17531. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17532. p = p.next;
  17533. } while ( p !== start );
  17534. return leftmost;
  17535. }
  17536. // check if a point lies within a convex triangle
  17537. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17538. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17539. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17540. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17541. }
  17542. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17543. function isValidDiagonal( a, b ) {
  17544. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17545. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17546. }
  17547. // signed area of a triangle
  17548. function area( p, q, r ) {
  17549. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17550. }
  17551. // check if two points are equal
  17552. function equals( p1, p2 ) {
  17553. return p1.x === p2.x && p1.y === p2.y;
  17554. }
  17555. // check if two segments intersect
  17556. function intersects( p1, q1, p2, q2 ) {
  17557. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17558. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17559. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17560. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17561. }
  17562. // check if a polygon diagonal intersects any polygon segments
  17563. function intersectsPolygon( a, b ) {
  17564. var p = a;
  17565. do {
  17566. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17567. intersects( p, p.next, a, b ) ) return true;
  17568. p = p.next;
  17569. } while ( p !== a );
  17570. return false;
  17571. }
  17572. // check if a polygon diagonal is locally inside the polygon
  17573. function locallyInside( a, b ) {
  17574. return area( a.prev, a, a.next ) < 0 ?
  17575. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17576. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17577. }
  17578. // check if the middle point of a polygon diagonal is inside the polygon
  17579. function middleInside( a, b ) {
  17580. var p = a,
  17581. inside = false,
  17582. px = ( a.x + b.x ) / 2,
  17583. py = ( a.y + b.y ) / 2;
  17584. do {
  17585. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17586. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17587. inside = ! inside;
  17588. p = p.next;
  17589. } while ( p !== a );
  17590. return inside;
  17591. }
  17592. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17593. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17594. function splitPolygon( a, b ) {
  17595. var a2 = new Node( a.i, a.x, a.y ),
  17596. b2 = new Node( b.i, b.x, b.y ),
  17597. an = a.next,
  17598. bp = b.prev;
  17599. a.next = b;
  17600. b.prev = a;
  17601. a2.next = an;
  17602. an.prev = a2;
  17603. b2.next = a2;
  17604. a2.prev = b2;
  17605. bp.next = b2;
  17606. b2.prev = bp;
  17607. return b2;
  17608. }
  17609. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17610. function insertNode( i, x, y, last ) {
  17611. var p = new Node( i, x, y );
  17612. if ( ! last ) {
  17613. p.prev = p;
  17614. p.next = p;
  17615. } else {
  17616. p.next = last.next;
  17617. p.prev = last;
  17618. last.next.prev = p;
  17619. last.next = p;
  17620. }
  17621. return p;
  17622. }
  17623. function removeNode( p ) {
  17624. p.next.prev = p.prev;
  17625. p.prev.next = p.next;
  17626. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17627. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17628. }
  17629. function Node( i, x, y ) {
  17630. // vertex index in coordinates array
  17631. this.i = i;
  17632. // vertex coordinates
  17633. this.x = x;
  17634. this.y = y;
  17635. // previous and next vertex nodes in a polygon ring
  17636. this.prev = null;
  17637. this.next = null;
  17638. // z-order curve value
  17639. this.z = null;
  17640. // previous and next nodes in z-order
  17641. this.prevZ = null;
  17642. this.nextZ = null;
  17643. // indicates whether this is a steiner point
  17644. this.steiner = false;
  17645. }
  17646. function signedArea( data, start, end, dim ) {
  17647. var sum = 0;
  17648. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17649. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17650. j = i;
  17651. }
  17652. return sum;
  17653. }
  17654. /**
  17655. * @author zz85 / http://www.lab4games.net/zz85/blog
  17656. */
  17657. var ShapeUtils = {
  17658. // calculate area of the contour polygon
  17659. area: function ( contour ) {
  17660. var n = contour.length;
  17661. var a = 0.0;
  17662. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17663. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17664. }
  17665. return a * 0.5;
  17666. },
  17667. isClockWise: function ( pts ) {
  17668. return ShapeUtils.area( pts ) < 0;
  17669. },
  17670. triangulateShape: function ( contour, holes ) {
  17671. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17672. var holeIndices = []; // array of hole indices
  17673. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17674. removeDupEndPts( contour );
  17675. addContour( vertices, contour );
  17676. //
  17677. var holeIndex = contour.length;
  17678. holes.forEach( removeDupEndPts );
  17679. for ( var i = 0; i < holes.length; i ++ ) {
  17680. holeIndices.push( holeIndex );
  17681. holeIndex += holes[ i ].length;
  17682. addContour( vertices, holes[ i ] );
  17683. }
  17684. //
  17685. var triangles = Earcut.triangulate( vertices, holeIndices );
  17686. //
  17687. for ( var i = 0; i < triangles.length; i += 3 ) {
  17688. faces.push( triangles.slice( i, i + 3 ) );
  17689. }
  17690. return faces;
  17691. }
  17692. };
  17693. function removeDupEndPts( points ) {
  17694. var l = points.length;
  17695. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17696. points.pop();
  17697. }
  17698. }
  17699. function addContour( vertices, contour ) {
  17700. for ( var i = 0; i < contour.length; i ++ ) {
  17701. vertices.push( contour[ i ].x );
  17702. vertices.push( contour[ i ].y );
  17703. }
  17704. }
  17705. /**
  17706. * @author zz85 / http://www.lab4games.net/zz85/blog
  17707. *
  17708. * Creates extruded geometry from a path shape.
  17709. *
  17710. * parameters = {
  17711. *
  17712. * curveSegments: <int>, // number of points on the curves
  17713. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17714. * depth: <float>, // Depth to extrude the shape
  17715. *
  17716. * bevelEnabled: <bool>, // turn on bevel
  17717. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17718. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17719. * bevelOffset: <float>, // how far from shape outline does bevel start
  17720. * bevelSegments: <int>, // number of bevel layers
  17721. *
  17722. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17723. *
  17724. * UVGenerator: <Object> // object that provides UV generator functions
  17725. *
  17726. * }
  17727. */
  17728. // ExtrudeGeometry
  17729. function ExtrudeGeometry( shapes, options ) {
  17730. Geometry.call( this );
  17731. this.type = 'ExtrudeGeometry';
  17732. this.parameters = {
  17733. shapes: shapes,
  17734. options: options
  17735. };
  17736. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17737. this.mergeVertices();
  17738. }
  17739. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17740. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17741. ExtrudeGeometry.prototype.toJSON = function () {
  17742. var data = Geometry.prototype.toJSON.call( this );
  17743. var shapes = this.parameters.shapes;
  17744. var options = this.parameters.options;
  17745. return toJSON( shapes, options, data );
  17746. };
  17747. // ExtrudeBufferGeometry
  17748. function ExtrudeBufferGeometry( shapes, options ) {
  17749. BufferGeometry.call( this );
  17750. this.type = 'ExtrudeBufferGeometry';
  17751. this.parameters = {
  17752. shapes: shapes,
  17753. options: options
  17754. };
  17755. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17756. var scope = this;
  17757. var verticesArray = [];
  17758. var uvArray = [];
  17759. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17760. var shape = shapes[ i ];
  17761. addShape( shape );
  17762. }
  17763. // build geometry
  17764. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17765. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17766. this.computeVertexNormals();
  17767. // functions
  17768. function addShape( shape ) {
  17769. var placeholder = [];
  17770. // options
  17771. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17772. var steps = options.steps !== undefined ? options.steps : 1;
  17773. var depth = options.depth !== undefined ? options.depth : 100;
  17774. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17775. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17776. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17777. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17778. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17779. var extrudePath = options.extrudePath;
  17780. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17781. // deprecated options
  17782. if ( options.amount !== undefined ) {
  17783. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17784. depth = options.amount;
  17785. }
  17786. //
  17787. var extrudePts, extrudeByPath = false;
  17788. var splineTube, binormal, normal, position2;
  17789. if ( extrudePath ) {
  17790. extrudePts = extrudePath.getSpacedPoints( steps );
  17791. extrudeByPath = true;
  17792. bevelEnabled = false; // bevels not supported for path extrusion
  17793. // SETUP TNB variables
  17794. // TODO1 - have a .isClosed in spline?
  17795. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17796. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17797. binormal = new Vector3();
  17798. normal = new Vector3();
  17799. position2 = new Vector3();
  17800. }
  17801. // Safeguards if bevels are not enabled
  17802. if ( ! bevelEnabled ) {
  17803. bevelSegments = 0;
  17804. bevelThickness = 0;
  17805. bevelSize = 0;
  17806. bevelOffset = 0;
  17807. }
  17808. // Variables initialization
  17809. var ahole, h, hl; // looping of holes
  17810. var shapePoints = shape.extractPoints( curveSegments );
  17811. var vertices = shapePoints.shape;
  17812. var holes = shapePoints.holes;
  17813. var reverse = ! ShapeUtils.isClockWise( vertices );
  17814. if ( reverse ) {
  17815. vertices = vertices.reverse();
  17816. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17817. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17818. ahole = holes[ h ];
  17819. if ( ShapeUtils.isClockWise( ahole ) ) {
  17820. holes[ h ] = ahole.reverse();
  17821. }
  17822. }
  17823. }
  17824. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17825. /* Vertices */
  17826. var contour = vertices; // vertices has all points but contour has only points of circumference
  17827. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17828. ahole = holes[ h ];
  17829. vertices = vertices.concat( ahole );
  17830. }
  17831. function scalePt2( pt, vec, size ) {
  17832. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17833. return vec.clone().multiplyScalar( size ).add( pt );
  17834. }
  17835. var b, bs, t, z,
  17836. vert, vlen = vertices.length,
  17837. face, flen = faces.length;
  17838. // Find directions for point movement
  17839. function getBevelVec( inPt, inPrev, inNext ) {
  17840. // computes for inPt the corresponding point inPt' on a new contour
  17841. // shifted by 1 unit (length of normalized vector) to the left
  17842. // if we walk along contour clockwise, this new contour is outside the old one
  17843. //
  17844. // inPt' is the intersection of the two lines parallel to the two
  17845. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17846. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17847. // good reading for geometry algorithms (here: line-line intersection)
  17848. // http://geomalgorithms.com/a05-_intersect-1.html
  17849. var v_prev_x = inPt.x - inPrev.x,
  17850. v_prev_y = inPt.y - inPrev.y;
  17851. var v_next_x = inNext.x - inPt.x,
  17852. v_next_y = inNext.y - inPt.y;
  17853. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17854. // check for collinear edges
  17855. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17856. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17857. // not collinear
  17858. // length of vectors for normalizing
  17859. var v_prev_len = Math.sqrt( v_prev_lensq );
  17860. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17861. // shift adjacent points by unit vectors to the left
  17862. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17863. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17864. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17865. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17866. // scaling factor for v_prev to intersection point
  17867. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17868. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17869. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17870. // vector from inPt to intersection point
  17871. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17872. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17873. // Don't normalize!, otherwise sharp corners become ugly
  17874. // but prevent crazy spikes
  17875. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17876. if ( v_trans_lensq <= 2 ) {
  17877. return new Vector2( v_trans_x, v_trans_y );
  17878. } else {
  17879. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17880. }
  17881. } else {
  17882. // handle special case of collinear edges
  17883. var direction_eq = false; // assumes: opposite
  17884. if ( v_prev_x > Number.EPSILON ) {
  17885. if ( v_next_x > Number.EPSILON ) {
  17886. direction_eq = true;
  17887. }
  17888. } else {
  17889. if ( v_prev_x < - Number.EPSILON ) {
  17890. if ( v_next_x < - Number.EPSILON ) {
  17891. direction_eq = true;
  17892. }
  17893. } else {
  17894. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17895. direction_eq = true;
  17896. }
  17897. }
  17898. }
  17899. if ( direction_eq ) {
  17900. // console.log("Warning: lines are a straight sequence");
  17901. v_trans_x = - v_prev_y;
  17902. v_trans_y = v_prev_x;
  17903. shrink_by = Math.sqrt( v_prev_lensq );
  17904. } else {
  17905. // console.log("Warning: lines are a straight spike");
  17906. v_trans_x = v_prev_x;
  17907. v_trans_y = v_prev_y;
  17908. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17909. }
  17910. }
  17911. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17912. }
  17913. var contourMovements = [];
  17914. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17915. if ( j === il ) j = 0;
  17916. if ( k === il ) k = 0;
  17917. // (j)---(i)---(k)
  17918. // console.log('i,j,k', i, j , k)
  17919. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17920. }
  17921. var holesMovements = [],
  17922. oneHoleMovements, verticesMovements = contourMovements.concat();
  17923. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17924. ahole = holes[ h ];
  17925. oneHoleMovements = [];
  17926. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17927. if ( j === il ) j = 0;
  17928. if ( k === il ) k = 0;
  17929. // (j)---(i)---(k)
  17930. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17931. }
  17932. holesMovements.push( oneHoleMovements );
  17933. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17934. }
  17935. // Loop bevelSegments, 1 for the front, 1 for the back
  17936. for ( b = 0; b < bevelSegments; b ++ ) {
  17937. //for ( b = bevelSegments; b > 0; b -- ) {
  17938. t = b / bevelSegments;
  17939. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17940. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17941. // contract shape
  17942. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17943. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17944. v( vert.x, vert.y, - z );
  17945. }
  17946. // expand holes
  17947. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17948. ahole = holes[ h ];
  17949. oneHoleMovements = holesMovements[ h ];
  17950. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17951. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17952. v( vert.x, vert.y, - z );
  17953. }
  17954. }
  17955. }
  17956. bs = bevelSize + bevelOffset;
  17957. // Back facing vertices
  17958. for ( i = 0; i < vlen; i ++ ) {
  17959. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17960. if ( ! extrudeByPath ) {
  17961. v( vert.x, vert.y, 0 );
  17962. } else {
  17963. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17964. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17965. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17966. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17967. v( position2.x, position2.y, position2.z );
  17968. }
  17969. }
  17970. // Add stepped vertices...
  17971. // Including front facing vertices
  17972. var s;
  17973. for ( s = 1; s <= steps; s ++ ) {
  17974. for ( i = 0; i < vlen; i ++ ) {
  17975. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17976. if ( ! extrudeByPath ) {
  17977. v( vert.x, vert.y, depth / steps * s );
  17978. } else {
  17979. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17980. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17981. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17982. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17983. v( position2.x, position2.y, position2.z );
  17984. }
  17985. }
  17986. }
  17987. // Add bevel segments planes
  17988. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17989. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17990. t = b / bevelSegments;
  17991. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17992. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17993. // contract shape
  17994. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17995. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17996. v( vert.x, vert.y, depth + z );
  17997. }
  17998. // expand holes
  17999. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18000. ahole = holes[ h ];
  18001. oneHoleMovements = holesMovements[ h ];
  18002. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18003. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18004. if ( ! extrudeByPath ) {
  18005. v( vert.x, vert.y, depth + z );
  18006. } else {
  18007. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18008. }
  18009. }
  18010. }
  18011. }
  18012. /* Faces */
  18013. // Top and bottom faces
  18014. buildLidFaces();
  18015. // Sides faces
  18016. buildSideFaces();
  18017. ///// Internal functions
  18018. function buildLidFaces() {
  18019. var start = verticesArray.length / 3;
  18020. if ( bevelEnabled ) {
  18021. var layer = 0; // steps + 1
  18022. var offset = vlen * layer;
  18023. // Bottom faces
  18024. for ( i = 0; i < flen; i ++ ) {
  18025. face = faces[ i ];
  18026. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18027. }
  18028. layer = steps + bevelSegments * 2;
  18029. offset = vlen * layer;
  18030. // Top faces
  18031. for ( i = 0; i < flen; i ++ ) {
  18032. face = faces[ i ];
  18033. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18034. }
  18035. } else {
  18036. // Bottom faces
  18037. for ( i = 0; i < flen; i ++ ) {
  18038. face = faces[ i ];
  18039. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18040. }
  18041. // Top faces
  18042. for ( i = 0; i < flen; i ++ ) {
  18043. face = faces[ i ];
  18044. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18045. }
  18046. }
  18047. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18048. }
  18049. // Create faces for the z-sides of the shape
  18050. function buildSideFaces() {
  18051. var start = verticesArray.length / 3;
  18052. var layeroffset = 0;
  18053. sidewalls( contour, layeroffset );
  18054. layeroffset += contour.length;
  18055. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18056. ahole = holes[ h ];
  18057. sidewalls( ahole, layeroffset );
  18058. //, true
  18059. layeroffset += ahole.length;
  18060. }
  18061. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18062. }
  18063. function sidewalls( contour, layeroffset ) {
  18064. var j, k;
  18065. i = contour.length;
  18066. while ( -- i >= 0 ) {
  18067. j = i;
  18068. k = i - 1;
  18069. if ( k < 0 ) k = contour.length - 1;
  18070. //console.log('b', i,j, i-1, k,vertices.length);
  18071. var s = 0,
  18072. sl = steps + bevelSegments * 2;
  18073. for ( s = 0; s < sl; s ++ ) {
  18074. var slen1 = vlen * s;
  18075. var slen2 = vlen * ( s + 1 );
  18076. var a = layeroffset + j + slen1,
  18077. b = layeroffset + k + slen1,
  18078. c = layeroffset + k + slen2,
  18079. d = layeroffset + j + slen2;
  18080. f4( a, b, c, d );
  18081. }
  18082. }
  18083. }
  18084. function v( x, y, z ) {
  18085. placeholder.push( x );
  18086. placeholder.push( y );
  18087. placeholder.push( z );
  18088. }
  18089. function f3( a, b, c ) {
  18090. addVertex( a );
  18091. addVertex( b );
  18092. addVertex( c );
  18093. var nextIndex = verticesArray.length / 3;
  18094. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18095. addUV( uvs[ 0 ] );
  18096. addUV( uvs[ 1 ] );
  18097. addUV( uvs[ 2 ] );
  18098. }
  18099. function f4( a, b, c, d ) {
  18100. addVertex( a );
  18101. addVertex( b );
  18102. addVertex( d );
  18103. addVertex( b );
  18104. addVertex( c );
  18105. addVertex( d );
  18106. var nextIndex = verticesArray.length / 3;
  18107. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18108. addUV( uvs[ 0 ] );
  18109. addUV( uvs[ 1 ] );
  18110. addUV( uvs[ 3 ] );
  18111. addUV( uvs[ 1 ] );
  18112. addUV( uvs[ 2 ] );
  18113. addUV( uvs[ 3 ] );
  18114. }
  18115. function addVertex( index ) {
  18116. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18117. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18118. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18119. }
  18120. function addUV( vector2 ) {
  18121. uvArray.push( vector2.x );
  18122. uvArray.push( vector2.y );
  18123. }
  18124. }
  18125. }
  18126. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18127. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18128. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18129. var data = BufferGeometry.prototype.toJSON.call( this );
  18130. var shapes = this.parameters.shapes;
  18131. var options = this.parameters.options;
  18132. return toJSON( shapes, options, data );
  18133. };
  18134. //
  18135. var WorldUVGenerator = {
  18136. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18137. var a_x = vertices[ indexA * 3 ];
  18138. var a_y = vertices[ indexA * 3 + 1 ];
  18139. var b_x = vertices[ indexB * 3 ];
  18140. var b_y = vertices[ indexB * 3 + 1 ];
  18141. var c_x = vertices[ indexC * 3 ];
  18142. var c_y = vertices[ indexC * 3 + 1 ];
  18143. return [
  18144. new Vector2( a_x, a_y ),
  18145. new Vector2( b_x, b_y ),
  18146. new Vector2( c_x, c_y )
  18147. ];
  18148. },
  18149. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18150. var a_x = vertices[ indexA * 3 ];
  18151. var a_y = vertices[ indexA * 3 + 1 ];
  18152. var a_z = vertices[ indexA * 3 + 2 ];
  18153. var b_x = vertices[ indexB * 3 ];
  18154. var b_y = vertices[ indexB * 3 + 1 ];
  18155. var b_z = vertices[ indexB * 3 + 2 ];
  18156. var c_x = vertices[ indexC * 3 ];
  18157. var c_y = vertices[ indexC * 3 + 1 ];
  18158. var c_z = vertices[ indexC * 3 + 2 ];
  18159. var d_x = vertices[ indexD * 3 ];
  18160. var d_y = vertices[ indexD * 3 + 1 ];
  18161. var d_z = vertices[ indexD * 3 + 2 ];
  18162. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18163. return [
  18164. new Vector2( a_x, 1 - a_z ),
  18165. new Vector2( b_x, 1 - b_z ),
  18166. new Vector2( c_x, 1 - c_z ),
  18167. new Vector2( d_x, 1 - d_z )
  18168. ];
  18169. } else {
  18170. return [
  18171. new Vector2( a_y, 1 - a_z ),
  18172. new Vector2( b_y, 1 - b_z ),
  18173. new Vector2( c_y, 1 - c_z ),
  18174. new Vector2( d_y, 1 - d_z )
  18175. ];
  18176. }
  18177. }
  18178. };
  18179. function toJSON( shapes, options, data ) {
  18180. //
  18181. data.shapes = [];
  18182. if ( Array.isArray( shapes ) ) {
  18183. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18184. var shape = shapes[ i ];
  18185. data.shapes.push( shape.uuid );
  18186. }
  18187. } else {
  18188. data.shapes.push( shapes.uuid );
  18189. }
  18190. //
  18191. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18192. return data;
  18193. }
  18194. /**
  18195. * @author zz85 / http://www.lab4games.net/zz85/blog
  18196. * @author alteredq / http://alteredqualia.com/
  18197. *
  18198. * Text = 3D Text
  18199. *
  18200. * parameters = {
  18201. * font: <THREE.Font>, // font
  18202. *
  18203. * size: <float>, // size of the text
  18204. * height: <float>, // thickness to extrude text
  18205. * curveSegments: <int>, // number of points on the curves
  18206. *
  18207. * bevelEnabled: <bool>, // turn on bevel
  18208. * bevelThickness: <float>, // how deep into text bevel goes
  18209. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18210. * bevelOffset: <float> // how far from text outline does bevel start
  18211. * }
  18212. */
  18213. // TextGeometry
  18214. function TextGeometry( text, parameters ) {
  18215. Geometry.call( this );
  18216. this.type = 'TextGeometry';
  18217. this.parameters = {
  18218. text: text,
  18219. parameters: parameters
  18220. };
  18221. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18222. this.mergeVertices();
  18223. }
  18224. TextGeometry.prototype = Object.create( Geometry.prototype );
  18225. TextGeometry.prototype.constructor = TextGeometry;
  18226. // TextBufferGeometry
  18227. function TextBufferGeometry( text, parameters ) {
  18228. parameters = parameters || {};
  18229. var font = parameters.font;
  18230. if ( ! ( font && font.isFont ) ) {
  18231. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18232. return new Geometry();
  18233. }
  18234. var shapes = font.generateShapes( text, parameters.size );
  18235. // translate parameters to ExtrudeGeometry API
  18236. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18237. // defaults
  18238. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18239. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18240. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18241. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18242. this.type = 'TextBufferGeometry';
  18243. }
  18244. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18245. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18246. /**
  18247. * @author mrdoob / http://mrdoob.com/
  18248. * @author benaadams / https://twitter.com/ben_a_adams
  18249. * @author Mugen87 / https://github.com/Mugen87
  18250. */
  18251. // SphereGeometry
  18252. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18253. Geometry.call( this );
  18254. this.type = 'SphereGeometry';
  18255. this.parameters = {
  18256. radius: radius,
  18257. widthSegments: widthSegments,
  18258. heightSegments: heightSegments,
  18259. phiStart: phiStart,
  18260. phiLength: phiLength,
  18261. thetaStart: thetaStart,
  18262. thetaLength: thetaLength
  18263. };
  18264. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18265. this.mergeVertices();
  18266. }
  18267. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18268. SphereGeometry.prototype.constructor = SphereGeometry;
  18269. // SphereBufferGeometry
  18270. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18271. BufferGeometry.call( this );
  18272. this.type = 'SphereBufferGeometry';
  18273. this.parameters = {
  18274. radius: radius,
  18275. widthSegments: widthSegments,
  18276. heightSegments: heightSegments,
  18277. phiStart: phiStart,
  18278. phiLength: phiLength,
  18279. thetaStart: thetaStart,
  18280. thetaLength: thetaLength
  18281. };
  18282. radius = radius || 1;
  18283. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18284. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18285. phiStart = phiStart !== undefined ? phiStart : 0;
  18286. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18287. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18288. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18289. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18290. var ix, iy;
  18291. var index = 0;
  18292. var grid = [];
  18293. var vertex = new Vector3();
  18294. var normal = new Vector3();
  18295. // buffers
  18296. var indices = [];
  18297. var vertices = [];
  18298. var normals = [];
  18299. var uvs = [];
  18300. // generate vertices, normals and uvs
  18301. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18302. var verticesRow = [];
  18303. var v = iy / heightSegments;
  18304. // special case for the poles
  18305. var uOffset = 0;
  18306. if ( iy == 0 && thetaStart == 0 ) {
  18307. uOffset = 0.5 / widthSegments;
  18308. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18309. uOffset = - 0.5 / widthSegments;
  18310. }
  18311. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18312. var u = ix / widthSegments;
  18313. // vertex
  18314. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18315. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18316. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18317. vertices.push( vertex.x, vertex.y, vertex.z );
  18318. // normal
  18319. normal.copy( vertex ).normalize();
  18320. normals.push( normal.x, normal.y, normal.z );
  18321. // uv
  18322. uvs.push( u + uOffset, 1 - v );
  18323. verticesRow.push( index ++ );
  18324. }
  18325. grid.push( verticesRow );
  18326. }
  18327. // indices
  18328. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18329. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18330. var a = grid[ iy ][ ix + 1 ];
  18331. var b = grid[ iy ][ ix ];
  18332. var c = grid[ iy + 1 ][ ix ];
  18333. var d = grid[ iy + 1 ][ ix + 1 ];
  18334. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18335. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18336. }
  18337. }
  18338. // build geometry
  18339. this.setIndex( indices );
  18340. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18341. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18342. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18343. }
  18344. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18345. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18346. /**
  18347. * @author Kaleb Murphy
  18348. * @author Mugen87 / https://github.com/Mugen87
  18349. */
  18350. // RingGeometry
  18351. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18352. Geometry.call( this );
  18353. this.type = 'RingGeometry';
  18354. this.parameters = {
  18355. innerRadius: innerRadius,
  18356. outerRadius: outerRadius,
  18357. thetaSegments: thetaSegments,
  18358. phiSegments: phiSegments,
  18359. thetaStart: thetaStart,
  18360. thetaLength: thetaLength
  18361. };
  18362. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18363. this.mergeVertices();
  18364. }
  18365. RingGeometry.prototype = Object.create( Geometry.prototype );
  18366. RingGeometry.prototype.constructor = RingGeometry;
  18367. // RingBufferGeometry
  18368. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18369. BufferGeometry.call( this );
  18370. this.type = 'RingBufferGeometry';
  18371. this.parameters = {
  18372. innerRadius: innerRadius,
  18373. outerRadius: outerRadius,
  18374. thetaSegments: thetaSegments,
  18375. phiSegments: phiSegments,
  18376. thetaStart: thetaStart,
  18377. thetaLength: thetaLength
  18378. };
  18379. innerRadius = innerRadius || 0.5;
  18380. outerRadius = outerRadius || 1;
  18381. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18382. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18383. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18384. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18385. // buffers
  18386. var indices = [];
  18387. var vertices = [];
  18388. var normals = [];
  18389. var uvs = [];
  18390. // some helper variables
  18391. var segment;
  18392. var radius = innerRadius;
  18393. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18394. var vertex = new Vector3();
  18395. var uv = new Vector2();
  18396. var j, i;
  18397. // generate vertices, normals and uvs
  18398. for ( j = 0; j <= phiSegments; j ++ ) {
  18399. for ( i = 0; i <= thetaSegments; i ++ ) {
  18400. // values are generate from the inside of the ring to the outside
  18401. segment = thetaStart + i / thetaSegments * thetaLength;
  18402. // vertex
  18403. vertex.x = radius * Math.cos( segment );
  18404. vertex.y = radius * Math.sin( segment );
  18405. vertices.push( vertex.x, vertex.y, vertex.z );
  18406. // normal
  18407. normals.push( 0, 0, 1 );
  18408. // uv
  18409. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18410. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18411. uvs.push( uv.x, uv.y );
  18412. }
  18413. // increase the radius for next row of vertices
  18414. radius += radiusStep;
  18415. }
  18416. // indices
  18417. for ( j = 0; j < phiSegments; j ++ ) {
  18418. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18419. for ( i = 0; i < thetaSegments; i ++ ) {
  18420. segment = i + thetaSegmentLevel;
  18421. var a = segment;
  18422. var b = segment + thetaSegments + 1;
  18423. var c = segment + thetaSegments + 2;
  18424. var d = segment + 1;
  18425. // faces
  18426. indices.push( a, b, d );
  18427. indices.push( b, c, d );
  18428. }
  18429. }
  18430. // build geometry
  18431. this.setIndex( indices );
  18432. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18433. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18434. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18435. }
  18436. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18437. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18438. /**
  18439. * @author zz85 / https://github.com/zz85
  18440. * @author bhouston / http://clara.io
  18441. * @author Mugen87 / https://github.com/Mugen87
  18442. */
  18443. // LatheGeometry
  18444. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18445. Geometry.call( this );
  18446. this.type = 'LatheGeometry';
  18447. this.parameters = {
  18448. points: points,
  18449. segments: segments,
  18450. phiStart: phiStart,
  18451. phiLength: phiLength
  18452. };
  18453. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18454. this.mergeVertices();
  18455. }
  18456. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18457. LatheGeometry.prototype.constructor = LatheGeometry;
  18458. // LatheBufferGeometry
  18459. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18460. BufferGeometry.call( this );
  18461. this.type = 'LatheBufferGeometry';
  18462. this.parameters = {
  18463. points: points,
  18464. segments: segments,
  18465. phiStart: phiStart,
  18466. phiLength: phiLength
  18467. };
  18468. segments = Math.floor( segments ) || 12;
  18469. phiStart = phiStart || 0;
  18470. phiLength = phiLength || Math.PI * 2;
  18471. // clamp phiLength so it's in range of [ 0, 2PI ]
  18472. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18473. // buffers
  18474. var indices = [];
  18475. var vertices = [];
  18476. var uvs = [];
  18477. // helper variables
  18478. var base;
  18479. var inverseSegments = 1.0 / segments;
  18480. var vertex = new Vector3();
  18481. var uv = new Vector2();
  18482. var i, j;
  18483. // generate vertices and uvs
  18484. for ( i = 0; i <= segments; i ++ ) {
  18485. var phi = phiStart + i * inverseSegments * phiLength;
  18486. var sin = Math.sin( phi );
  18487. var cos = Math.cos( phi );
  18488. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18489. // vertex
  18490. vertex.x = points[ j ].x * sin;
  18491. vertex.y = points[ j ].y;
  18492. vertex.z = points[ j ].x * cos;
  18493. vertices.push( vertex.x, vertex.y, vertex.z );
  18494. // uv
  18495. uv.x = i / segments;
  18496. uv.y = j / ( points.length - 1 );
  18497. uvs.push( uv.x, uv.y );
  18498. }
  18499. }
  18500. // indices
  18501. for ( i = 0; i < segments; i ++ ) {
  18502. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18503. base = j + i * points.length;
  18504. var a = base;
  18505. var b = base + points.length;
  18506. var c = base + points.length + 1;
  18507. var d = base + 1;
  18508. // faces
  18509. indices.push( a, b, d );
  18510. indices.push( b, c, d );
  18511. }
  18512. }
  18513. // build geometry
  18514. this.setIndex( indices );
  18515. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18516. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18517. // generate normals
  18518. this.computeVertexNormals();
  18519. // if the geometry is closed, we need to average the normals along the seam.
  18520. // because the corresponding vertices are identical (but still have different UVs).
  18521. if ( phiLength === Math.PI * 2 ) {
  18522. var normals = this.attributes.normal.array;
  18523. var n1 = new Vector3();
  18524. var n2 = new Vector3();
  18525. var n = new Vector3();
  18526. // this is the buffer offset for the last line of vertices
  18527. base = segments * points.length * 3;
  18528. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18529. // select the normal of the vertex in the first line
  18530. n1.x = normals[ j + 0 ];
  18531. n1.y = normals[ j + 1 ];
  18532. n1.z = normals[ j + 2 ];
  18533. // select the normal of the vertex in the last line
  18534. n2.x = normals[ base + j + 0 ];
  18535. n2.y = normals[ base + j + 1 ];
  18536. n2.z = normals[ base + j + 2 ];
  18537. // average normals
  18538. n.addVectors( n1, n2 ).normalize();
  18539. // assign the new values to both normals
  18540. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18541. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18542. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18543. }
  18544. }
  18545. }
  18546. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18547. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18548. /**
  18549. * @author jonobr1 / http://jonobr1.com
  18550. * @author Mugen87 / https://github.com/Mugen87
  18551. */
  18552. // ShapeGeometry
  18553. function ShapeGeometry( shapes, curveSegments ) {
  18554. Geometry.call( this );
  18555. this.type = 'ShapeGeometry';
  18556. if ( typeof curveSegments === 'object' ) {
  18557. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18558. curveSegments = curveSegments.curveSegments;
  18559. }
  18560. this.parameters = {
  18561. shapes: shapes,
  18562. curveSegments: curveSegments
  18563. };
  18564. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18565. this.mergeVertices();
  18566. }
  18567. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18568. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18569. ShapeGeometry.prototype.toJSON = function () {
  18570. var data = Geometry.prototype.toJSON.call( this );
  18571. var shapes = this.parameters.shapes;
  18572. return toJSON$1( shapes, data );
  18573. };
  18574. // ShapeBufferGeometry
  18575. function ShapeBufferGeometry( shapes, curveSegments ) {
  18576. BufferGeometry.call( this );
  18577. this.type = 'ShapeBufferGeometry';
  18578. this.parameters = {
  18579. shapes: shapes,
  18580. curveSegments: curveSegments
  18581. };
  18582. curveSegments = curveSegments || 12;
  18583. // buffers
  18584. var indices = [];
  18585. var vertices = [];
  18586. var normals = [];
  18587. var uvs = [];
  18588. // helper variables
  18589. var groupStart = 0;
  18590. var groupCount = 0;
  18591. // allow single and array values for "shapes" parameter
  18592. if ( Array.isArray( shapes ) === false ) {
  18593. addShape( shapes );
  18594. } else {
  18595. for ( var i = 0; i < shapes.length; i ++ ) {
  18596. addShape( shapes[ i ] );
  18597. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18598. groupStart += groupCount;
  18599. groupCount = 0;
  18600. }
  18601. }
  18602. // build geometry
  18603. this.setIndex( indices );
  18604. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18605. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18606. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18607. // helper functions
  18608. function addShape( shape ) {
  18609. var i, l, shapeHole;
  18610. var indexOffset = vertices.length / 3;
  18611. var points = shape.extractPoints( curveSegments );
  18612. var shapeVertices = points.shape;
  18613. var shapeHoles = points.holes;
  18614. // check direction of vertices
  18615. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18616. shapeVertices = shapeVertices.reverse();
  18617. }
  18618. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18619. shapeHole = shapeHoles[ i ];
  18620. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18621. shapeHoles[ i ] = shapeHole.reverse();
  18622. }
  18623. }
  18624. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18625. // join vertices of inner and outer paths to a single array
  18626. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18627. shapeHole = shapeHoles[ i ];
  18628. shapeVertices = shapeVertices.concat( shapeHole );
  18629. }
  18630. // vertices, normals, uvs
  18631. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18632. var vertex = shapeVertices[ i ];
  18633. vertices.push( vertex.x, vertex.y, 0 );
  18634. normals.push( 0, 0, 1 );
  18635. uvs.push( vertex.x, vertex.y ); // world uvs
  18636. }
  18637. // incides
  18638. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18639. var face = faces[ i ];
  18640. var a = face[ 0 ] + indexOffset;
  18641. var b = face[ 1 ] + indexOffset;
  18642. var c = face[ 2 ] + indexOffset;
  18643. indices.push( a, b, c );
  18644. groupCount += 3;
  18645. }
  18646. }
  18647. }
  18648. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18649. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18650. ShapeBufferGeometry.prototype.toJSON = function () {
  18651. var data = BufferGeometry.prototype.toJSON.call( this );
  18652. var shapes = this.parameters.shapes;
  18653. return toJSON$1( shapes, data );
  18654. };
  18655. //
  18656. function toJSON$1( shapes, data ) {
  18657. data.shapes = [];
  18658. if ( Array.isArray( shapes ) ) {
  18659. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18660. var shape = shapes[ i ];
  18661. data.shapes.push( shape.uuid );
  18662. }
  18663. } else {
  18664. data.shapes.push( shapes.uuid );
  18665. }
  18666. return data;
  18667. }
  18668. /**
  18669. * @author WestLangley / http://github.com/WestLangley
  18670. * @author Mugen87 / https://github.com/Mugen87
  18671. */
  18672. function EdgesGeometry( geometry, thresholdAngle ) {
  18673. BufferGeometry.call( this );
  18674. this.type = 'EdgesGeometry';
  18675. this.parameters = {
  18676. thresholdAngle: thresholdAngle
  18677. };
  18678. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18679. // buffer
  18680. var vertices = [];
  18681. // helper variables
  18682. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18683. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18684. var key, keys = [ 'a', 'b', 'c' ];
  18685. // prepare source geometry
  18686. var geometry2;
  18687. if ( geometry.isBufferGeometry ) {
  18688. geometry2 = new Geometry();
  18689. geometry2.fromBufferGeometry( geometry );
  18690. } else {
  18691. geometry2 = geometry.clone();
  18692. }
  18693. geometry2.mergeVertices();
  18694. geometry2.computeFaceNormals();
  18695. var sourceVertices = geometry2.vertices;
  18696. var faces = geometry2.faces;
  18697. // now create a data structure where each entry represents an edge with its adjoining faces
  18698. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18699. var face = faces[ i ];
  18700. for ( var j = 0; j < 3; j ++ ) {
  18701. edge1 = face[ keys[ j ] ];
  18702. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18703. edge[ 0 ] = Math.min( edge1, edge2 );
  18704. edge[ 1 ] = Math.max( edge1, edge2 );
  18705. key = edge[ 0 ] + ',' + edge[ 1 ];
  18706. if ( edges[ key ] === undefined ) {
  18707. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18708. } else {
  18709. edges[ key ].face2 = i;
  18710. }
  18711. }
  18712. }
  18713. // generate vertices
  18714. for ( key in edges ) {
  18715. var e = edges[ key ];
  18716. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18717. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18718. var vertex = sourceVertices[ e.index1 ];
  18719. vertices.push( vertex.x, vertex.y, vertex.z );
  18720. vertex = sourceVertices[ e.index2 ];
  18721. vertices.push( vertex.x, vertex.y, vertex.z );
  18722. }
  18723. }
  18724. // build geometry
  18725. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18726. }
  18727. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18728. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18729. /**
  18730. * @author mrdoob / http://mrdoob.com/
  18731. * @author Mugen87 / https://github.com/Mugen87
  18732. */
  18733. // CylinderGeometry
  18734. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18735. Geometry.call( this );
  18736. this.type = 'CylinderGeometry';
  18737. this.parameters = {
  18738. radiusTop: radiusTop,
  18739. radiusBottom: radiusBottom,
  18740. height: height,
  18741. radialSegments: radialSegments,
  18742. heightSegments: heightSegments,
  18743. openEnded: openEnded,
  18744. thetaStart: thetaStart,
  18745. thetaLength: thetaLength
  18746. };
  18747. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18748. this.mergeVertices();
  18749. }
  18750. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18751. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18752. // CylinderBufferGeometry
  18753. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18754. BufferGeometry.call( this );
  18755. this.type = 'CylinderBufferGeometry';
  18756. this.parameters = {
  18757. radiusTop: radiusTop,
  18758. radiusBottom: radiusBottom,
  18759. height: height,
  18760. radialSegments: radialSegments,
  18761. heightSegments: heightSegments,
  18762. openEnded: openEnded,
  18763. thetaStart: thetaStart,
  18764. thetaLength: thetaLength
  18765. };
  18766. var scope = this;
  18767. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18768. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18769. height = height || 1;
  18770. radialSegments = Math.floor( radialSegments ) || 8;
  18771. heightSegments = Math.floor( heightSegments ) || 1;
  18772. openEnded = openEnded !== undefined ? openEnded : false;
  18773. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18774. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18775. // buffers
  18776. var indices = [];
  18777. var vertices = [];
  18778. var normals = [];
  18779. var uvs = [];
  18780. // helper variables
  18781. var index = 0;
  18782. var indexArray = [];
  18783. var halfHeight = height / 2;
  18784. var groupStart = 0;
  18785. // generate geometry
  18786. generateTorso();
  18787. if ( openEnded === false ) {
  18788. if ( radiusTop > 0 ) generateCap( true );
  18789. if ( radiusBottom > 0 ) generateCap( false );
  18790. }
  18791. // build geometry
  18792. this.setIndex( indices );
  18793. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18794. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18795. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18796. function generateTorso() {
  18797. var x, y;
  18798. var normal = new Vector3();
  18799. var vertex = new Vector3();
  18800. var groupCount = 0;
  18801. // this will be used to calculate the normal
  18802. var slope = ( radiusBottom - radiusTop ) / height;
  18803. // generate vertices, normals and uvs
  18804. for ( y = 0; y <= heightSegments; y ++ ) {
  18805. var indexRow = [];
  18806. var v = y / heightSegments;
  18807. // calculate the radius of the current row
  18808. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18809. for ( x = 0; x <= radialSegments; x ++ ) {
  18810. var u = x / radialSegments;
  18811. var theta = u * thetaLength + thetaStart;
  18812. var sinTheta = Math.sin( theta );
  18813. var cosTheta = Math.cos( theta );
  18814. // vertex
  18815. vertex.x = radius * sinTheta;
  18816. vertex.y = - v * height + halfHeight;
  18817. vertex.z = radius * cosTheta;
  18818. vertices.push( vertex.x, vertex.y, vertex.z );
  18819. // normal
  18820. normal.set( sinTheta, slope, cosTheta ).normalize();
  18821. normals.push( normal.x, normal.y, normal.z );
  18822. // uv
  18823. uvs.push( u, 1 - v );
  18824. // save index of vertex in respective row
  18825. indexRow.push( index ++ );
  18826. }
  18827. // now save vertices of the row in our index array
  18828. indexArray.push( indexRow );
  18829. }
  18830. // generate indices
  18831. for ( x = 0; x < radialSegments; x ++ ) {
  18832. for ( y = 0; y < heightSegments; y ++ ) {
  18833. // we use the index array to access the correct indices
  18834. var a = indexArray[ y ][ x ];
  18835. var b = indexArray[ y + 1 ][ x ];
  18836. var c = indexArray[ y + 1 ][ x + 1 ];
  18837. var d = indexArray[ y ][ x + 1 ];
  18838. // faces
  18839. indices.push( a, b, d );
  18840. indices.push( b, c, d );
  18841. // update group counter
  18842. groupCount += 6;
  18843. }
  18844. }
  18845. // add a group to the geometry. this will ensure multi material support
  18846. scope.addGroup( groupStart, groupCount, 0 );
  18847. // calculate new start value for groups
  18848. groupStart += groupCount;
  18849. }
  18850. function generateCap( top ) {
  18851. var x, centerIndexStart, centerIndexEnd;
  18852. var uv = new Vector2();
  18853. var vertex = new Vector3();
  18854. var groupCount = 0;
  18855. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18856. var sign = ( top === true ) ? 1 : - 1;
  18857. // save the index of the first center vertex
  18858. centerIndexStart = index;
  18859. // first we generate the center vertex data of the cap.
  18860. // because the geometry needs one set of uvs per face,
  18861. // we must generate a center vertex per face/segment
  18862. for ( x = 1; x <= radialSegments; x ++ ) {
  18863. // vertex
  18864. vertices.push( 0, halfHeight * sign, 0 );
  18865. // normal
  18866. normals.push( 0, sign, 0 );
  18867. // uv
  18868. uvs.push( 0.5, 0.5 );
  18869. // increase index
  18870. index ++;
  18871. }
  18872. // save the index of the last center vertex
  18873. centerIndexEnd = index;
  18874. // now we generate the surrounding vertices, normals and uvs
  18875. for ( x = 0; x <= radialSegments; x ++ ) {
  18876. var u = x / radialSegments;
  18877. var theta = u * thetaLength + thetaStart;
  18878. var cosTheta = Math.cos( theta );
  18879. var sinTheta = Math.sin( theta );
  18880. // vertex
  18881. vertex.x = radius * sinTheta;
  18882. vertex.y = halfHeight * sign;
  18883. vertex.z = radius * cosTheta;
  18884. vertices.push( vertex.x, vertex.y, vertex.z );
  18885. // normal
  18886. normals.push( 0, sign, 0 );
  18887. // uv
  18888. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18889. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18890. uvs.push( uv.x, uv.y );
  18891. // increase index
  18892. index ++;
  18893. }
  18894. // generate indices
  18895. for ( x = 0; x < radialSegments; x ++ ) {
  18896. var c = centerIndexStart + x;
  18897. var i = centerIndexEnd + x;
  18898. if ( top === true ) {
  18899. // face top
  18900. indices.push( i, i + 1, c );
  18901. } else {
  18902. // face bottom
  18903. indices.push( i + 1, i, c );
  18904. }
  18905. groupCount += 3;
  18906. }
  18907. // add a group to the geometry. this will ensure multi material support
  18908. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18909. // calculate new start value for groups
  18910. groupStart += groupCount;
  18911. }
  18912. }
  18913. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18914. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18915. /**
  18916. * @author abelnation / http://github.com/abelnation
  18917. */
  18918. // ConeGeometry
  18919. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18920. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18921. this.type = 'ConeGeometry';
  18922. this.parameters = {
  18923. radius: radius,
  18924. height: height,
  18925. radialSegments: radialSegments,
  18926. heightSegments: heightSegments,
  18927. openEnded: openEnded,
  18928. thetaStart: thetaStart,
  18929. thetaLength: thetaLength
  18930. };
  18931. }
  18932. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18933. ConeGeometry.prototype.constructor = ConeGeometry;
  18934. // ConeBufferGeometry
  18935. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18936. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18937. this.type = 'ConeBufferGeometry';
  18938. this.parameters = {
  18939. radius: radius,
  18940. height: height,
  18941. radialSegments: radialSegments,
  18942. heightSegments: heightSegments,
  18943. openEnded: openEnded,
  18944. thetaStart: thetaStart,
  18945. thetaLength: thetaLength
  18946. };
  18947. }
  18948. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18949. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18950. /**
  18951. * @author benaadams / https://twitter.com/ben_a_adams
  18952. * @author Mugen87 / https://github.com/Mugen87
  18953. * @author hughes
  18954. */
  18955. // CircleGeometry
  18956. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18957. Geometry.call( this );
  18958. this.type = 'CircleGeometry';
  18959. this.parameters = {
  18960. radius: radius,
  18961. segments: segments,
  18962. thetaStart: thetaStart,
  18963. thetaLength: thetaLength
  18964. };
  18965. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18966. this.mergeVertices();
  18967. }
  18968. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18969. CircleGeometry.prototype.constructor = CircleGeometry;
  18970. // CircleBufferGeometry
  18971. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18972. BufferGeometry.call( this );
  18973. this.type = 'CircleBufferGeometry';
  18974. this.parameters = {
  18975. radius: radius,
  18976. segments: segments,
  18977. thetaStart: thetaStart,
  18978. thetaLength: thetaLength
  18979. };
  18980. radius = radius || 1;
  18981. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18982. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18983. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18984. // buffers
  18985. var indices = [];
  18986. var vertices = [];
  18987. var normals = [];
  18988. var uvs = [];
  18989. // helper variables
  18990. var i, s;
  18991. var vertex = new Vector3();
  18992. var uv = new Vector2();
  18993. // center point
  18994. vertices.push( 0, 0, 0 );
  18995. normals.push( 0, 0, 1 );
  18996. uvs.push( 0.5, 0.5 );
  18997. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18998. var segment = thetaStart + s / segments * thetaLength;
  18999. // vertex
  19000. vertex.x = radius * Math.cos( segment );
  19001. vertex.y = radius * Math.sin( segment );
  19002. vertices.push( vertex.x, vertex.y, vertex.z );
  19003. // normal
  19004. normals.push( 0, 0, 1 );
  19005. // uvs
  19006. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19007. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19008. uvs.push( uv.x, uv.y );
  19009. }
  19010. // indices
  19011. for ( i = 1; i <= segments; i ++ ) {
  19012. indices.push( i, i + 1, 0 );
  19013. }
  19014. // build geometry
  19015. this.setIndex( indices );
  19016. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19017. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19018. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19019. }
  19020. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19021. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19022. var Geometries = /*#__PURE__*/Object.freeze({
  19023. WireframeGeometry: WireframeGeometry,
  19024. ParametricGeometry: ParametricGeometry,
  19025. ParametricBufferGeometry: ParametricBufferGeometry,
  19026. TetrahedronGeometry: TetrahedronGeometry,
  19027. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19028. OctahedronGeometry: OctahedronGeometry,
  19029. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19030. IcosahedronGeometry: IcosahedronGeometry,
  19031. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19032. DodecahedronGeometry: DodecahedronGeometry,
  19033. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19034. PolyhedronGeometry: PolyhedronGeometry,
  19035. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19036. TubeGeometry: TubeGeometry,
  19037. TubeBufferGeometry: TubeBufferGeometry,
  19038. TorusKnotGeometry: TorusKnotGeometry,
  19039. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19040. TorusGeometry: TorusGeometry,
  19041. TorusBufferGeometry: TorusBufferGeometry,
  19042. TextGeometry: TextGeometry,
  19043. TextBufferGeometry: TextBufferGeometry,
  19044. SphereGeometry: SphereGeometry,
  19045. SphereBufferGeometry: SphereBufferGeometry,
  19046. RingGeometry: RingGeometry,
  19047. RingBufferGeometry: RingBufferGeometry,
  19048. PlaneGeometry: PlaneGeometry,
  19049. PlaneBufferGeometry: PlaneBufferGeometry,
  19050. LatheGeometry: LatheGeometry,
  19051. LatheBufferGeometry: LatheBufferGeometry,
  19052. ShapeGeometry: ShapeGeometry,
  19053. ShapeBufferGeometry: ShapeBufferGeometry,
  19054. ExtrudeGeometry: ExtrudeGeometry,
  19055. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19056. EdgesGeometry: EdgesGeometry,
  19057. ConeGeometry: ConeGeometry,
  19058. ConeBufferGeometry: ConeBufferGeometry,
  19059. CylinderGeometry: CylinderGeometry,
  19060. CylinderBufferGeometry: CylinderBufferGeometry,
  19061. CircleGeometry: CircleGeometry,
  19062. CircleBufferGeometry: CircleBufferGeometry,
  19063. BoxGeometry: BoxGeometry,
  19064. BoxBufferGeometry: BoxBufferGeometry
  19065. });
  19066. /**
  19067. * @author mrdoob / http://mrdoob.com/
  19068. *
  19069. * parameters = {
  19070. * color: <THREE.Color>
  19071. * }
  19072. */
  19073. function ShadowMaterial( parameters ) {
  19074. Material.call( this );
  19075. this.type = 'ShadowMaterial';
  19076. this.color = new Color( 0x000000 );
  19077. this.transparent = true;
  19078. this.setValues( parameters );
  19079. }
  19080. ShadowMaterial.prototype = Object.create( Material.prototype );
  19081. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19082. ShadowMaterial.prototype.isShadowMaterial = true;
  19083. ShadowMaterial.prototype.copy = function ( source ) {
  19084. Material.prototype.copy.call( this, source );
  19085. this.color.copy( source.color );
  19086. return this;
  19087. };
  19088. /**
  19089. * @author mrdoob / http://mrdoob.com/
  19090. */
  19091. function RawShaderMaterial( parameters ) {
  19092. ShaderMaterial.call( this, parameters );
  19093. this.type = 'RawShaderMaterial';
  19094. }
  19095. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19096. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19097. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19098. /**
  19099. * @author WestLangley / http://github.com/WestLangley
  19100. *
  19101. * parameters = {
  19102. * color: <hex>,
  19103. * roughness: <float>,
  19104. * metalness: <float>,
  19105. * opacity: <float>,
  19106. *
  19107. * map: new THREE.Texture( <Image> ),
  19108. *
  19109. * lightMap: new THREE.Texture( <Image> ),
  19110. * lightMapIntensity: <float>
  19111. *
  19112. * aoMap: new THREE.Texture( <Image> ),
  19113. * aoMapIntensity: <float>
  19114. *
  19115. * emissive: <hex>,
  19116. * emissiveIntensity: <float>
  19117. * emissiveMap: new THREE.Texture( <Image> ),
  19118. *
  19119. * bumpMap: new THREE.Texture( <Image> ),
  19120. * bumpScale: <float>,
  19121. *
  19122. * normalMap: new THREE.Texture( <Image> ),
  19123. * normalMapType: THREE.TangentSpaceNormalMap,
  19124. * normalScale: <Vector2>,
  19125. *
  19126. * displacementMap: new THREE.Texture( <Image> ),
  19127. * displacementScale: <float>,
  19128. * displacementBias: <float>,
  19129. *
  19130. * roughnessMap: new THREE.Texture( <Image> ),
  19131. *
  19132. * metalnessMap: new THREE.Texture( <Image> ),
  19133. *
  19134. * alphaMap: new THREE.Texture( <Image> ),
  19135. *
  19136. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19137. * envMapIntensity: <float>
  19138. *
  19139. * refractionRatio: <float>,
  19140. *
  19141. * wireframe: <boolean>,
  19142. * wireframeLinewidth: <float>,
  19143. *
  19144. * skinning: <bool>,
  19145. * morphTargets: <bool>,
  19146. * morphNormals: <bool>
  19147. * }
  19148. */
  19149. function MeshStandardMaterial( parameters ) {
  19150. Material.call( this );
  19151. this.defines = { 'STANDARD': '' };
  19152. this.type = 'MeshStandardMaterial';
  19153. this.color = new Color( 0xffffff ); // diffuse
  19154. this.roughness = 0.5;
  19155. this.metalness = 0.5;
  19156. this.map = null;
  19157. this.lightMap = null;
  19158. this.lightMapIntensity = 1.0;
  19159. this.aoMap = null;
  19160. this.aoMapIntensity = 1.0;
  19161. this.emissive = new Color( 0x000000 );
  19162. this.emissiveIntensity = 1.0;
  19163. this.emissiveMap = null;
  19164. this.bumpMap = null;
  19165. this.bumpScale = 1;
  19166. this.normalMap = null;
  19167. this.normalMapType = TangentSpaceNormalMap;
  19168. this.normalScale = new Vector2( 1, 1 );
  19169. this.displacementMap = null;
  19170. this.displacementScale = 1;
  19171. this.displacementBias = 0;
  19172. this.roughnessMap = null;
  19173. this.metalnessMap = null;
  19174. this.alphaMap = null;
  19175. this.envMap = null;
  19176. this.envMapIntensity = 1.0;
  19177. this.refractionRatio = 0.98;
  19178. this.wireframe = false;
  19179. this.wireframeLinewidth = 1;
  19180. this.wireframeLinecap = 'round';
  19181. this.wireframeLinejoin = 'round';
  19182. this.skinning = false;
  19183. this.morphTargets = false;
  19184. this.morphNormals = false;
  19185. this.setValues( parameters );
  19186. }
  19187. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19188. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19189. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19190. MeshStandardMaterial.prototype.copy = function ( source ) {
  19191. Material.prototype.copy.call( this, source );
  19192. this.defines = { 'STANDARD': '' };
  19193. this.color.copy( source.color );
  19194. this.roughness = source.roughness;
  19195. this.metalness = source.metalness;
  19196. this.map = source.map;
  19197. this.lightMap = source.lightMap;
  19198. this.lightMapIntensity = source.lightMapIntensity;
  19199. this.aoMap = source.aoMap;
  19200. this.aoMapIntensity = source.aoMapIntensity;
  19201. this.emissive.copy( source.emissive );
  19202. this.emissiveMap = source.emissiveMap;
  19203. this.emissiveIntensity = source.emissiveIntensity;
  19204. this.bumpMap = source.bumpMap;
  19205. this.bumpScale = source.bumpScale;
  19206. this.normalMap = source.normalMap;
  19207. this.normalMapType = source.normalMapType;
  19208. this.normalScale.copy( source.normalScale );
  19209. this.displacementMap = source.displacementMap;
  19210. this.displacementScale = source.displacementScale;
  19211. this.displacementBias = source.displacementBias;
  19212. this.roughnessMap = source.roughnessMap;
  19213. this.metalnessMap = source.metalnessMap;
  19214. this.alphaMap = source.alphaMap;
  19215. this.envMap = source.envMap;
  19216. this.envMapIntensity = source.envMapIntensity;
  19217. this.refractionRatio = source.refractionRatio;
  19218. this.wireframe = source.wireframe;
  19219. this.wireframeLinewidth = source.wireframeLinewidth;
  19220. this.wireframeLinecap = source.wireframeLinecap;
  19221. this.wireframeLinejoin = source.wireframeLinejoin;
  19222. this.skinning = source.skinning;
  19223. this.morphTargets = source.morphTargets;
  19224. this.morphNormals = source.morphNormals;
  19225. return this;
  19226. };
  19227. /**
  19228. * @author WestLangley / http://github.com/WestLangley
  19229. *
  19230. * parameters = {
  19231. * reflectivity: <float>
  19232. * clearCoat: <float>
  19233. * clearCoatRoughness: <float>
  19234. *
  19235. * clearCoatNormalScale: <Vector2>,
  19236. * clearCoatNormalMap: new THREE.Texture( <Image> ),
  19237. * }
  19238. */
  19239. function MeshPhysicalMaterial( parameters ) {
  19240. MeshStandardMaterial.call( this );
  19241. this.defines = { 'PHYSICAL': '' };
  19242. this.type = 'MeshPhysicalMaterial';
  19243. this.reflectivity = 0.5; // maps to F0 = 0.04
  19244. this.clearCoat = 0.0;
  19245. this.clearCoatRoughness = 0.0;
  19246. this.clearCoatNormalScale = new Vector2( 1, 1 );
  19247. this.clearCoatNormalMap = null;
  19248. this.setValues( parameters );
  19249. }
  19250. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19251. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19252. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19253. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19254. MeshStandardMaterial.prototype.copy.call( this, source );
  19255. this.defines = { 'PHYSICAL': '' };
  19256. this.reflectivity = source.reflectivity;
  19257. this.clearCoat = source.clearCoat;
  19258. this.clearCoatRoughness = source.clearCoatRoughness;
  19259. this.clearCoatNormalMap = source.clearCoatNormalMap;
  19260. this.clearCoatNormalScale.copy( source.clearCoatNormalScale );
  19261. return this;
  19262. };
  19263. /**
  19264. * @author mrdoob / http://mrdoob.com/
  19265. * @author alteredq / http://alteredqualia.com/
  19266. *
  19267. * parameters = {
  19268. * color: <hex>,
  19269. * specular: <hex>,
  19270. * shininess: <float>,
  19271. * opacity: <float>,
  19272. *
  19273. * map: new THREE.Texture( <Image> ),
  19274. *
  19275. * lightMap: new THREE.Texture( <Image> ),
  19276. * lightMapIntensity: <float>
  19277. *
  19278. * aoMap: new THREE.Texture( <Image> ),
  19279. * aoMapIntensity: <float>
  19280. *
  19281. * emissive: <hex>,
  19282. * emissiveIntensity: <float>
  19283. * emissiveMap: new THREE.Texture( <Image> ),
  19284. *
  19285. * bumpMap: new THREE.Texture( <Image> ),
  19286. * bumpScale: <float>,
  19287. *
  19288. * normalMap: new THREE.Texture( <Image> ),
  19289. * normalMapType: THREE.TangentSpaceNormalMap,
  19290. * normalScale: <Vector2>,
  19291. *
  19292. * displacementMap: new THREE.Texture( <Image> ),
  19293. * displacementScale: <float>,
  19294. * displacementBias: <float>,
  19295. *
  19296. * specularMap: new THREE.Texture( <Image> ),
  19297. *
  19298. * alphaMap: new THREE.Texture( <Image> ),
  19299. *
  19300. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19301. * combine: THREE.Multiply,
  19302. * reflectivity: <float>,
  19303. * refractionRatio: <float>,
  19304. *
  19305. * wireframe: <boolean>,
  19306. * wireframeLinewidth: <float>,
  19307. *
  19308. * skinning: <bool>,
  19309. * morphTargets: <bool>,
  19310. * morphNormals: <bool>
  19311. * }
  19312. */
  19313. function MeshPhongMaterial( parameters ) {
  19314. Material.call( this );
  19315. this.type = 'MeshPhongMaterial';
  19316. this.color = new Color( 0xffffff ); // diffuse
  19317. this.specular = new Color( 0x111111 );
  19318. this.shininess = 30;
  19319. this.map = null;
  19320. this.lightMap = null;
  19321. this.lightMapIntensity = 1.0;
  19322. this.aoMap = null;
  19323. this.aoMapIntensity = 1.0;
  19324. this.emissive = new Color( 0x000000 );
  19325. this.emissiveIntensity = 1.0;
  19326. this.emissiveMap = null;
  19327. this.bumpMap = null;
  19328. this.bumpScale = 1;
  19329. this.normalMap = null;
  19330. this.normalMapType = TangentSpaceNormalMap;
  19331. this.normalScale = new Vector2( 1, 1 );
  19332. this.displacementMap = null;
  19333. this.displacementScale = 1;
  19334. this.displacementBias = 0;
  19335. this.specularMap = null;
  19336. this.alphaMap = null;
  19337. this.envMap = null;
  19338. this.combine = MultiplyOperation;
  19339. this.reflectivity = 1;
  19340. this.refractionRatio = 0.98;
  19341. this.wireframe = false;
  19342. this.wireframeLinewidth = 1;
  19343. this.wireframeLinecap = 'round';
  19344. this.wireframeLinejoin = 'round';
  19345. this.skinning = false;
  19346. this.morphTargets = false;
  19347. this.morphNormals = false;
  19348. this.setValues( parameters );
  19349. }
  19350. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19351. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19352. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19353. MeshPhongMaterial.prototype.copy = function ( source ) {
  19354. Material.prototype.copy.call( this, source );
  19355. this.color.copy( source.color );
  19356. this.specular.copy( source.specular );
  19357. this.shininess = source.shininess;
  19358. this.map = source.map;
  19359. this.lightMap = source.lightMap;
  19360. this.lightMapIntensity = source.lightMapIntensity;
  19361. this.aoMap = source.aoMap;
  19362. this.aoMapIntensity = source.aoMapIntensity;
  19363. this.emissive.copy( source.emissive );
  19364. this.emissiveMap = source.emissiveMap;
  19365. this.emissiveIntensity = source.emissiveIntensity;
  19366. this.bumpMap = source.bumpMap;
  19367. this.bumpScale = source.bumpScale;
  19368. this.normalMap = source.normalMap;
  19369. this.normalMapType = source.normalMapType;
  19370. this.normalScale.copy( source.normalScale );
  19371. this.displacementMap = source.displacementMap;
  19372. this.displacementScale = source.displacementScale;
  19373. this.displacementBias = source.displacementBias;
  19374. this.specularMap = source.specularMap;
  19375. this.alphaMap = source.alphaMap;
  19376. this.envMap = source.envMap;
  19377. this.combine = source.combine;
  19378. this.reflectivity = source.reflectivity;
  19379. this.refractionRatio = source.refractionRatio;
  19380. this.wireframe = source.wireframe;
  19381. this.wireframeLinewidth = source.wireframeLinewidth;
  19382. this.wireframeLinecap = source.wireframeLinecap;
  19383. this.wireframeLinejoin = source.wireframeLinejoin;
  19384. this.skinning = source.skinning;
  19385. this.morphTargets = source.morphTargets;
  19386. this.morphNormals = source.morphNormals;
  19387. return this;
  19388. };
  19389. /**
  19390. * @author takahirox / http://github.com/takahirox
  19391. *
  19392. * parameters = {
  19393. * gradientMap: new THREE.Texture( <Image> )
  19394. * }
  19395. */
  19396. function MeshToonMaterial( parameters ) {
  19397. MeshPhongMaterial.call( this );
  19398. this.defines = { 'TOON': '' };
  19399. this.type = 'MeshToonMaterial';
  19400. this.gradientMap = null;
  19401. this.setValues( parameters );
  19402. }
  19403. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19404. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19405. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19406. MeshToonMaterial.prototype.copy = function ( source ) {
  19407. MeshPhongMaterial.prototype.copy.call( this, source );
  19408. this.gradientMap = source.gradientMap;
  19409. return this;
  19410. };
  19411. /**
  19412. * @author mrdoob / http://mrdoob.com/
  19413. * @author WestLangley / http://github.com/WestLangley
  19414. *
  19415. * parameters = {
  19416. * opacity: <float>,
  19417. *
  19418. * bumpMap: new THREE.Texture( <Image> ),
  19419. * bumpScale: <float>,
  19420. *
  19421. * normalMap: new THREE.Texture( <Image> ),
  19422. * normalMapType: THREE.TangentSpaceNormalMap,
  19423. * normalScale: <Vector2>,
  19424. *
  19425. * displacementMap: new THREE.Texture( <Image> ),
  19426. * displacementScale: <float>,
  19427. * displacementBias: <float>,
  19428. *
  19429. * wireframe: <boolean>,
  19430. * wireframeLinewidth: <float>
  19431. *
  19432. * skinning: <bool>,
  19433. * morphTargets: <bool>,
  19434. * morphNormals: <bool>
  19435. * }
  19436. */
  19437. function MeshNormalMaterial( parameters ) {
  19438. Material.call( this );
  19439. this.type = 'MeshNormalMaterial';
  19440. this.bumpMap = null;
  19441. this.bumpScale = 1;
  19442. this.normalMap = null;
  19443. this.normalMapType = TangentSpaceNormalMap;
  19444. this.normalScale = new Vector2( 1, 1 );
  19445. this.displacementMap = null;
  19446. this.displacementScale = 1;
  19447. this.displacementBias = 0;
  19448. this.wireframe = false;
  19449. this.wireframeLinewidth = 1;
  19450. this.fog = false;
  19451. this.lights = false;
  19452. this.skinning = false;
  19453. this.morphTargets = false;
  19454. this.morphNormals = false;
  19455. this.setValues( parameters );
  19456. }
  19457. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19458. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19459. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19460. MeshNormalMaterial.prototype.copy = function ( source ) {
  19461. Material.prototype.copy.call( this, source );
  19462. this.bumpMap = source.bumpMap;
  19463. this.bumpScale = source.bumpScale;
  19464. this.normalMap = source.normalMap;
  19465. this.normalMapType = source.normalMapType;
  19466. this.normalScale.copy( source.normalScale );
  19467. this.displacementMap = source.displacementMap;
  19468. this.displacementScale = source.displacementScale;
  19469. this.displacementBias = source.displacementBias;
  19470. this.wireframe = source.wireframe;
  19471. this.wireframeLinewidth = source.wireframeLinewidth;
  19472. this.skinning = source.skinning;
  19473. this.morphTargets = source.morphTargets;
  19474. this.morphNormals = source.morphNormals;
  19475. return this;
  19476. };
  19477. /**
  19478. * @author mrdoob / http://mrdoob.com/
  19479. * @author alteredq / http://alteredqualia.com/
  19480. *
  19481. * parameters = {
  19482. * color: <hex>,
  19483. * opacity: <float>,
  19484. *
  19485. * map: new THREE.Texture( <Image> ),
  19486. *
  19487. * lightMap: new THREE.Texture( <Image> ),
  19488. * lightMapIntensity: <float>
  19489. *
  19490. * aoMap: new THREE.Texture( <Image> ),
  19491. * aoMapIntensity: <float>
  19492. *
  19493. * emissive: <hex>,
  19494. * emissiveIntensity: <float>
  19495. * emissiveMap: new THREE.Texture( <Image> ),
  19496. *
  19497. * specularMap: new THREE.Texture( <Image> ),
  19498. *
  19499. * alphaMap: new THREE.Texture( <Image> ),
  19500. *
  19501. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19502. * combine: THREE.Multiply,
  19503. * reflectivity: <float>,
  19504. * refractionRatio: <float>,
  19505. *
  19506. * wireframe: <boolean>,
  19507. * wireframeLinewidth: <float>,
  19508. *
  19509. * skinning: <bool>,
  19510. * morphTargets: <bool>,
  19511. * morphNormals: <bool>
  19512. * }
  19513. */
  19514. function MeshLambertMaterial( parameters ) {
  19515. Material.call( this );
  19516. this.type = 'MeshLambertMaterial';
  19517. this.color = new Color( 0xffffff ); // diffuse
  19518. this.map = null;
  19519. this.lightMap = null;
  19520. this.lightMapIntensity = 1.0;
  19521. this.aoMap = null;
  19522. this.aoMapIntensity = 1.0;
  19523. this.emissive = new Color( 0x000000 );
  19524. this.emissiveIntensity = 1.0;
  19525. this.emissiveMap = null;
  19526. this.specularMap = null;
  19527. this.alphaMap = null;
  19528. this.envMap = null;
  19529. this.combine = MultiplyOperation;
  19530. this.reflectivity = 1;
  19531. this.refractionRatio = 0.98;
  19532. this.wireframe = false;
  19533. this.wireframeLinewidth = 1;
  19534. this.wireframeLinecap = 'round';
  19535. this.wireframeLinejoin = 'round';
  19536. this.skinning = false;
  19537. this.morphTargets = false;
  19538. this.morphNormals = false;
  19539. this.setValues( parameters );
  19540. }
  19541. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19542. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19543. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19544. MeshLambertMaterial.prototype.copy = function ( source ) {
  19545. Material.prototype.copy.call( this, source );
  19546. this.color.copy( source.color );
  19547. this.map = source.map;
  19548. this.lightMap = source.lightMap;
  19549. this.lightMapIntensity = source.lightMapIntensity;
  19550. this.aoMap = source.aoMap;
  19551. this.aoMapIntensity = source.aoMapIntensity;
  19552. this.emissive.copy( source.emissive );
  19553. this.emissiveMap = source.emissiveMap;
  19554. this.emissiveIntensity = source.emissiveIntensity;
  19555. this.specularMap = source.specularMap;
  19556. this.alphaMap = source.alphaMap;
  19557. this.envMap = source.envMap;
  19558. this.combine = source.combine;
  19559. this.reflectivity = source.reflectivity;
  19560. this.refractionRatio = source.refractionRatio;
  19561. this.wireframe = source.wireframe;
  19562. this.wireframeLinewidth = source.wireframeLinewidth;
  19563. this.wireframeLinecap = source.wireframeLinecap;
  19564. this.wireframeLinejoin = source.wireframeLinejoin;
  19565. this.skinning = source.skinning;
  19566. this.morphTargets = source.morphTargets;
  19567. this.morphNormals = source.morphNormals;
  19568. return this;
  19569. };
  19570. /**
  19571. * @author WestLangley / http://github.com/WestLangley
  19572. *
  19573. * parameters = {
  19574. * color: <hex>,
  19575. * opacity: <float>,
  19576. *
  19577. * matcap: new THREE.Texture( <Image> ),
  19578. *
  19579. * map: new THREE.Texture( <Image> ),
  19580. *
  19581. * bumpMap: new THREE.Texture( <Image> ),
  19582. * bumpScale: <float>,
  19583. *
  19584. * normalMap: new THREE.Texture( <Image> ),
  19585. * normalMapType: THREE.TangentSpaceNormalMap,
  19586. * normalScale: <Vector2>,
  19587. *
  19588. * displacementMap: new THREE.Texture( <Image> ),
  19589. * displacementScale: <float>,
  19590. * displacementBias: <float>,
  19591. *
  19592. * alphaMap: new THREE.Texture( <Image> ),
  19593. *
  19594. * skinning: <bool>,
  19595. * morphTargets: <bool>,
  19596. * morphNormals: <bool>
  19597. * }
  19598. */
  19599. function MeshMatcapMaterial( parameters ) {
  19600. Material.call( this );
  19601. this.defines = { 'MATCAP': '' };
  19602. this.type = 'MeshMatcapMaterial';
  19603. this.color = new Color( 0xffffff ); // diffuse
  19604. this.matcap = null;
  19605. this.map = null;
  19606. this.bumpMap = null;
  19607. this.bumpScale = 1;
  19608. this.normalMap = null;
  19609. this.normalMapType = TangentSpaceNormalMap;
  19610. this.normalScale = new Vector2( 1, 1 );
  19611. this.displacementMap = null;
  19612. this.displacementScale = 1;
  19613. this.displacementBias = 0;
  19614. this.alphaMap = null;
  19615. this.skinning = false;
  19616. this.morphTargets = false;
  19617. this.morphNormals = false;
  19618. this.lights = false;
  19619. this.setValues( parameters );
  19620. }
  19621. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19622. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19623. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19624. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19625. Material.prototype.copy.call( this, source );
  19626. this.defines = { 'MATCAP': '' };
  19627. this.color.copy( source.color );
  19628. this.matcap = source.matcap;
  19629. this.map = source.map;
  19630. this.bumpMap = source.bumpMap;
  19631. this.bumpScale = source.bumpScale;
  19632. this.normalMap = source.normalMap;
  19633. this.normalMapType = source.normalMapType;
  19634. this.normalScale.copy( source.normalScale );
  19635. this.displacementMap = source.displacementMap;
  19636. this.displacementScale = source.displacementScale;
  19637. this.displacementBias = source.displacementBias;
  19638. this.alphaMap = source.alphaMap;
  19639. this.skinning = source.skinning;
  19640. this.morphTargets = source.morphTargets;
  19641. this.morphNormals = source.morphNormals;
  19642. return this;
  19643. };
  19644. /**
  19645. * @author alteredq / http://alteredqualia.com/
  19646. *
  19647. * parameters = {
  19648. * color: <hex>,
  19649. * opacity: <float>,
  19650. *
  19651. * linewidth: <float>,
  19652. *
  19653. * scale: <float>,
  19654. * dashSize: <float>,
  19655. * gapSize: <float>
  19656. * }
  19657. */
  19658. function LineDashedMaterial( parameters ) {
  19659. LineBasicMaterial.call( this );
  19660. this.type = 'LineDashedMaterial';
  19661. this.scale = 1;
  19662. this.dashSize = 3;
  19663. this.gapSize = 1;
  19664. this.setValues( parameters );
  19665. }
  19666. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19667. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19668. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19669. LineDashedMaterial.prototype.copy = function ( source ) {
  19670. LineBasicMaterial.prototype.copy.call( this, source );
  19671. this.scale = source.scale;
  19672. this.dashSize = source.dashSize;
  19673. this.gapSize = source.gapSize;
  19674. return this;
  19675. };
  19676. var Materials = /*#__PURE__*/Object.freeze({
  19677. ShadowMaterial: ShadowMaterial,
  19678. SpriteMaterial: SpriteMaterial,
  19679. RawShaderMaterial: RawShaderMaterial,
  19680. ShaderMaterial: ShaderMaterial,
  19681. PointsMaterial: PointsMaterial,
  19682. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19683. MeshStandardMaterial: MeshStandardMaterial,
  19684. MeshPhongMaterial: MeshPhongMaterial,
  19685. MeshToonMaterial: MeshToonMaterial,
  19686. MeshNormalMaterial: MeshNormalMaterial,
  19687. MeshLambertMaterial: MeshLambertMaterial,
  19688. MeshDepthMaterial: MeshDepthMaterial,
  19689. MeshDistanceMaterial: MeshDistanceMaterial,
  19690. MeshBasicMaterial: MeshBasicMaterial,
  19691. MeshMatcapMaterial: MeshMatcapMaterial,
  19692. LineDashedMaterial: LineDashedMaterial,
  19693. LineBasicMaterial: LineBasicMaterial,
  19694. Material: Material
  19695. });
  19696. /**
  19697. * @author tschw
  19698. * @author Ben Houston / http://clara.io/
  19699. * @author David Sarno / http://lighthaus.us/
  19700. */
  19701. var AnimationUtils = {
  19702. // same as Array.prototype.slice, but also works on typed arrays
  19703. arraySlice: function ( array, from, to ) {
  19704. if ( AnimationUtils.isTypedArray( array ) ) {
  19705. // in ios9 array.subarray(from, undefined) will return empty array
  19706. // but array.subarray(from) or array.subarray(from, len) is correct
  19707. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19708. }
  19709. return array.slice( from, to );
  19710. },
  19711. // converts an array to a specific type
  19712. convertArray: function ( array, type, forceClone ) {
  19713. if ( ! array || // let 'undefined' and 'null' pass
  19714. ! forceClone && array.constructor === type ) return array;
  19715. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19716. return new type( array ); // create typed array
  19717. }
  19718. return Array.prototype.slice.call( array ); // create Array
  19719. },
  19720. isTypedArray: function ( object ) {
  19721. return ArrayBuffer.isView( object ) &&
  19722. ! ( object instanceof DataView );
  19723. },
  19724. // returns an array by which times and values can be sorted
  19725. getKeyframeOrder: function ( times ) {
  19726. function compareTime( i, j ) {
  19727. return times[ i ] - times[ j ];
  19728. }
  19729. var n = times.length;
  19730. var result = new Array( n );
  19731. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19732. result.sort( compareTime );
  19733. return result;
  19734. },
  19735. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19736. sortedArray: function ( values, stride, order ) {
  19737. var nValues = values.length;
  19738. var result = new values.constructor( nValues );
  19739. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19740. var srcOffset = order[ i ] * stride;
  19741. for ( var j = 0; j !== stride; ++ j ) {
  19742. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19743. }
  19744. }
  19745. return result;
  19746. },
  19747. // function for parsing AOS keyframe formats
  19748. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19749. var i = 1, key = jsonKeys[ 0 ];
  19750. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19751. key = jsonKeys[ i ++ ];
  19752. }
  19753. if ( key === undefined ) return; // no data
  19754. var value = key[ valuePropertyName ];
  19755. if ( value === undefined ) return; // no data
  19756. if ( Array.isArray( value ) ) {
  19757. do {
  19758. value = key[ valuePropertyName ];
  19759. if ( value !== undefined ) {
  19760. times.push( key.time );
  19761. values.push.apply( values, value ); // push all elements
  19762. }
  19763. key = jsonKeys[ i ++ ];
  19764. } while ( key !== undefined );
  19765. } else if ( value.toArray !== undefined ) {
  19766. // ...assume THREE.Math-ish
  19767. do {
  19768. value = key[ valuePropertyName ];
  19769. if ( value !== undefined ) {
  19770. times.push( key.time );
  19771. value.toArray( values, values.length );
  19772. }
  19773. key = jsonKeys[ i ++ ];
  19774. } while ( key !== undefined );
  19775. } else {
  19776. // otherwise push as-is
  19777. do {
  19778. value = key[ valuePropertyName ];
  19779. if ( value !== undefined ) {
  19780. times.push( key.time );
  19781. values.push( value );
  19782. }
  19783. key = jsonKeys[ i ++ ];
  19784. } while ( key !== undefined );
  19785. }
  19786. }
  19787. };
  19788. /**
  19789. * Abstract base class of interpolants over parametric samples.
  19790. *
  19791. * The parameter domain is one dimensional, typically the time or a path
  19792. * along a curve defined by the data.
  19793. *
  19794. * The sample values can have any dimensionality and derived classes may
  19795. * apply special interpretations to the data.
  19796. *
  19797. * This class provides the interval seek in a Template Method, deferring
  19798. * the actual interpolation to derived classes.
  19799. *
  19800. * Time complexity is O(1) for linear access crossing at most two points
  19801. * and O(log N) for random access, where N is the number of positions.
  19802. *
  19803. * References:
  19804. *
  19805. * http://www.oodesign.com/template-method-pattern.html
  19806. *
  19807. * @author tschw
  19808. */
  19809. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19810. this.parameterPositions = parameterPositions;
  19811. this._cachedIndex = 0;
  19812. this.resultBuffer = resultBuffer !== undefined ?
  19813. resultBuffer : new sampleValues.constructor( sampleSize );
  19814. this.sampleValues = sampleValues;
  19815. this.valueSize = sampleSize;
  19816. }
  19817. Object.assign( Interpolant.prototype, {
  19818. evaluate: function ( t ) {
  19819. var pp = this.parameterPositions,
  19820. i1 = this._cachedIndex,
  19821. t1 = pp[ i1 ],
  19822. t0 = pp[ i1 - 1 ];
  19823. validate_interval: {
  19824. seek: {
  19825. var right;
  19826. linear_scan: {
  19827. //- See http://jsperf.com/comparison-to-undefined/3
  19828. //- slower code:
  19829. //-
  19830. //- if ( t >= t1 || t1 === undefined ) {
  19831. forward_scan: if ( ! ( t < t1 ) ) {
  19832. for ( var giveUpAt = i1 + 2; ; ) {
  19833. if ( t1 === undefined ) {
  19834. if ( t < t0 ) break forward_scan;
  19835. // after end
  19836. i1 = pp.length;
  19837. this._cachedIndex = i1;
  19838. return this.afterEnd_( i1 - 1, t, t0 );
  19839. }
  19840. if ( i1 === giveUpAt ) break; // this loop
  19841. t0 = t1;
  19842. t1 = pp[ ++ i1 ];
  19843. if ( t < t1 ) {
  19844. // we have arrived at the sought interval
  19845. break seek;
  19846. }
  19847. }
  19848. // prepare binary search on the right side of the index
  19849. right = pp.length;
  19850. break linear_scan;
  19851. }
  19852. //- slower code:
  19853. //- if ( t < t0 || t0 === undefined ) {
  19854. if ( ! ( t >= t0 ) ) {
  19855. // looping?
  19856. var t1global = pp[ 1 ];
  19857. if ( t < t1global ) {
  19858. i1 = 2; // + 1, using the scan for the details
  19859. t0 = t1global;
  19860. }
  19861. // linear reverse scan
  19862. for ( var giveUpAt = i1 - 2; ; ) {
  19863. if ( t0 === undefined ) {
  19864. // before start
  19865. this._cachedIndex = 0;
  19866. return this.beforeStart_( 0, t, t1 );
  19867. }
  19868. if ( i1 === giveUpAt ) break; // this loop
  19869. t1 = t0;
  19870. t0 = pp[ -- i1 - 1 ];
  19871. if ( t >= t0 ) {
  19872. // we have arrived at the sought interval
  19873. break seek;
  19874. }
  19875. }
  19876. // prepare binary search on the left side of the index
  19877. right = i1;
  19878. i1 = 0;
  19879. break linear_scan;
  19880. }
  19881. // the interval is valid
  19882. break validate_interval;
  19883. } // linear scan
  19884. // binary search
  19885. while ( i1 < right ) {
  19886. var mid = ( i1 + right ) >>> 1;
  19887. if ( t < pp[ mid ] ) {
  19888. right = mid;
  19889. } else {
  19890. i1 = mid + 1;
  19891. }
  19892. }
  19893. t1 = pp[ i1 ];
  19894. t0 = pp[ i1 - 1 ];
  19895. // check boundary cases, again
  19896. if ( t0 === undefined ) {
  19897. this._cachedIndex = 0;
  19898. return this.beforeStart_( 0, t, t1 );
  19899. }
  19900. if ( t1 === undefined ) {
  19901. i1 = pp.length;
  19902. this._cachedIndex = i1;
  19903. return this.afterEnd_( i1 - 1, t0, t );
  19904. }
  19905. } // seek
  19906. this._cachedIndex = i1;
  19907. this.intervalChanged_( i1, t0, t1 );
  19908. } // validate_interval
  19909. return this.interpolate_( i1, t0, t, t1 );
  19910. },
  19911. settings: null, // optional, subclass-specific settings structure
  19912. // Note: The indirection allows central control of many interpolants.
  19913. // --- Protected interface
  19914. DefaultSettings_: {},
  19915. getSettings_: function () {
  19916. return this.settings || this.DefaultSettings_;
  19917. },
  19918. copySampleValue_: function ( index ) {
  19919. // copies a sample value to the result buffer
  19920. var result = this.resultBuffer,
  19921. values = this.sampleValues,
  19922. stride = this.valueSize,
  19923. offset = index * stride;
  19924. for ( var i = 0; i !== stride; ++ i ) {
  19925. result[ i ] = values[ offset + i ];
  19926. }
  19927. return result;
  19928. },
  19929. // Template methods for derived classes:
  19930. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19931. throw new Error( 'call to abstract method' );
  19932. // implementations shall return this.resultBuffer
  19933. },
  19934. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19935. // empty
  19936. }
  19937. } );
  19938. //!\ DECLARE ALIAS AFTER assign prototype !
  19939. Object.assign( Interpolant.prototype, {
  19940. //( 0, t, t0 ), returns this.resultBuffer
  19941. beforeStart_: Interpolant.prototype.copySampleValue_,
  19942. //( N-1, tN-1, t ), returns this.resultBuffer
  19943. afterEnd_: Interpolant.prototype.copySampleValue_,
  19944. } );
  19945. /**
  19946. * Fast and simple cubic spline interpolant.
  19947. *
  19948. * It was derived from a Hermitian construction setting the first derivative
  19949. * at each sample position to the linear slope between neighboring positions
  19950. * over their parameter interval.
  19951. *
  19952. * @author tschw
  19953. */
  19954. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19955. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19956. this._weightPrev = - 0;
  19957. this._offsetPrev = - 0;
  19958. this._weightNext = - 0;
  19959. this._offsetNext = - 0;
  19960. }
  19961. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19962. constructor: CubicInterpolant,
  19963. DefaultSettings_: {
  19964. endingStart: ZeroCurvatureEnding,
  19965. endingEnd: ZeroCurvatureEnding
  19966. },
  19967. intervalChanged_: function ( i1, t0, t1 ) {
  19968. var pp = this.parameterPositions,
  19969. iPrev = i1 - 2,
  19970. iNext = i1 + 1,
  19971. tPrev = pp[ iPrev ],
  19972. tNext = pp[ iNext ];
  19973. if ( tPrev === undefined ) {
  19974. switch ( this.getSettings_().endingStart ) {
  19975. case ZeroSlopeEnding:
  19976. // f'(t0) = 0
  19977. iPrev = i1;
  19978. tPrev = 2 * t0 - t1;
  19979. break;
  19980. case WrapAroundEnding:
  19981. // use the other end of the curve
  19982. iPrev = pp.length - 2;
  19983. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19984. break;
  19985. default: // ZeroCurvatureEnding
  19986. // f''(t0) = 0 a.k.a. Natural Spline
  19987. iPrev = i1;
  19988. tPrev = t1;
  19989. }
  19990. }
  19991. if ( tNext === undefined ) {
  19992. switch ( this.getSettings_().endingEnd ) {
  19993. case ZeroSlopeEnding:
  19994. // f'(tN) = 0
  19995. iNext = i1;
  19996. tNext = 2 * t1 - t0;
  19997. break;
  19998. case WrapAroundEnding:
  19999. // use the other end of the curve
  20000. iNext = 1;
  20001. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20002. break;
  20003. default: // ZeroCurvatureEnding
  20004. // f''(tN) = 0, a.k.a. Natural Spline
  20005. iNext = i1 - 1;
  20006. tNext = t0;
  20007. }
  20008. }
  20009. var halfDt = ( t1 - t0 ) * 0.5,
  20010. stride = this.valueSize;
  20011. this._weightPrev = halfDt / ( t0 - tPrev );
  20012. this._weightNext = halfDt / ( tNext - t1 );
  20013. this._offsetPrev = iPrev * stride;
  20014. this._offsetNext = iNext * stride;
  20015. },
  20016. interpolate_: function ( i1, t0, t, t1 ) {
  20017. var result = this.resultBuffer,
  20018. values = this.sampleValues,
  20019. stride = this.valueSize,
  20020. o1 = i1 * stride, o0 = o1 - stride,
  20021. oP = this._offsetPrev, oN = this._offsetNext,
  20022. wP = this._weightPrev, wN = this._weightNext,
  20023. p = ( t - t0 ) / ( t1 - t0 ),
  20024. pp = p * p,
  20025. ppp = pp * p;
  20026. // evaluate polynomials
  20027. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20028. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20029. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20030. var sN = wN * ppp - wN * pp;
  20031. // combine data linearly
  20032. for ( var i = 0; i !== stride; ++ i ) {
  20033. result[ i ] =
  20034. sP * values[ oP + i ] +
  20035. s0 * values[ o0 + i ] +
  20036. s1 * values[ o1 + i ] +
  20037. sN * values[ oN + i ];
  20038. }
  20039. return result;
  20040. }
  20041. } );
  20042. /**
  20043. * @author tschw
  20044. */
  20045. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20046. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20047. }
  20048. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20049. constructor: LinearInterpolant,
  20050. interpolate_: function ( i1, t0, t, t1 ) {
  20051. var result = this.resultBuffer,
  20052. values = this.sampleValues,
  20053. stride = this.valueSize,
  20054. offset1 = i1 * stride,
  20055. offset0 = offset1 - stride,
  20056. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20057. weight0 = 1 - weight1;
  20058. for ( var i = 0; i !== stride; ++ i ) {
  20059. result[ i ] =
  20060. values[ offset0 + i ] * weight0 +
  20061. values[ offset1 + i ] * weight1;
  20062. }
  20063. return result;
  20064. }
  20065. } );
  20066. /**
  20067. *
  20068. * Interpolant that evaluates to the sample value at the position preceeding
  20069. * the parameter.
  20070. *
  20071. * @author tschw
  20072. */
  20073. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20074. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20075. }
  20076. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20077. constructor: DiscreteInterpolant,
  20078. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20079. return this.copySampleValue_( i1 - 1 );
  20080. }
  20081. } );
  20082. /**
  20083. *
  20084. * A timed sequence of keyframes for a specific property.
  20085. *
  20086. *
  20087. * @author Ben Houston / http://clara.io/
  20088. * @author David Sarno / http://lighthaus.us/
  20089. * @author tschw
  20090. */
  20091. function KeyframeTrack( name, times, values, interpolation ) {
  20092. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  20093. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  20094. this.name = name;
  20095. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20096. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20097. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20098. }
  20099. // Static methods
  20100. Object.assign( KeyframeTrack, {
  20101. // Serialization (in static context, because of constructor invocation
  20102. // and automatic invocation of .toJSON):
  20103. toJSON: function ( track ) {
  20104. var trackType = track.constructor;
  20105. var json;
  20106. // derived classes can define a static toJSON method
  20107. if ( trackType.toJSON !== undefined ) {
  20108. json = trackType.toJSON( track );
  20109. } else {
  20110. // by default, we assume the data can be serialized as-is
  20111. json = {
  20112. 'name': track.name,
  20113. 'times': AnimationUtils.convertArray( track.times, Array ),
  20114. 'values': AnimationUtils.convertArray( track.values, Array )
  20115. };
  20116. var interpolation = track.getInterpolation();
  20117. if ( interpolation !== track.DefaultInterpolation ) {
  20118. json.interpolation = interpolation;
  20119. }
  20120. }
  20121. json.type = track.ValueTypeName; // mandatory
  20122. return json;
  20123. }
  20124. } );
  20125. Object.assign( KeyframeTrack.prototype, {
  20126. constructor: KeyframeTrack,
  20127. TimeBufferType: Float32Array,
  20128. ValueBufferType: Float32Array,
  20129. DefaultInterpolation: InterpolateLinear,
  20130. InterpolantFactoryMethodDiscrete: function ( result ) {
  20131. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20132. },
  20133. InterpolantFactoryMethodLinear: function ( result ) {
  20134. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20135. },
  20136. InterpolantFactoryMethodSmooth: function ( result ) {
  20137. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20138. },
  20139. setInterpolation: function ( interpolation ) {
  20140. var factoryMethod;
  20141. switch ( interpolation ) {
  20142. case InterpolateDiscrete:
  20143. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20144. break;
  20145. case InterpolateLinear:
  20146. factoryMethod = this.InterpolantFactoryMethodLinear;
  20147. break;
  20148. case InterpolateSmooth:
  20149. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20150. break;
  20151. }
  20152. if ( factoryMethod === undefined ) {
  20153. var message = "unsupported interpolation for " +
  20154. this.ValueTypeName + " keyframe track named " + this.name;
  20155. if ( this.createInterpolant === undefined ) {
  20156. // fall back to default, unless the default itself is messed up
  20157. if ( interpolation !== this.DefaultInterpolation ) {
  20158. this.setInterpolation( this.DefaultInterpolation );
  20159. } else {
  20160. throw new Error( message ); // fatal, in this case
  20161. }
  20162. }
  20163. console.warn( 'THREE.KeyframeTrack:', message );
  20164. return this;
  20165. }
  20166. this.createInterpolant = factoryMethod;
  20167. return this;
  20168. },
  20169. getInterpolation: function () {
  20170. switch ( this.createInterpolant ) {
  20171. case this.InterpolantFactoryMethodDiscrete:
  20172. return InterpolateDiscrete;
  20173. case this.InterpolantFactoryMethodLinear:
  20174. return InterpolateLinear;
  20175. case this.InterpolantFactoryMethodSmooth:
  20176. return InterpolateSmooth;
  20177. }
  20178. },
  20179. getValueSize: function () {
  20180. return this.values.length / this.times.length;
  20181. },
  20182. // move all keyframes either forwards or backwards in time
  20183. shift: function ( timeOffset ) {
  20184. if ( timeOffset !== 0.0 ) {
  20185. var times = this.times;
  20186. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20187. times[ i ] += timeOffset;
  20188. }
  20189. }
  20190. return this;
  20191. },
  20192. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20193. scale: function ( timeScale ) {
  20194. if ( timeScale !== 1.0 ) {
  20195. var times = this.times;
  20196. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20197. times[ i ] *= timeScale;
  20198. }
  20199. }
  20200. return this;
  20201. },
  20202. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20203. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20204. trim: function ( startTime, endTime ) {
  20205. var times = this.times,
  20206. nKeys = times.length,
  20207. from = 0,
  20208. to = nKeys - 1;
  20209. while ( from !== nKeys && times[ from ] < startTime ) {
  20210. ++ from;
  20211. }
  20212. while ( to !== - 1 && times[ to ] > endTime ) {
  20213. -- to;
  20214. }
  20215. ++ to; // inclusive -> exclusive bound
  20216. if ( from !== 0 || to !== nKeys ) {
  20217. // empty tracks are forbidden, so keep at least one keyframe
  20218. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20219. var stride = this.getValueSize();
  20220. this.times = AnimationUtils.arraySlice( times, from, to );
  20221. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20222. }
  20223. return this;
  20224. },
  20225. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20226. validate: function () {
  20227. var valid = true;
  20228. var valueSize = this.getValueSize();
  20229. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20230. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20231. valid = false;
  20232. }
  20233. var times = this.times,
  20234. values = this.values,
  20235. nKeys = times.length;
  20236. if ( nKeys === 0 ) {
  20237. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20238. valid = false;
  20239. }
  20240. var prevTime = null;
  20241. for ( var i = 0; i !== nKeys; i ++ ) {
  20242. var currTime = times[ i ];
  20243. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20244. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20245. valid = false;
  20246. break;
  20247. }
  20248. if ( prevTime !== null && prevTime > currTime ) {
  20249. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20250. valid = false;
  20251. break;
  20252. }
  20253. prevTime = currTime;
  20254. }
  20255. if ( values !== undefined ) {
  20256. if ( AnimationUtils.isTypedArray( values ) ) {
  20257. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20258. var value = values[ i ];
  20259. if ( isNaN( value ) ) {
  20260. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20261. valid = false;
  20262. break;
  20263. }
  20264. }
  20265. }
  20266. }
  20267. return valid;
  20268. },
  20269. // removes equivalent sequential keys as common in morph target sequences
  20270. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20271. optimize: function () {
  20272. var times = this.times,
  20273. values = this.values,
  20274. stride = this.getValueSize(),
  20275. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20276. writeIndex = 1,
  20277. lastIndex = times.length - 1;
  20278. for ( var i = 1; i < lastIndex; ++ i ) {
  20279. var keep = false;
  20280. var time = times[ i ];
  20281. var timeNext = times[ i + 1 ];
  20282. // remove adjacent keyframes scheduled at the same time
  20283. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20284. if ( ! smoothInterpolation ) {
  20285. // remove unnecessary keyframes same as their neighbors
  20286. var offset = i * stride,
  20287. offsetP = offset - stride,
  20288. offsetN = offset + stride;
  20289. for ( var j = 0; j !== stride; ++ j ) {
  20290. var value = values[ offset + j ];
  20291. if ( value !== values[ offsetP + j ] ||
  20292. value !== values[ offsetN + j ] ) {
  20293. keep = true;
  20294. break;
  20295. }
  20296. }
  20297. } else {
  20298. keep = true;
  20299. }
  20300. }
  20301. // in-place compaction
  20302. if ( keep ) {
  20303. if ( i !== writeIndex ) {
  20304. times[ writeIndex ] = times[ i ];
  20305. var readOffset = i * stride,
  20306. writeOffset = writeIndex * stride;
  20307. for ( var j = 0; j !== stride; ++ j ) {
  20308. values[ writeOffset + j ] = values[ readOffset + j ];
  20309. }
  20310. }
  20311. ++ writeIndex;
  20312. }
  20313. }
  20314. // flush last keyframe (compaction looks ahead)
  20315. if ( lastIndex > 0 ) {
  20316. times[ writeIndex ] = times[ lastIndex ];
  20317. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20318. values[ writeOffset + j ] = values[ readOffset + j ];
  20319. }
  20320. ++ writeIndex;
  20321. }
  20322. if ( writeIndex !== times.length ) {
  20323. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20324. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20325. }
  20326. return this;
  20327. },
  20328. clone: function () {
  20329. var times = AnimationUtils.arraySlice( this.times, 0 );
  20330. var values = AnimationUtils.arraySlice( this.values, 0 );
  20331. var TypedKeyframeTrack = this.constructor;
  20332. var track = new TypedKeyframeTrack( this.name, times, values );
  20333. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20334. track.createInterpolant = this.createInterpolant;
  20335. return track;
  20336. }
  20337. } );
  20338. /**
  20339. *
  20340. * A Track of Boolean keyframe values.
  20341. *
  20342. *
  20343. * @author Ben Houston / http://clara.io/
  20344. * @author David Sarno / http://lighthaus.us/
  20345. * @author tschw
  20346. */
  20347. function BooleanKeyframeTrack( name, times, values ) {
  20348. KeyframeTrack.call( this, name, times, values );
  20349. }
  20350. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20351. constructor: BooleanKeyframeTrack,
  20352. ValueTypeName: 'bool',
  20353. ValueBufferType: Array,
  20354. DefaultInterpolation: InterpolateDiscrete,
  20355. InterpolantFactoryMethodLinear: undefined,
  20356. InterpolantFactoryMethodSmooth: undefined
  20357. // Note: Actually this track could have a optimized / compressed
  20358. // representation of a single value and a custom interpolant that
  20359. // computes "firstValue ^ isOdd( index )".
  20360. } );
  20361. /**
  20362. *
  20363. * A Track of keyframe values that represent color.
  20364. *
  20365. *
  20366. * @author Ben Houston / http://clara.io/
  20367. * @author David Sarno / http://lighthaus.us/
  20368. * @author tschw
  20369. */
  20370. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20371. KeyframeTrack.call( this, name, times, values, interpolation );
  20372. }
  20373. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20374. constructor: ColorKeyframeTrack,
  20375. ValueTypeName: 'color'
  20376. // ValueBufferType is inherited
  20377. // DefaultInterpolation is inherited
  20378. // Note: Very basic implementation and nothing special yet.
  20379. // However, this is the place for color space parameterization.
  20380. } );
  20381. /**
  20382. *
  20383. * A Track of numeric keyframe values.
  20384. *
  20385. * @author Ben Houston / http://clara.io/
  20386. * @author David Sarno / http://lighthaus.us/
  20387. * @author tschw
  20388. */
  20389. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20390. KeyframeTrack.call( this, name, times, values, interpolation );
  20391. }
  20392. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20393. constructor: NumberKeyframeTrack,
  20394. ValueTypeName: 'number'
  20395. // ValueBufferType is inherited
  20396. // DefaultInterpolation is inherited
  20397. } );
  20398. /**
  20399. * Spherical linear unit quaternion interpolant.
  20400. *
  20401. * @author tschw
  20402. */
  20403. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20404. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20405. }
  20406. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20407. constructor: QuaternionLinearInterpolant,
  20408. interpolate_: function ( i1, t0, t, t1 ) {
  20409. var result = this.resultBuffer,
  20410. values = this.sampleValues,
  20411. stride = this.valueSize,
  20412. offset = i1 * stride,
  20413. alpha = ( t - t0 ) / ( t1 - t0 );
  20414. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20415. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20416. }
  20417. return result;
  20418. }
  20419. } );
  20420. /**
  20421. *
  20422. * A Track of quaternion keyframe values.
  20423. *
  20424. * @author Ben Houston / http://clara.io/
  20425. * @author David Sarno / http://lighthaus.us/
  20426. * @author tschw
  20427. */
  20428. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20429. KeyframeTrack.call( this, name, times, values, interpolation );
  20430. }
  20431. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20432. constructor: QuaternionKeyframeTrack,
  20433. ValueTypeName: 'quaternion',
  20434. // ValueBufferType is inherited
  20435. DefaultInterpolation: InterpolateLinear,
  20436. InterpolantFactoryMethodLinear: function ( result ) {
  20437. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20438. },
  20439. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20440. } );
  20441. /**
  20442. *
  20443. * A Track that interpolates Strings
  20444. *
  20445. *
  20446. * @author Ben Houston / http://clara.io/
  20447. * @author David Sarno / http://lighthaus.us/
  20448. * @author tschw
  20449. */
  20450. function StringKeyframeTrack( name, times, values, interpolation ) {
  20451. KeyframeTrack.call( this, name, times, values, interpolation );
  20452. }
  20453. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20454. constructor: StringKeyframeTrack,
  20455. ValueTypeName: 'string',
  20456. ValueBufferType: Array,
  20457. DefaultInterpolation: InterpolateDiscrete,
  20458. InterpolantFactoryMethodLinear: undefined,
  20459. InterpolantFactoryMethodSmooth: undefined
  20460. } );
  20461. /**
  20462. *
  20463. * A Track of vectored keyframe values.
  20464. *
  20465. *
  20466. * @author Ben Houston / http://clara.io/
  20467. * @author David Sarno / http://lighthaus.us/
  20468. * @author tschw
  20469. */
  20470. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20471. KeyframeTrack.call( this, name, times, values, interpolation );
  20472. }
  20473. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20474. constructor: VectorKeyframeTrack,
  20475. ValueTypeName: 'vector'
  20476. // ValueBufferType is inherited
  20477. // DefaultInterpolation is inherited
  20478. } );
  20479. /**
  20480. *
  20481. * Reusable set of Tracks that represent an animation.
  20482. *
  20483. * @author Ben Houston / http://clara.io/
  20484. * @author David Sarno / http://lighthaus.us/
  20485. */
  20486. function AnimationClip( name, duration, tracks ) {
  20487. this.name = name;
  20488. this.tracks = tracks;
  20489. this.duration = ( duration !== undefined ) ? duration : - 1;
  20490. this.uuid = _Math.generateUUID();
  20491. // this means it should figure out its duration by scanning the tracks
  20492. if ( this.duration < 0 ) {
  20493. this.resetDuration();
  20494. }
  20495. }
  20496. function getTrackTypeForValueTypeName( typeName ) {
  20497. switch ( typeName.toLowerCase() ) {
  20498. case 'scalar':
  20499. case 'double':
  20500. case 'float':
  20501. case 'number':
  20502. case 'integer':
  20503. return NumberKeyframeTrack;
  20504. case 'vector':
  20505. case 'vector2':
  20506. case 'vector3':
  20507. case 'vector4':
  20508. return VectorKeyframeTrack;
  20509. case 'color':
  20510. return ColorKeyframeTrack;
  20511. case 'quaternion':
  20512. return QuaternionKeyframeTrack;
  20513. case 'bool':
  20514. case 'boolean':
  20515. return BooleanKeyframeTrack;
  20516. case 'string':
  20517. return StringKeyframeTrack;
  20518. }
  20519. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20520. }
  20521. function parseKeyframeTrack( json ) {
  20522. if ( json.type === undefined ) {
  20523. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20524. }
  20525. var trackType = getTrackTypeForValueTypeName( json.type );
  20526. if ( json.times === undefined ) {
  20527. var times = [], values = [];
  20528. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20529. json.times = times;
  20530. json.values = values;
  20531. }
  20532. // derived classes can define a static parse method
  20533. if ( trackType.parse !== undefined ) {
  20534. return trackType.parse( json );
  20535. } else {
  20536. // by default, we assume a constructor compatible with the base
  20537. return new trackType( json.name, json.times, json.values, json.interpolation );
  20538. }
  20539. }
  20540. Object.assign( AnimationClip, {
  20541. parse: function ( json ) {
  20542. var tracks = [],
  20543. jsonTracks = json.tracks,
  20544. frameTime = 1.0 / ( json.fps || 1.0 );
  20545. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20546. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20547. }
  20548. return new AnimationClip( json.name, json.duration, tracks );
  20549. },
  20550. toJSON: function ( clip ) {
  20551. var tracks = [],
  20552. clipTracks = clip.tracks;
  20553. var json = {
  20554. 'name': clip.name,
  20555. 'duration': clip.duration,
  20556. 'tracks': tracks,
  20557. 'uuid': clip.uuid
  20558. };
  20559. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20560. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20561. }
  20562. return json;
  20563. },
  20564. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20565. var numMorphTargets = morphTargetSequence.length;
  20566. var tracks = [];
  20567. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20568. var times = [];
  20569. var values = [];
  20570. times.push(
  20571. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20572. i,
  20573. ( i + 1 ) % numMorphTargets );
  20574. values.push( 0, 1, 0 );
  20575. var order = AnimationUtils.getKeyframeOrder( times );
  20576. times = AnimationUtils.sortedArray( times, 1, order );
  20577. values = AnimationUtils.sortedArray( values, 1, order );
  20578. // if there is a key at the first frame, duplicate it as the
  20579. // last frame as well for perfect loop.
  20580. if ( ! noLoop && times[ 0 ] === 0 ) {
  20581. times.push( numMorphTargets );
  20582. values.push( values[ 0 ] );
  20583. }
  20584. tracks.push(
  20585. new NumberKeyframeTrack(
  20586. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20587. times, values
  20588. ).scale( 1.0 / fps ) );
  20589. }
  20590. return new AnimationClip( name, - 1, tracks );
  20591. },
  20592. findByName: function ( objectOrClipArray, name ) {
  20593. var clipArray = objectOrClipArray;
  20594. if ( ! Array.isArray( objectOrClipArray ) ) {
  20595. var o = objectOrClipArray;
  20596. clipArray = o.geometry && o.geometry.animations || o.animations;
  20597. }
  20598. for ( var i = 0; i < clipArray.length; i ++ ) {
  20599. if ( clipArray[ i ].name === name ) {
  20600. return clipArray[ i ];
  20601. }
  20602. }
  20603. return null;
  20604. },
  20605. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20606. var animationToMorphTargets = {};
  20607. // tested with https://regex101.com/ on trick sequences
  20608. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20609. var pattern = /^([\w-]*?)([\d]+)$/;
  20610. // sort morph target names into animation groups based
  20611. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20612. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20613. var morphTarget = morphTargets[ i ];
  20614. var parts = morphTarget.name.match( pattern );
  20615. if ( parts && parts.length > 1 ) {
  20616. var name = parts[ 1 ];
  20617. var animationMorphTargets = animationToMorphTargets[ name ];
  20618. if ( ! animationMorphTargets ) {
  20619. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20620. }
  20621. animationMorphTargets.push( morphTarget );
  20622. }
  20623. }
  20624. var clips = [];
  20625. for ( var name in animationToMorphTargets ) {
  20626. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20627. }
  20628. return clips;
  20629. },
  20630. // parse the animation.hierarchy format
  20631. parseAnimation: function ( animation, bones ) {
  20632. if ( ! animation ) {
  20633. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20634. return null;
  20635. }
  20636. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20637. // only return track if there are actually keys.
  20638. if ( animationKeys.length !== 0 ) {
  20639. var times = [];
  20640. var values = [];
  20641. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20642. // empty keys are filtered out, so check again
  20643. if ( times.length !== 0 ) {
  20644. destTracks.push( new trackType( trackName, times, values ) );
  20645. }
  20646. }
  20647. };
  20648. var tracks = [];
  20649. var clipName = animation.name || 'default';
  20650. // automatic length determination in AnimationClip.
  20651. var duration = animation.length || - 1;
  20652. var fps = animation.fps || 30;
  20653. var hierarchyTracks = animation.hierarchy || [];
  20654. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20655. var animationKeys = hierarchyTracks[ h ].keys;
  20656. // skip empty tracks
  20657. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20658. // process morph targets
  20659. if ( animationKeys[ 0 ].morphTargets ) {
  20660. // figure out all morph targets used in this track
  20661. var morphTargetNames = {};
  20662. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20663. if ( animationKeys[ k ].morphTargets ) {
  20664. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20665. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20666. }
  20667. }
  20668. }
  20669. // create a track for each morph target with all zero
  20670. // morphTargetInfluences except for the keys in which
  20671. // the morphTarget is named.
  20672. for ( var morphTargetName in morphTargetNames ) {
  20673. var times = [];
  20674. var values = [];
  20675. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20676. var animationKey = animationKeys[ k ];
  20677. times.push( animationKey.time );
  20678. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20679. }
  20680. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20681. }
  20682. duration = morphTargetNames.length * ( fps || 1.0 );
  20683. } else {
  20684. // ...assume skeletal animation
  20685. var boneName = '.bones[' + bones[ h ].name + ']';
  20686. addNonemptyTrack(
  20687. VectorKeyframeTrack, boneName + '.position',
  20688. animationKeys, 'pos', tracks );
  20689. addNonemptyTrack(
  20690. QuaternionKeyframeTrack, boneName + '.quaternion',
  20691. animationKeys, 'rot', tracks );
  20692. addNonemptyTrack(
  20693. VectorKeyframeTrack, boneName + '.scale',
  20694. animationKeys, 'scl', tracks );
  20695. }
  20696. }
  20697. if ( tracks.length === 0 ) {
  20698. return null;
  20699. }
  20700. var clip = new AnimationClip( clipName, duration, tracks );
  20701. return clip;
  20702. }
  20703. } );
  20704. Object.assign( AnimationClip.prototype, {
  20705. resetDuration: function () {
  20706. var tracks = this.tracks, duration = 0;
  20707. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20708. var track = this.tracks[ i ];
  20709. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20710. }
  20711. this.duration = duration;
  20712. return this;
  20713. },
  20714. trim: function () {
  20715. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20716. this.tracks[ i ].trim( 0, this.duration );
  20717. }
  20718. return this;
  20719. },
  20720. validate: function () {
  20721. var valid = true;
  20722. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20723. valid = valid && this.tracks[ i ].validate();
  20724. }
  20725. return valid;
  20726. },
  20727. optimize: function () {
  20728. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20729. this.tracks[ i ].optimize();
  20730. }
  20731. return this;
  20732. },
  20733. clone: function () {
  20734. var tracks = [];
  20735. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20736. tracks.push( this.tracks[ i ].clone() );
  20737. }
  20738. return new AnimationClip( this.name, this.duration, tracks );
  20739. }
  20740. } );
  20741. /**
  20742. * @author mrdoob / http://mrdoob.com/
  20743. */
  20744. var Cache = {
  20745. enabled: false,
  20746. files: {},
  20747. add: function ( key, file ) {
  20748. if ( this.enabled === false ) return;
  20749. // console.log( 'THREE.Cache', 'Adding key:', key );
  20750. this.files[ key ] = file;
  20751. },
  20752. get: function ( key ) {
  20753. if ( this.enabled === false ) return;
  20754. // console.log( 'THREE.Cache', 'Checking key:', key );
  20755. return this.files[ key ];
  20756. },
  20757. remove: function ( key ) {
  20758. delete this.files[ key ];
  20759. },
  20760. clear: function () {
  20761. this.files = {};
  20762. }
  20763. };
  20764. /**
  20765. * @author mrdoob / http://mrdoob.com/
  20766. */
  20767. function LoadingManager( onLoad, onProgress, onError ) {
  20768. var scope = this;
  20769. var isLoading = false;
  20770. var itemsLoaded = 0;
  20771. var itemsTotal = 0;
  20772. var urlModifier = undefined;
  20773. // Refer to #5689 for the reason why we don't set .onStart
  20774. // in the constructor
  20775. this.onStart = undefined;
  20776. this.onLoad = onLoad;
  20777. this.onProgress = onProgress;
  20778. this.onError = onError;
  20779. this.itemStart = function ( url ) {
  20780. itemsTotal ++;
  20781. if ( isLoading === false ) {
  20782. if ( scope.onStart !== undefined ) {
  20783. scope.onStart( url, itemsLoaded, itemsTotal );
  20784. }
  20785. }
  20786. isLoading = true;
  20787. };
  20788. this.itemEnd = function ( url ) {
  20789. itemsLoaded ++;
  20790. if ( scope.onProgress !== undefined ) {
  20791. scope.onProgress( url, itemsLoaded, itemsTotal );
  20792. }
  20793. if ( itemsLoaded === itemsTotal ) {
  20794. isLoading = false;
  20795. if ( scope.onLoad !== undefined ) {
  20796. scope.onLoad();
  20797. }
  20798. }
  20799. };
  20800. this.itemError = function ( url ) {
  20801. if ( scope.onError !== undefined ) {
  20802. scope.onError( url );
  20803. }
  20804. };
  20805. this.resolveURL = function ( url ) {
  20806. if ( urlModifier ) {
  20807. return urlModifier( url );
  20808. }
  20809. return url;
  20810. };
  20811. this.setURLModifier = function ( transform ) {
  20812. urlModifier = transform;
  20813. return this;
  20814. };
  20815. }
  20816. var DefaultLoadingManager = new LoadingManager();
  20817. /**
  20818. * @author mrdoob / http://mrdoob.com/
  20819. */
  20820. var loading = {};
  20821. function FileLoader( manager ) {
  20822. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20823. }
  20824. Object.assign( FileLoader.prototype, {
  20825. load: function ( url, onLoad, onProgress, onError ) {
  20826. if ( url === undefined ) url = '';
  20827. if ( this.path !== undefined ) url = this.path + url;
  20828. url = this.manager.resolveURL( url );
  20829. var scope = this;
  20830. var cached = Cache.get( url );
  20831. if ( cached !== undefined ) {
  20832. scope.manager.itemStart( url );
  20833. setTimeout( function () {
  20834. if ( onLoad ) onLoad( cached );
  20835. scope.manager.itemEnd( url );
  20836. }, 0 );
  20837. return cached;
  20838. }
  20839. // Check if request is duplicate
  20840. if ( loading[ url ] !== undefined ) {
  20841. loading[ url ].push( {
  20842. onLoad: onLoad,
  20843. onProgress: onProgress,
  20844. onError: onError
  20845. } );
  20846. return;
  20847. }
  20848. // Check for data: URI
  20849. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20850. var dataUriRegexResult = url.match( dataUriRegex );
  20851. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20852. if ( dataUriRegexResult ) {
  20853. var mimeType = dataUriRegexResult[ 1 ];
  20854. var isBase64 = !! dataUriRegexResult[ 2 ];
  20855. var data = dataUriRegexResult[ 3 ];
  20856. data = decodeURIComponent( data );
  20857. if ( isBase64 ) data = atob( data );
  20858. try {
  20859. var response;
  20860. var responseType = ( this.responseType || '' ).toLowerCase();
  20861. switch ( responseType ) {
  20862. case 'arraybuffer':
  20863. case 'blob':
  20864. var view = new Uint8Array( data.length );
  20865. for ( var i = 0; i < data.length; i ++ ) {
  20866. view[ i ] = data.charCodeAt( i );
  20867. }
  20868. if ( responseType === 'blob' ) {
  20869. response = new Blob( [ view.buffer ], { type: mimeType } );
  20870. } else {
  20871. response = view.buffer;
  20872. }
  20873. break;
  20874. case 'document':
  20875. var parser = new DOMParser();
  20876. response = parser.parseFromString( data, mimeType );
  20877. break;
  20878. case 'json':
  20879. response = JSON.parse( data );
  20880. break;
  20881. default: // 'text' or other
  20882. response = data;
  20883. break;
  20884. }
  20885. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20886. setTimeout( function () {
  20887. if ( onLoad ) onLoad( response );
  20888. scope.manager.itemEnd( url );
  20889. }, 0 );
  20890. } catch ( error ) {
  20891. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20892. setTimeout( function () {
  20893. if ( onError ) onError( error );
  20894. scope.manager.itemError( url );
  20895. scope.manager.itemEnd( url );
  20896. }, 0 );
  20897. }
  20898. } else {
  20899. // Initialise array for duplicate requests
  20900. loading[ url ] = [];
  20901. loading[ url ].push( {
  20902. onLoad: onLoad,
  20903. onProgress: onProgress,
  20904. onError: onError
  20905. } );
  20906. var request = new XMLHttpRequest();
  20907. request.open( 'GET', url, true );
  20908. request.addEventListener( 'load', function ( event ) {
  20909. var response = this.response;
  20910. Cache.add( url, response );
  20911. var callbacks = loading[ url ];
  20912. delete loading[ url ];
  20913. if ( this.status === 200 || this.status === 0 ) {
  20914. // Some browsers return HTTP Status 0 when using non-http protocol
  20915. // e.g. 'file://' or 'data://'. Handle as success.
  20916. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20917. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20918. var callback = callbacks[ i ];
  20919. if ( callback.onLoad ) callback.onLoad( response );
  20920. }
  20921. scope.manager.itemEnd( url );
  20922. } else {
  20923. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20924. var callback = callbacks[ i ];
  20925. if ( callback.onError ) callback.onError( event );
  20926. }
  20927. scope.manager.itemError( url );
  20928. scope.manager.itemEnd( url );
  20929. }
  20930. }, false );
  20931. request.addEventListener( 'progress', function ( event ) {
  20932. var callbacks = loading[ url ];
  20933. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20934. var callback = callbacks[ i ];
  20935. if ( callback.onProgress ) callback.onProgress( event );
  20936. }
  20937. }, false );
  20938. request.addEventListener( 'error', function ( event ) {
  20939. var callbacks = loading[ url ];
  20940. delete loading[ url ];
  20941. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20942. var callback = callbacks[ i ];
  20943. if ( callback.onError ) callback.onError( event );
  20944. }
  20945. scope.manager.itemError( url );
  20946. scope.manager.itemEnd( url );
  20947. }, false );
  20948. request.addEventListener( 'abort', function ( event ) {
  20949. var callbacks = loading[ url ];
  20950. delete loading[ url ];
  20951. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20952. var callback = callbacks[ i ];
  20953. if ( callback.onError ) callback.onError( event );
  20954. }
  20955. scope.manager.itemError( url );
  20956. scope.manager.itemEnd( url );
  20957. }, false );
  20958. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20959. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20960. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20961. for ( var header in this.requestHeader ) {
  20962. request.setRequestHeader( header, this.requestHeader[ header ] );
  20963. }
  20964. request.send( null );
  20965. }
  20966. scope.manager.itemStart( url );
  20967. return request;
  20968. },
  20969. setPath: function ( value ) {
  20970. this.path = value;
  20971. return this;
  20972. },
  20973. setResponseType: function ( value ) {
  20974. this.responseType = value;
  20975. return this;
  20976. },
  20977. setWithCredentials: function ( value ) {
  20978. this.withCredentials = value;
  20979. return this;
  20980. },
  20981. setMimeType: function ( value ) {
  20982. this.mimeType = value;
  20983. return this;
  20984. },
  20985. setRequestHeader: function ( value ) {
  20986. this.requestHeader = value;
  20987. return this;
  20988. }
  20989. } );
  20990. /**
  20991. * @author bhouston / http://clara.io/
  20992. */
  20993. function AnimationLoader( manager ) {
  20994. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20995. }
  20996. Object.assign( AnimationLoader.prototype, {
  20997. load: function ( url, onLoad, onProgress, onError ) {
  20998. var scope = this;
  20999. var loader = new FileLoader( scope.manager );
  21000. loader.setPath( scope.path );
  21001. loader.load( url, function ( text ) {
  21002. onLoad( scope.parse( JSON.parse( text ) ) );
  21003. }, onProgress, onError );
  21004. },
  21005. parse: function ( json ) {
  21006. var animations = [];
  21007. for ( var i = 0; i < json.length; i ++ ) {
  21008. var clip = AnimationClip.parse( json[ i ] );
  21009. animations.push( clip );
  21010. }
  21011. return animations;
  21012. },
  21013. setPath: function ( value ) {
  21014. this.path = value;
  21015. return this;
  21016. }
  21017. } );
  21018. /**
  21019. * @author mrdoob / http://mrdoob.com/
  21020. *
  21021. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21022. */
  21023. function CompressedTextureLoader( manager ) {
  21024. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21025. // override in sub classes
  21026. this._parser = null;
  21027. }
  21028. Object.assign( CompressedTextureLoader.prototype, {
  21029. load: function ( url, onLoad, onProgress, onError ) {
  21030. var scope = this;
  21031. var images = [];
  21032. var texture = new CompressedTexture();
  21033. texture.image = images;
  21034. var loader = new FileLoader( this.manager );
  21035. loader.setPath( this.path );
  21036. loader.setResponseType( 'arraybuffer' );
  21037. function loadTexture( i ) {
  21038. loader.load( url[ i ], function ( buffer ) {
  21039. var texDatas = scope._parser( buffer, true );
  21040. images[ i ] = {
  21041. width: texDatas.width,
  21042. height: texDatas.height,
  21043. format: texDatas.format,
  21044. mipmaps: texDatas.mipmaps
  21045. };
  21046. loaded += 1;
  21047. if ( loaded === 6 ) {
  21048. if ( texDatas.mipmapCount === 1 )
  21049. texture.minFilter = LinearFilter;
  21050. texture.format = texDatas.format;
  21051. texture.needsUpdate = true;
  21052. if ( onLoad ) onLoad( texture );
  21053. }
  21054. }, onProgress, onError );
  21055. }
  21056. if ( Array.isArray( url ) ) {
  21057. var loaded = 0;
  21058. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21059. loadTexture( i );
  21060. }
  21061. } else {
  21062. // compressed cubemap texture stored in a single DDS file
  21063. loader.load( url, function ( buffer ) {
  21064. var texDatas = scope._parser( buffer, true );
  21065. if ( texDatas.isCubemap ) {
  21066. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21067. for ( var f = 0; f < faces; f ++ ) {
  21068. images[ f ] = { mipmaps: [] };
  21069. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21070. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21071. images[ f ].format = texDatas.format;
  21072. images[ f ].width = texDatas.width;
  21073. images[ f ].height = texDatas.height;
  21074. }
  21075. }
  21076. } else {
  21077. texture.image.width = texDatas.width;
  21078. texture.image.height = texDatas.height;
  21079. texture.mipmaps = texDatas.mipmaps;
  21080. }
  21081. if ( texDatas.mipmapCount === 1 ) {
  21082. texture.minFilter = LinearFilter;
  21083. }
  21084. texture.format = texDatas.format;
  21085. texture.needsUpdate = true;
  21086. if ( onLoad ) onLoad( texture );
  21087. }, onProgress, onError );
  21088. }
  21089. return texture;
  21090. },
  21091. setPath: function ( value ) {
  21092. this.path = value;
  21093. return this;
  21094. }
  21095. } );
  21096. /**
  21097. * @author Nikos M. / https://github.com/foo123/
  21098. *
  21099. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21100. */
  21101. function DataTextureLoader( manager ) {
  21102. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21103. // override in sub classes
  21104. this._parser = null;
  21105. }
  21106. Object.assign( DataTextureLoader.prototype, {
  21107. load: function ( url, onLoad, onProgress, onError ) {
  21108. var scope = this;
  21109. var texture = new DataTexture();
  21110. var loader = new FileLoader( this.manager );
  21111. loader.setResponseType( 'arraybuffer' );
  21112. loader.setPath( this.path );
  21113. loader.load( url, function ( buffer ) {
  21114. var texData = scope._parser( buffer );
  21115. if ( ! texData ) return;
  21116. if ( texData.image !== undefined ) {
  21117. texture.image = texData.image;
  21118. } else if ( texData.data !== undefined ) {
  21119. texture.image.width = texData.width;
  21120. texture.image.height = texData.height;
  21121. texture.image.data = texData.data;
  21122. }
  21123. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21124. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21125. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21126. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21127. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21128. if ( texData.format !== undefined ) {
  21129. texture.format = texData.format;
  21130. }
  21131. if ( texData.type !== undefined ) {
  21132. texture.type = texData.type;
  21133. }
  21134. if ( texData.mipmaps !== undefined ) {
  21135. texture.mipmaps = texData.mipmaps;
  21136. }
  21137. if ( texData.mipmapCount === 1 ) {
  21138. texture.minFilter = LinearFilter;
  21139. }
  21140. texture.needsUpdate = true;
  21141. if ( onLoad ) onLoad( texture, texData );
  21142. }, onProgress, onError );
  21143. return texture;
  21144. },
  21145. setPath: function ( value ) {
  21146. this.path = value;
  21147. return this;
  21148. }
  21149. } );
  21150. /**
  21151. * @author mrdoob / http://mrdoob.com/
  21152. */
  21153. function ImageLoader( manager ) {
  21154. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21155. }
  21156. Object.assign( ImageLoader.prototype, {
  21157. crossOrigin: 'anonymous',
  21158. load: function ( url, onLoad, onProgress, onError ) {
  21159. if ( url === undefined ) url = '';
  21160. if ( this.path !== undefined ) url = this.path + url;
  21161. url = this.manager.resolveURL( url );
  21162. var scope = this;
  21163. var cached = Cache.get( url );
  21164. if ( cached !== undefined ) {
  21165. scope.manager.itemStart( url );
  21166. setTimeout( function () {
  21167. if ( onLoad ) onLoad( cached );
  21168. scope.manager.itemEnd( url );
  21169. }, 0 );
  21170. return cached;
  21171. }
  21172. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21173. function onImageLoad() {
  21174. image.removeEventListener( 'load', onImageLoad, false );
  21175. image.removeEventListener( 'error', onImageError, false );
  21176. Cache.add( url, this );
  21177. if ( onLoad ) onLoad( this );
  21178. scope.manager.itemEnd( url );
  21179. }
  21180. function onImageError( event ) {
  21181. image.removeEventListener( 'load', onImageLoad, false );
  21182. image.removeEventListener( 'error', onImageError, false );
  21183. if ( onError ) onError( event );
  21184. scope.manager.itemError( url );
  21185. scope.manager.itemEnd( url );
  21186. }
  21187. image.addEventListener( 'load', onImageLoad, false );
  21188. image.addEventListener( 'error', onImageError, false );
  21189. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21190. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21191. }
  21192. scope.manager.itemStart( url );
  21193. image.src = url;
  21194. return image;
  21195. },
  21196. setCrossOrigin: function ( value ) {
  21197. this.crossOrigin = value;
  21198. return this;
  21199. },
  21200. setPath: function ( value ) {
  21201. this.path = value;
  21202. return this;
  21203. }
  21204. } );
  21205. /**
  21206. * @author mrdoob / http://mrdoob.com/
  21207. */
  21208. function CubeTextureLoader( manager ) {
  21209. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21210. }
  21211. Object.assign( CubeTextureLoader.prototype, {
  21212. crossOrigin: 'anonymous',
  21213. load: function ( urls, onLoad, onProgress, onError ) {
  21214. var texture = new CubeTexture();
  21215. var loader = new ImageLoader( this.manager );
  21216. loader.setCrossOrigin( this.crossOrigin );
  21217. loader.setPath( this.path );
  21218. var loaded = 0;
  21219. function loadTexture( i ) {
  21220. loader.load( urls[ i ], function ( image ) {
  21221. texture.images[ i ] = image;
  21222. loaded ++;
  21223. if ( loaded === 6 ) {
  21224. texture.needsUpdate = true;
  21225. if ( onLoad ) onLoad( texture );
  21226. }
  21227. }, undefined, onError );
  21228. }
  21229. for ( var i = 0; i < urls.length; ++ i ) {
  21230. loadTexture( i );
  21231. }
  21232. return texture;
  21233. },
  21234. setCrossOrigin: function ( value ) {
  21235. this.crossOrigin = value;
  21236. return this;
  21237. },
  21238. setPath: function ( value ) {
  21239. this.path = value;
  21240. return this;
  21241. }
  21242. } );
  21243. /**
  21244. * @author mrdoob / http://mrdoob.com/
  21245. */
  21246. function TextureLoader( manager ) {
  21247. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21248. }
  21249. Object.assign( TextureLoader.prototype, {
  21250. crossOrigin: 'anonymous',
  21251. load: function ( url, onLoad, onProgress, onError ) {
  21252. var texture = new Texture();
  21253. var loader = new ImageLoader( this.manager );
  21254. loader.setCrossOrigin( this.crossOrigin );
  21255. loader.setPath( this.path );
  21256. loader.load( url, function ( image ) {
  21257. texture.image = image;
  21258. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21259. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21260. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21261. texture.needsUpdate = true;
  21262. if ( onLoad !== undefined ) {
  21263. onLoad( texture );
  21264. }
  21265. }, onProgress, onError );
  21266. return texture;
  21267. },
  21268. setCrossOrigin: function ( value ) {
  21269. this.crossOrigin = value;
  21270. return this;
  21271. },
  21272. setPath: function ( value ) {
  21273. this.path = value;
  21274. return this;
  21275. }
  21276. } );
  21277. /**
  21278. * @author zz85 / http://www.lab4games.net/zz85/blog
  21279. * Extensible curve object
  21280. *
  21281. * Some common of curve methods:
  21282. * .getPoint( t, optionalTarget ), .getTangent( t )
  21283. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21284. * .getPoints(), .getSpacedPoints()
  21285. * .getLength()
  21286. * .updateArcLengths()
  21287. *
  21288. * This following curves inherit from THREE.Curve:
  21289. *
  21290. * -- 2D curves --
  21291. * THREE.ArcCurve
  21292. * THREE.CubicBezierCurve
  21293. * THREE.EllipseCurve
  21294. * THREE.LineCurve
  21295. * THREE.QuadraticBezierCurve
  21296. * THREE.SplineCurve
  21297. *
  21298. * -- 3D curves --
  21299. * THREE.CatmullRomCurve3
  21300. * THREE.CubicBezierCurve3
  21301. * THREE.LineCurve3
  21302. * THREE.QuadraticBezierCurve3
  21303. *
  21304. * A series of curves can be represented as a THREE.CurvePath.
  21305. *
  21306. **/
  21307. /**************************************************************
  21308. * Abstract Curve base class
  21309. **************************************************************/
  21310. function Curve() {
  21311. this.type = 'Curve';
  21312. this.arcLengthDivisions = 200;
  21313. }
  21314. Object.assign( Curve.prototype, {
  21315. // Virtual base class method to overwrite and implement in subclasses
  21316. // - t [0 .. 1]
  21317. getPoint: function ( /* t, optionalTarget */ ) {
  21318. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21319. return null;
  21320. },
  21321. // Get point at relative position in curve according to arc length
  21322. // - u [0 .. 1]
  21323. getPointAt: function ( u, optionalTarget ) {
  21324. var t = this.getUtoTmapping( u );
  21325. return this.getPoint( t, optionalTarget );
  21326. },
  21327. // Get sequence of points using getPoint( t )
  21328. getPoints: function ( divisions ) {
  21329. if ( divisions === undefined ) divisions = 5;
  21330. var points = [];
  21331. for ( var d = 0; d <= divisions; d ++ ) {
  21332. points.push( this.getPoint( d / divisions ) );
  21333. }
  21334. return points;
  21335. },
  21336. // Get sequence of points using getPointAt( u )
  21337. getSpacedPoints: function ( divisions ) {
  21338. if ( divisions === undefined ) divisions = 5;
  21339. var points = [];
  21340. for ( var d = 0; d <= divisions; d ++ ) {
  21341. points.push( this.getPointAt( d / divisions ) );
  21342. }
  21343. return points;
  21344. },
  21345. // Get total curve arc length
  21346. getLength: function () {
  21347. var lengths = this.getLengths();
  21348. return lengths[ lengths.length - 1 ];
  21349. },
  21350. // Get list of cumulative segment lengths
  21351. getLengths: function ( divisions ) {
  21352. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21353. if ( this.cacheArcLengths &&
  21354. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21355. ! this.needsUpdate ) {
  21356. return this.cacheArcLengths;
  21357. }
  21358. this.needsUpdate = false;
  21359. var cache = [];
  21360. var current, last = this.getPoint( 0 );
  21361. var p, sum = 0;
  21362. cache.push( 0 );
  21363. for ( p = 1; p <= divisions; p ++ ) {
  21364. current = this.getPoint( p / divisions );
  21365. sum += current.distanceTo( last );
  21366. cache.push( sum );
  21367. last = current;
  21368. }
  21369. this.cacheArcLengths = cache;
  21370. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21371. },
  21372. updateArcLengths: function () {
  21373. this.needsUpdate = true;
  21374. this.getLengths();
  21375. },
  21376. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21377. getUtoTmapping: function ( u, distance ) {
  21378. var arcLengths = this.getLengths();
  21379. var i = 0, il = arcLengths.length;
  21380. var targetArcLength; // The targeted u distance value to get
  21381. if ( distance ) {
  21382. targetArcLength = distance;
  21383. } else {
  21384. targetArcLength = u * arcLengths[ il - 1 ];
  21385. }
  21386. // binary search for the index with largest value smaller than target u distance
  21387. var low = 0, high = il - 1, comparison;
  21388. while ( low <= high ) {
  21389. 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
  21390. comparison = arcLengths[ i ] - targetArcLength;
  21391. if ( comparison < 0 ) {
  21392. low = i + 1;
  21393. } else if ( comparison > 0 ) {
  21394. high = i - 1;
  21395. } else {
  21396. high = i;
  21397. break;
  21398. // DONE
  21399. }
  21400. }
  21401. i = high;
  21402. if ( arcLengths[ i ] === targetArcLength ) {
  21403. return i / ( il - 1 );
  21404. }
  21405. // we could get finer grain at lengths, or use simple interpolation between two points
  21406. var lengthBefore = arcLengths[ i ];
  21407. var lengthAfter = arcLengths[ i + 1 ];
  21408. var segmentLength = lengthAfter - lengthBefore;
  21409. // determine where we are between the 'before' and 'after' points
  21410. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21411. // add that fractional amount to t
  21412. var t = ( i + segmentFraction ) / ( il - 1 );
  21413. return t;
  21414. },
  21415. // Returns a unit vector tangent at t
  21416. // In case any sub curve does not implement its tangent derivation,
  21417. // 2 points a small delta apart will be used to find its gradient
  21418. // which seems to give a reasonable approximation
  21419. getTangent: function ( t ) {
  21420. var delta = 0.0001;
  21421. var t1 = t - delta;
  21422. var t2 = t + delta;
  21423. // Capping in case of danger
  21424. if ( t1 < 0 ) t1 = 0;
  21425. if ( t2 > 1 ) t2 = 1;
  21426. var pt1 = this.getPoint( t1 );
  21427. var pt2 = this.getPoint( t2 );
  21428. var vec = pt2.clone().sub( pt1 );
  21429. return vec.normalize();
  21430. },
  21431. getTangentAt: function ( u ) {
  21432. var t = this.getUtoTmapping( u );
  21433. return this.getTangent( t );
  21434. },
  21435. computeFrenetFrames: function ( segments, closed ) {
  21436. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21437. var normal = new Vector3();
  21438. var tangents = [];
  21439. var normals = [];
  21440. var binormals = [];
  21441. var vec = new Vector3();
  21442. var mat = new Matrix4();
  21443. var i, u, theta;
  21444. // compute the tangent vectors for each segment on the curve
  21445. for ( i = 0; i <= segments; i ++ ) {
  21446. u = i / segments;
  21447. tangents[ i ] = this.getTangentAt( u );
  21448. tangents[ i ].normalize();
  21449. }
  21450. // select an initial normal vector perpendicular to the first tangent vector,
  21451. // and in the direction of the minimum tangent xyz component
  21452. normals[ 0 ] = new Vector3();
  21453. binormals[ 0 ] = new Vector3();
  21454. var min = Number.MAX_VALUE;
  21455. var tx = Math.abs( tangents[ 0 ].x );
  21456. var ty = Math.abs( tangents[ 0 ].y );
  21457. var tz = Math.abs( tangents[ 0 ].z );
  21458. if ( tx <= min ) {
  21459. min = tx;
  21460. normal.set( 1, 0, 0 );
  21461. }
  21462. if ( ty <= min ) {
  21463. min = ty;
  21464. normal.set( 0, 1, 0 );
  21465. }
  21466. if ( tz <= min ) {
  21467. normal.set( 0, 0, 1 );
  21468. }
  21469. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21470. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21471. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21472. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21473. for ( i = 1; i <= segments; i ++ ) {
  21474. normals[ i ] = normals[ i - 1 ].clone();
  21475. binormals[ i ] = binormals[ i - 1 ].clone();
  21476. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21477. if ( vec.length() > Number.EPSILON ) {
  21478. vec.normalize();
  21479. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21480. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21481. }
  21482. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21483. }
  21484. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21485. if ( closed === true ) {
  21486. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21487. theta /= segments;
  21488. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21489. theta = - theta;
  21490. }
  21491. for ( i = 1; i <= segments; i ++ ) {
  21492. // twist a little...
  21493. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21494. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21495. }
  21496. }
  21497. return {
  21498. tangents: tangents,
  21499. normals: normals,
  21500. binormals: binormals
  21501. };
  21502. },
  21503. clone: function () {
  21504. return new this.constructor().copy( this );
  21505. },
  21506. copy: function ( source ) {
  21507. this.arcLengthDivisions = source.arcLengthDivisions;
  21508. return this;
  21509. },
  21510. toJSON: function () {
  21511. var data = {
  21512. metadata: {
  21513. version: 4.5,
  21514. type: 'Curve',
  21515. generator: 'Curve.toJSON'
  21516. }
  21517. };
  21518. data.arcLengthDivisions = this.arcLengthDivisions;
  21519. data.type = this.type;
  21520. return data;
  21521. },
  21522. fromJSON: function ( json ) {
  21523. this.arcLengthDivisions = json.arcLengthDivisions;
  21524. return this;
  21525. }
  21526. } );
  21527. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21528. Curve.call( this );
  21529. this.type = 'EllipseCurve';
  21530. this.aX = aX || 0;
  21531. this.aY = aY || 0;
  21532. this.xRadius = xRadius || 1;
  21533. this.yRadius = yRadius || 1;
  21534. this.aStartAngle = aStartAngle || 0;
  21535. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21536. this.aClockwise = aClockwise || false;
  21537. this.aRotation = aRotation || 0;
  21538. }
  21539. EllipseCurve.prototype = Object.create( Curve.prototype );
  21540. EllipseCurve.prototype.constructor = EllipseCurve;
  21541. EllipseCurve.prototype.isEllipseCurve = true;
  21542. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21543. var point = optionalTarget || new Vector2();
  21544. var twoPi = Math.PI * 2;
  21545. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21546. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21547. // ensures that deltaAngle is 0 .. 2 PI
  21548. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21549. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21550. if ( deltaAngle < Number.EPSILON ) {
  21551. if ( samePoints ) {
  21552. deltaAngle = 0;
  21553. } else {
  21554. deltaAngle = twoPi;
  21555. }
  21556. }
  21557. if ( this.aClockwise === true && ! samePoints ) {
  21558. if ( deltaAngle === twoPi ) {
  21559. deltaAngle = - twoPi;
  21560. } else {
  21561. deltaAngle = deltaAngle - twoPi;
  21562. }
  21563. }
  21564. var angle = this.aStartAngle + t * deltaAngle;
  21565. var x = this.aX + this.xRadius * Math.cos( angle );
  21566. var y = this.aY + this.yRadius * Math.sin( angle );
  21567. if ( this.aRotation !== 0 ) {
  21568. var cos = Math.cos( this.aRotation );
  21569. var sin = Math.sin( this.aRotation );
  21570. var tx = x - this.aX;
  21571. var ty = y - this.aY;
  21572. // Rotate the point about the center of the ellipse.
  21573. x = tx * cos - ty * sin + this.aX;
  21574. y = tx * sin + ty * cos + this.aY;
  21575. }
  21576. return point.set( x, y );
  21577. };
  21578. EllipseCurve.prototype.copy = function ( source ) {
  21579. Curve.prototype.copy.call( this, source );
  21580. this.aX = source.aX;
  21581. this.aY = source.aY;
  21582. this.xRadius = source.xRadius;
  21583. this.yRadius = source.yRadius;
  21584. this.aStartAngle = source.aStartAngle;
  21585. this.aEndAngle = source.aEndAngle;
  21586. this.aClockwise = source.aClockwise;
  21587. this.aRotation = source.aRotation;
  21588. return this;
  21589. };
  21590. EllipseCurve.prototype.toJSON = function () {
  21591. var data = Curve.prototype.toJSON.call( this );
  21592. data.aX = this.aX;
  21593. data.aY = this.aY;
  21594. data.xRadius = this.xRadius;
  21595. data.yRadius = this.yRadius;
  21596. data.aStartAngle = this.aStartAngle;
  21597. data.aEndAngle = this.aEndAngle;
  21598. data.aClockwise = this.aClockwise;
  21599. data.aRotation = this.aRotation;
  21600. return data;
  21601. };
  21602. EllipseCurve.prototype.fromJSON = function ( json ) {
  21603. Curve.prototype.fromJSON.call( this, json );
  21604. this.aX = json.aX;
  21605. this.aY = json.aY;
  21606. this.xRadius = json.xRadius;
  21607. this.yRadius = json.yRadius;
  21608. this.aStartAngle = json.aStartAngle;
  21609. this.aEndAngle = json.aEndAngle;
  21610. this.aClockwise = json.aClockwise;
  21611. this.aRotation = json.aRotation;
  21612. return this;
  21613. };
  21614. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21615. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21616. this.type = 'ArcCurve';
  21617. }
  21618. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21619. ArcCurve.prototype.constructor = ArcCurve;
  21620. ArcCurve.prototype.isArcCurve = true;
  21621. /**
  21622. * @author zz85 https://github.com/zz85
  21623. *
  21624. * Centripetal CatmullRom Curve - which is useful for avoiding
  21625. * cusps and self-intersections in non-uniform catmull rom curves.
  21626. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21627. *
  21628. * curve.type accepts centripetal(default), chordal and catmullrom
  21629. * curve.tension is used for catmullrom which defaults to 0.5
  21630. */
  21631. /*
  21632. Based on an optimized c++ solution in
  21633. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21634. - http://ideone.com/NoEbVM
  21635. This CubicPoly class could be used for reusing some variables and calculations,
  21636. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21637. which can be placed in CurveUtils.
  21638. */
  21639. function CubicPoly() {
  21640. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21641. /*
  21642. * Compute coefficients for a cubic polynomial
  21643. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21644. * such that
  21645. * p(0) = x0, p(1) = x1
  21646. * and
  21647. * p'(0) = t0, p'(1) = t1.
  21648. */
  21649. function init( x0, x1, t0, t1 ) {
  21650. c0 = x0;
  21651. c1 = t0;
  21652. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21653. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21654. }
  21655. return {
  21656. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21657. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21658. },
  21659. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21660. // compute tangents when parameterized in [t1,t2]
  21661. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21662. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21663. // rescale tangents for parametrization in [0,1]
  21664. t1 *= dt1;
  21665. t2 *= dt1;
  21666. init( x1, x2, t1, t2 );
  21667. },
  21668. calc: function ( t ) {
  21669. var t2 = t * t;
  21670. var t3 = t2 * t;
  21671. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21672. }
  21673. };
  21674. }
  21675. //
  21676. var tmp = new Vector3();
  21677. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21678. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21679. Curve.call( this );
  21680. this.type = 'CatmullRomCurve3';
  21681. this.points = points || [];
  21682. this.closed = closed || false;
  21683. this.curveType = curveType || 'centripetal';
  21684. this.tension = tension || 0.5;
  21685. }
  21686. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21687. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21688. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21689. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21690. var point = optionalTarget || new Vector3();
  21691. var points = this.points;
  21692. var l = points.length;
  21693. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21694. var intPoint = Math.floor( p );
  21695. var weight = p - intPoint;
  21696. if ( this.closed ) {
  21697. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21698. } else if ( weight === 0 && intPoint === l - 1 ) {
  21699. intPoint = l - 2;
  21700. weight = 1;
  21701. }
  21702. var p0, p1, p2, p3; // 4 points
  21703. if ( this.closed || intPoint > 0 ) {
  21704. p0 = points[ ( intPoint - 1 ) % l ];
  21705. } else {
  21706. // extrapolate first point
  21707. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21708. p0 = tmp;
  21709. }
  21710. p1 = points[ intPoint % l ];
  21711. p2 = points[ ( intPoint + 1 ) % l ];
  21712. if ( this.closed || intPoint + 2 < l ) {
  21713. p3 = points[ ( intPoint + 2 ) % l ];
  21714. } else {
  21715. // extrapolate last point
  21716. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21717. p3 = tmp;
  21718. }
  21719. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21720. // init Centripetal / Chordal Catmull-Rom
  21721. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21722. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21723. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21724. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21725. // safety check for repeated points
  21726. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21727. if ( dt0 < 1e-4 ) dt0 = dt1;
  21728. if ( dt2 < 1e-4 ) dt2 = dt1;
  21729. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21730. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21731. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21732. } else if ( this.curveType === 'catmullrom' ) {
  21733. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21734. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21735. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21736. }
  21737. point.set(
  21738. px.calc( weight ),
  21739. py.calc( weight ),
  21740. pz.calc( weight )
  21741. );
  21742. return point;
  21743. };
  21744. CatmullRomCurve3.prototype.copy = function ( source ) {
  21745. Curve.prototype.copy.call( this, source );
  21746. this.points = [];
  21747. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21748. var point = source.points[ i ];
  21749. this.points.push( point.clone() );
  21750. }
  21751. this.closed = source.closed;
  21752. this.curveType = source.curveType;
  21753. this.tension = source.tension;
  21754. return this;
  21755. };
  21756. CatmullRomCurve3.prototype.toJSON = function () {
  21757. var data = Curve.prototype.toJSON.call( this );
  21758. data.points = [];
  21759. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21760. var point = this.points[ i ];
  21761. data.points.push( point.toArray() );
  21762. }
  21763. data.closed = this.closed;
  21764. data.curveType = this.curveType;
  21765. data.tension = this.tension;
  21766. return data;
  21767. };
  21768. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21769. Curve.prototype.fromJSON.call( this, json );
  21770. this.points = [];
  21771. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21772. var point = json.points[ i ];
  21773. this.points.push( new Vector3().fromArray( point ) );
  21774. }
  21775. this.closed = json.closed;
  21776. this.curveType = json.curveType;
  21777. this.tension = json.tension;
  21778. return this;
  21779. };
  21780. /**
  21781. * @author zz85 / http://www.lab4games.net/zz85/blog
  21782. *
  21783. * Bezier Curves formulas obtained from
  21784. * http://en.wikipedia.org/wiki/Bézier_curve
  21785. */
  21786. function CatmullRom( t, p0, p1, p2, p3 ) {
  21787. var v0 = ( p2 - p0 ) * 0.5;
  21788. var v1 = ( p3 - p1 ) * 0.5;
  21789. var t2 = t * t;
  21790. var t3 = t * t2;
  21791. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21792. }
  21793. //
  21794. function QuadraticBezierP0( t, p ) {
  21795. var k = 1 - t;
  21796. return k * k * p;
  21797. }
  21798. function QuadraticBezierP1( t, p ) {
  21799. return 2 * ( 1 - t ) * t * p;
  21800. }
  21801. function QuadraticBezierP2( t, p ) {
  21802. return t * t * p;
  21803. }
  21804. function QuadraticBezier( t, p0, p1, p2 ) {
  21805. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21806. QuadraticBezierP2( t, p2 );
  21807. }
  21808. //
  21809. function CubicBezierP0( t, p ) {
  21810. var k = 1 - t;
  21811. return k * k * k * p;
  21812. }
  21813. function CubicBezierP1( t, p ) {
  21814. var k = 1 - t;
  21815. return 3 * k * k * t * p;
  21816. }
  21817. function CubicBezierP2( t, p ) {
  21818. return 3 * ( 1 - t ) * t * t * p;
  21819. }
  21820. function CubicBezierP3( t, p ) {
  21821. return t * t * t * p;
  21822. }
  21823. function CubicBezier( t, p0, p1, p2, p3 ) {
  21824. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21825. CubicBezierP3( t, p3 );
  21826. }
  21827. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21828. Curve.call( this );
  21829. this.type = 'CubicBezierCurve';
  21830. this.v0 = v0 || new Vector2();
  21831. this.v1 = v1 || new Vector2();
  21832. this.v2 = v2 || new Vector2();
  21833. this.v3 = v3 || new Vector2();
  21834. }
  21835. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21836. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21837. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21838. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21839. var point = optionalTarget || new Vector2();
  21840. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21841. point.set(
  21842. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21843. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21844. );
  21845. return point;
  21846. };
  21847. CubicBezierCurve.prototype.copy = function ( source ) {
  21848. Curve.prototype.copy.call( this, source );
  21849. this.v0.copy( source.v0 );
  21850. this.v1.copy( source.v1 );
  21851. this.v2.copy( source.v2 );
  21852. this.v3.copy( source.v3 );
  21853. return this;
  21854. };
  21855. CubicBezierCurve.prototype.toJSON = function () {
  21856. var data = Curve.prototype.toJSON.call( this );
  21857. data.v0 = this.v0.toArray();
  21858. data.v1 = this.v1.toArray();
  21859. data.v2 = this.v2.toArray();
  21860. data.v3 = this.v3.toArray();
  21861. return data;
  21862. };
  21863. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21864. Curve.prototype.fromJSON.call( this, json );
  21865. this.v0.fromArray( json.v0 );
  21866. this.v1.fromArray( json.v1 );
  21867. this.v2.fromArray( json.v2 );
  21868. this.v3.fromArray( json.v3 );
  21869. return this;
  21870. };
  21871. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21872. Curve.call( this );
  21873. this.type = 'CubicBezierCurve3';
  21874. this.v0 = v0 || new Vector3();
  21875. this.v1 = v1 || new Vector3();
  21876. this.v2 = v2 || new Vector3();
  21877. this.v3 = v3 || new Vector3();
  21878. }
  21879. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21880. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21881. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21882. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21883. var point = optionalTarget || new Vector3();
  21884. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21885. point.set(
  21886. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21887. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21888. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21889. );
  21890. return point;
  21891. };
  21892. CubicBezierCurve3.prototype.copy = function ( source ) {
  21893. Curve.prototype.copy.call( this, source );
  21894. this.v0.copy( source.v0 );
  21895. this.v1.copy( source.v1 );
  21896. this.v2.copy( source.v2 );
  21897. this.v3.copy( source.v3 );
  21898. return this;
  21899. };
  21900. CubicBezierCurve3.prototype.toJSON = function () {
  21901. var data = Curve.prototype.toJSON.call( this );
  21902. data.v0 = this.v0.toArray();
  21903. data.v1 = this.v1.toArray();
  21904. data.v2 = this.v2.toArray();
  21905. data.v3 = this.v3.toArray();
  21906. return data;
  21907. };
  21908. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21909. Curve.prototype.fromJSON.call( this, json );
  21910. this.v0.fromArray( json.v0 );
  21911. this.v1.fromArray( json.v1 );
  21912. this.v2.fromArray( json.v2 );
  21913. this.v3.fromArray( json.v3 );
  21914. return this;
  21915. };
  21916. function LineCurve( v1, v2 ) {
  21917. Curve.call( this );
  21918. this.type = 'LineCurve';
  21919. this.v1 = v1 || new Vector2();
  21920. this.v2 = v2 || new Vector2();
  21921. }
  21922. LineCurve.prototype = Object.create( Curve.prototype );
  21923. LineCurve.prototype.constructor = LineCurve;
  21924. LineCurve.prototype.isLineCurve = true;
  21925. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21926. var point = optionalTarget || new Vector2();
  21927. if ( t === 1 ) {
  21928. point.copy( this.v2 );
  21929. } else {
  21930. point.copy( this.v2 ).sub( this.v1 );
  21931. point.multiplyScalar( t ).add( this.v1 );
  21932. }
  21933. return point;
  21934. };
  21935. // Line curve is linear, so we can overwrite default getPointAt
  21936. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21937. return this.getPoint( u, optionalTarget );
  21938. };
  21939. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21940. var tangent = this.v2.clone().sub( this.v1 );
  21941. return tangent.normalize();
  21942. };
  21943. LineCurve.prototype.copy = function ( source ) {
  21944. Curve.prototype.copy.call( this, source );
  21945. this.v1.copy( source.v1 );
  21946. this.v2.copy( source.v2 );
  21947. return this;
  21948. };
  21949. LineCurve.prototype.toJSON = function () {
  21950. var data = Curve.prototype.toJSON.call( this );
  21951. data.v1 = this.v1.toArray();
  21952. data.v2 = this.v2.toArray();
  21953. return data;
  21954. };
  21955. LineCurve.prototype.fromJSON = function ( json ) {
  21956. Curve.prototype.fromJSON.call( this, json );
  21957. this.v1.fromArray( json.v1 );
  21958. this.v2.fromArray( json.v2 );
  21959. return this;
  21960. };
  21961. function LineCurve3( v1, v2 ) {
  21962. Curve.call( this );
  21963. this.type = 'LineCurve3';
  21964. this.v1 = v1 || new Vector3();
  21965. this.v2 = v2 || new Vector3();
  21966. }
  21967. LineCurve3.prototype = Object.create( Curve.prototype );
  21968. LineCurve3.prototype.constructor = LineCurve3;
  21969. LineCurve3.prototype.isLineCurve3 = true;
  21970. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21971. var point = optionalTarget || new Vector3();
  21972. if ( t === 1 ) {
  21973. point.copy( this.v2 );
  21974. } else {
  21975. point.copy( this.v2 ).sub( this.v1 );
  21976. point.multiplyScalar( t ).add( this.v1 );
  21977. }
  21978. return point;
  21979. };
  21980. // Line curve is linear, so we can overwrite default getPointAt
  21981. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21982. return this.getPoint( u, optionalTarget );
  21983. };
  21984. LineCurve3.prototype.copy = function ( source ) {
  21985. Curve.prototype.copy.call( this, source );
  21986. this.v1.copy( source.v1 );
  21987. this.v2.copy( source.v2 );
  21988. return this;
  21989. };
  21990. LineCurve3.prototype.toJSON = function () {
  21991. var data = Curve.prototype.toJSON.call( this );
  21992. data.v1 = this.v1.toArray();
  21993. data.v2 = this.v2.toArray();
  21994. return data;
  21995. };
  21996. LineCurve3.prototype.fromJSON = function ( json ) {
  21997. Curve.prototype.fromJSON.call( this, json );
  21998. this.v1.fromArray( json.v1 );
  21999. this.v2.fromArray( json.v2 );
  22000. return this;
  22001. };
  22002. function QuadraticBezierCurve( v0, v1, v2 ) {
  22003. Curve.call( this );
  22004. this.type = 'QuadraticBezierCurve';
  22005. this.v0 = v0 || new Vector2();
  22006. this.v1 = v1 || new Vector2();
  22007. this.v2 = v2 || new Vector2();
  22008. }
  22009. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22010. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22011. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22012. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22013. var point = optionalTarget || new Vector2();
  22014. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22015. point.set(
  22016. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22017. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22018. );
  22019. return point;
  22020. };
  22021. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22022. Curve.prototype.copy.call( this, source );
  22023. this.v0.copy( source.v0 );
  22024. this.v1.copy( source.v1 );
  22025. this.v2.copy( source.v2 );
  22026. return this;
  22027. };
  22028. QuadraticBezierCurve.prototype.toJSON = function () {
  22029. var data = Curve.prototype.toJSON.call( this );
  22030. data.v0 = this.v0.toArray();
  22031. data.v1 = this.v1.toArray();
  22032. data.v2 = this.v2.toArray();
  22033. return data;
  22034. };
  22035. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22036. Curve.prototype.fromJSON.call( this, json );
  22037. this.v0.fromArray( json.v0 );
  22038. this.v1.fromArray( json.v1 );
  22039. this.v2.fromArray( json.v2 );
  22040. return this;
  22041. };
  22042. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22043. Curve.call( this );
  22044. this.type = 'QuadraticBezierCurve3';
  22045. this.v0 = v0 || new Vector3();
  22046. this.v1 = v1 || new Vector3();
  22047. this.v2 = v2 || new Vector3();
  22048. }
  22049. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22050. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22051. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22052. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22053. var point = optionalTarget || new Vector3();
  22054. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22055. point.set(
  22056. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22057. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22058. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22059. );
  22060. return point;
  22061. };
  22062. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22063. Curve.prototype.copy.call( this, source );
  22064. this.v0.copy( source.v0 );
  22065. this.v1.copy( source.v1 );
  22066. this.v2.copy( source.v2 );
  22067. return this;
  22068. };
  22069. QuadraticBezierCurve3.prototype.toJSON = function () {
  22070. var data = Curve.prototype.toJSON.call( this );
  22071. data.v0 = this.v0.toArray();
  22072. data.v1 = this.v1.toArray();
  22073. data.v2 = this.v2.toArray();
  22074. return data;
  22075. };
  22076. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22077. Curve.prototype.fromJSON.call( this, json );
  22078. this.v0.fromArray( json.v0 );
  22079. this.v1.fromArray( json.v1 );
  22080. this.v2.fromArray( json.v2 );
  22081. return this;
  22082. };
  22083. function SplineCurve( points /* array of Vector2 */ ) {
  22084. Curve.call( this );
  22085. this.type = 'SplineCurve';
  22086. this.points = points || [];
  22087. }
  22088. SplineCurve.prototype = Object.create( Curve.prototype );
  22089. SplineCurve.prototype.constructor = SplineCurve;
  22090. SplineCurve.prototype.isSplineCurve = true;
  22091. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22092. var point = optionalTarget || new Vector2();
  22093. var points = this.points;
  22094. var p = ( points.length - 1 ) * t;
  22095. var intPoint = Math.floor( p );
  22096. var weight = p - intPoint;
  22097. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22098. var p1 = points[ intPoint ];
  22099. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22100. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22101. point.set(
  22102. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22103. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22104. );
  22105. return point;
  22106. };
  22107. SplineCurve.prototype.copy = function ( source ) {
  22108. Curve.prototype.copy.call( this, source );
  22109. this.points = [];
  22110. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22111. var point = source.points[ i ];
  22112. this.points.push( point.clone() );
  22113. }
  22114. return this;
  22115. };
  22116. SplineCurve.prototype.toJSON = function () {
  22117. var data = Curve.prototype.toJSON.call( this );
  22118. data.points = [];
  22119. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22120. var point = this.points[ i ];
  22121. data.points.push( point.toArray() );
  22122. }
  22123. return data;
  22124. };
  22125. SplineCurve.prototype.fromJSON = function ( json ) {
  22126. Curve.prototype.fromJSON.call( this, json );
  22127. this.points = [];
  22128. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22129. var point = json.points[ i ];
  22130. this.points.push( new Vector2().fromArray( point ) );
  22131. }
  22132. return this;
  22133. };
  22134. var Curves = /*#__PURE__*/Object.freeze({
  22135. ArcCurve: ArcCurve,
  22136. CatmullRomCurve3: CatmullRomCurve3,
  22137. CubicBezierCurve: CubicBezierCurve,
  22138. CubicBezierCurve3: CubicBezierCurve3,
  22139. EllipseCurve: EllipseCurve,
  22140. LineCurve: LineCurve,
  22141. LineCurve3: LineCurve3,
  22142. QuadraticBezierCurve: QuadraticBezierCurve,
  22143. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22144. SplineCurve: SplineCurve
  22145. });
  22146. /**
  22147. * @author zz85 / http://www.lab4games.net/zz85/blog
  22148. *
  22149. **/
  22150. /**************************************************************
  22151. * Curved Path - a curve path is simply a array of connected
  22152. * curves, but retains the api of a curve
  22153. **************************************************************/
  22154. function CurvePath() {
  22155. Curve.call( this );
  22156. this.type = 'CurvePath';
  22157. this.curves = [];
  22158. this.autoClose = false; // Automatically closes the path
  22159. }
  22160. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22161. constructor: CurvePath,
  22162. add: function ( curve ) {
  22163. this.curves.push( curve );
  22164. },
  22165. closePath: function () {
  22166. // Add a line curve if start and end of lines are not connected
  22167. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22168. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22169. if ( ! startPoint.equals( endPoint ) ) {
  22170. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22171. }
  22172. },
  22173. // To get accurate point with reference to
  22174. // entire path distance at time t,
  22175. // following has to be done:
  22176. // 1. Length of each sub path have to be known
  22177. // 2. Locate and identify type of curve
  22178. // 3. Get t for the curve
  22179. // 4. Return curve.getPointAt(t')
  22180. getPoint: function ( t ) {
  22181. var d = t * this.getLength();
  22182. var curveLengths = this.getCurveLengths();
  22183. var i = 0;
  22184. // To think about boundaries points.
  22185. while ( i < curveLengths.length ) {
  22186. if ( curveLengths[ i ] >= d ) {
  22187. var diff = curveLengths[ i ] - d;
  22188. var curve = this.curves[ i ];
  22189. var segmentLength = curve.getLength();
  22190. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22191. return curve.getPointAt( u );
  22192. }
  22193. i ++;
  22194. }
  22195. return null;
  22196. // loop where sum != 0, sum > d , sum+1 <d
  22197. },
  22198. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22199. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22200. // getPoint() depends on getLength
  22201. getLength: function () {
  22202. var lens = this.getCurveLengths();
  22203. return lens[ lens.length - 1 ];
  22204. },
  22205. // cacheLengths must be recalculated.
  22206. updateArcLengths: function () {
  22207. this.needsUpdate = true;
  22208. this.cacheLengths = null;
  22209. this.getCurveLengths();
  22210. },
  22211. // Compute lengths and cache them
  22212. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22213. getCurveLengths: function () {
  22214. // We use cache values if curves and cache array are same length
  22215. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22216. return this.cacheLengths;
  22217. }
  22218. // Get length of sub-curve
  22219. // Push sums into cached array
  22220. var lengths = [], sums = 0;
  22221. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22222. sums += this.curves[ i ].getLength();
  22223. lengths.push( sums );
  22224. }
  22225. this.cacheLengths = lengths;
  22226. return lengths;
  22227. },
  22228. getSpacedPoints: function ( divisions ) {
  22229. if ( divisions === undefined ) divisions = 40;
  22230. var points = [];
  22231. for ( var i = 0; i <= divisions; i ++ ) {
  22232. points.push( this.getPoint( i / divisions ) );
  22233. }
  22234. if ( this.autoClose ) {
  22235. points.push( points[ 0 ] );
  22236. }
  22237. return points;
  22238. },
  22239. getPoints: function ( divisions ) {
  22240. divisions = divisions || 12;
  22241. var points = [], last;
  22242. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22243. var curve = curves[ i ];
  22244. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22245. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22246. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22247. : divisions;
  22248. var pts = curve.getPoints( resolution );
  22249. for ( var j = 0; j < pts.length; j ++ ) {
  22250. var point = pts[ j ];
  22251. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22252. points.push( point );
  22253. last = point;
  22254. }
  22255. }
  22256. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22257. points.push( points[ 0 ] );
  22258. }
  22259. return points;
  22260. },
  22261. copy: function ( source ) {
  22262. Curve.prototype.copy.call( this, source );
  22263. this.curves = [];
  22264. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22265. var curve = source.curves[ i ];
  22266. this.curves.push( curve.clone() );
  22267. }
  22268. this.autoClose = source.autoClose;
  22269. return this;
  22270. },
  22271. toJSON: function () {
  22272. var data = Curve.prototype.toJSON.call( this );
  22273. data.autoClose = this.autoClose;
  22274. data.curves = [];
  22275. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22276. var curve = this.curves[ i ];
  22277. data.curves.push( curve.toJSON() );
  22278. }
  22279. return data;
  22280. },
  22281. fromJSON: function ( json ) {
  22282. Curve.prototype.fromJSON.call( this, json );
  22283. this.autoClose = json.autoClose;
  22284. this.curves = [];
  22285. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22286. var curve = json.curves[ i ];
  22287. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22288. }
  22289. return this;
  22290. }
  22291. } );
  22292. /**
  22293. * @author zz85 / http://www.lab4games.net/zz85/blog
  22294. * Creates free form 2d path using series of points, lines or curves.
  22295. **/
  22296. function Path( points ) {
  22297. CurvePath.call( this );
  22298. this.type = 'Path';
  22299. this.currentPoint = new Vector2();
  22300. if ( points ) {
  22301. this.setFromPoints( points );
  22302. }
  22303. }
  22304. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22305. constructor: Path,
  22306. setFromPoints: function ( points ) {
  22307. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22308. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22309. this.lineTo( points[ i ].x, points[ i ].y );
  22310. }
  22311. },
  22312. moveTo: function ( x, y ) {
  22313. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22314. },
  22315. lineTo: function ( x, y ) {
  22316. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22317. this.curves.push( curve );
  22318. this.currentPoint.set( x, y );
  22319. },
  22320. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22321. var curve = new QuadraticBezierCurve(
  22322. this.currentPoint.clone(),
  22323. new Vector2( aCPx, aCPy ),
  22324. new Vector2( aX, aY )
  22325. );
  22326. this.curves.push( curve );
  22327. this.currentPoint.set( aX, aY );
  22328. },
  22329. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22330. var curve = new CubicBezierCurve(
  22331. this.currentPoint.clone(),
  22332. new Vector2( aCP1x, aCP1y ),
  22333. new Vector2( aCP2x, aCP2y ),
  22334. new Vector2( aX, aY )
  22335. );
  22336. this.curves.push( curve );
  22337. this.currentPoint.set( aX, aY );
  22338. },
  22339. splineThru: function ( pts /*Array of Vector*/ ) {
  22340. var npts = [ this.currentPoint.clone() ].concat( pts );
  22341. var curve = new SplineCurve( npts );
  22342. this.curves.push( curve );
  22343. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22344. },
  22345. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22346. var x0 = this.currentPoint.x;
  22347. var y0 = this.currentPoint.y;
  22348. this.absarc( aX + x0, aY + y0, aRadius,
  22349. aStartAngle, aEndAngle, aClockwise );
  22350. },
  22351. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22352. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22353. },
  22354. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22355. var x0 = this.currentPoint.x;
  22356. var y0 = this.currentPoint.y;
  22357. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22358. },
  22359. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22360. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22361. if ( this.curves.length > 0 ) {
  22362. // if a previous curve is present, attempt to join
  22363. var firstPoint = curve.getPoint( 0 );
  22364. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22365. this.lineTo( firstPoint.x, firstPoint.y );
  22366. }
  22367. }
  22368. this.curves.push( curve );
  22369. var lastPoint = curve.getPoint( 1 );
  22370. this.currentPoint.copy( lastPoint );
  22371. },
  22372. copy: function ( source ) {
  22373. CurvePath.prototype.copy.call( this, source );
  22374. this.currentPoint.copy( source.currentPoint );
  22375. return this;
  22376. },
  22377. toJSON: function () {
  22378. var data = CurvePath.prototype.toJSON.call( this );
  22379. data.currentPoint = this.currentPoint.toArray();
  22380. return data;
  22381. },
  22382. fromJSON: function ( json ) {
  22383. CurvePath.prototype.fromJSON.call( this, json );
  22384. this.currentPoint.fromArray( json.currentPoint );
  22385. return this;
  22386. }
  22387. } );
  22388. /**
  22389. * @author zz85 / http://www.lab4games.net/zz85/blog
  22390. * Defines a 2d shape plane using paths.
  22391. **/
  22392. // STEP 1 Create a path.
  22393. // STEP 2 Turn path into shape.
  22394. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22395. // STEP 3a - Extract points from each shape, turn to vertices
  22396. // STEP 3b - Triangulate each shape, add faces.
  22397. function Shape( points ) {
  22398. Path.call( this, points );
  22399. this.uuid = _Math.generateUUID();
  22400. this.type = 'Shape';
  22401. this.holes = [];
  22402. }
  22403. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22404. constructor: Shape,
  22405. getPointsHoles: function ( divisions ) {
  22406. var holesPts = [];
  22407. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22408. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22409. }
  22410. return holesPts;
  22411. },
  22412. // get points of shape and holes (keypoints based on segments parameter)
  22413. extractPoints: function ( divisions ) {
  22414. return {
  22415. shape: this.getPoints( divisions ),
  22416. holes: this.getPointsHoles( divisions )
  22417. };
  22418. },
  22419. copy: function ( source ) {
  22420. Path.prototype.copy.call( this, source );
  22421. this.holes = [];
  22422. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22423. var hole = source.holes[ i ];
  22424. this.holes.push( hole.clone() );
  22425. }
  22426. return this;
  22427. },
  22428. toJSON: function () {
  22429. var data = Path.prototype.toJSON.call( this );
  22430. data.uuid = this.uuid;
  22431. data.holes = [];
  22432. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22433. var hole = this.holes[ i ];
  22434. data.holes.push( hole.toJSON() );
  22435. }
  22436. return data;
  22437. },
  22438. fromJSON: function ( json ) {
  22439. Path.prototype.fromJSON.call( this, json );
  22440. this.uuid = json.uuid;
  22441. this.holes = [];
  22442. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22443. var hole = json.holes[ i ];
  22444. this.holes.push( new Path().fromJSON( hole ) );
  22445. }
  22446. return this;
  22447. }
  22448. } );
  22449. /**
  22450. * @author mrdoob / http://mrdoob.com/
  22451. * @author alteredq / http://alteredqualia.com/
  22452. */
  22453. function Light( color, intensity ) {
  22454. Object3D.call( this );
  22455. this.type = 'Light';
  22456. this.color = new Color( color );
  22457. this.intensity = intensity !== undefined ? intensity : 1;
  22458. this.receiveShadow = undefined;
  22459. }
  22460. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22461. constructor: Light,
  22462. isLight: true,
  22463. copy: function ( source ) {
  22464. Object3D.prototype.copy.call( this, source );
  22465. this.color.copy( source.color );
  22466. this.intensity = source.intensity;
  22467. return this;
  22468. },
  22469. toJSON: function ( meta ) {
  22470. var data = Object3D.prototype.toJSON.call( this, meta );
  22471. data.object.color = this.color.getHex();
  22472. data.object.intensity = this.intensity;
  22473. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22474. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22475. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22476. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22477. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22478. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22479. return data;
  22480. }
  22481. } );
  22482. /**
  22483. * @author alteredq / http://alteredqualia.com/
  22484. */
  22485. function HemisphereLight( skyColor, groundColor, intensity ) {
  22486. Light.call( this, skyColor, intensity );
  22487. this.type = 'HemisphereLight';
  22488. this.castShadow = undefined;
  22489. this.position.copy( Object3D.DefaultUp );
  22490. this.updateMatrix();
  22491. this.groundColor = new Color( groundColor );
  22492. }
  22493. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22494. constructor: HemisphereLight,
  22495. isHemisphereLight: true,
  22496. copy: function ( source ) {
  22497. Light.prototype.copy.call( this, source );
  22498. this.groundColor.copy( source.groundColor );
  22499. return this;
  22500. }
  22501. } );
  22502. /**
  22503. * @author mrdoob / http://mrdoob.com/
  22504. */
  22505. function LightShadow( camera ) {
  22506. this.camera = camera;
  22507. this.bias = 0;
  22508. this.radius = 1;
  22509. this.mapSize = new Vector2( 512, 512 );
  22510. this.map = null;
  22511. this.matrix = new Matrix4();
  22512. }
  22513. Object.assign( LightShadow.prototype, {
  22514. copy: function ( source ) {
  22515. this.camera = source.camera.clone();
  22516. this.bias = source.bias;
  22517. this.radius = source.radius;
  22518. this.mapSize.copy( source.mapSize );
  22519. return this;
  22520. },
  22521. clone: function () {
  22522. return new this.constructor().copy( this );
  22523. },
  22524. toJSON: function () {
  22525. var object = {};
  22526. if ( this.bias !== 0 ) object.bias = this.bias;
  22527. if ( this.radius !== 1 ) object.radius = this.radius;
  22528. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22529. object.camera = this.camera.toJSON( false ).object;
  22530. delete object.camera.matrix;
  22531. return object;
  22532. }
  22533. } );
  22534. /**
  22535. * @author mrdoob / http://mrdoob.com/
  22536. */
  22537. function SpotLightShadow() {
  22538. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22539. }
  22540. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22541. constructor: SpotLightShadow,
  22542. isSpotLightShadow: true,
  22543. update: function ( light ) {
  22544. var camera = this.camera;
  22545. var fov = _Math.RAD2DEG * 2 * light.angle;
  22546. var aspect = this.mapSize.width / this.mapSize.height;
  22547. var far = light.distance || camera.far;
  22548. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22549. camera.fov = fov;
  22550. camera.aspect = aspect;
  22551. camera.far = far;
  22552. camera.updateProjectionMatrix();
  22553. }
  22554. }
  22555. } );
  22556. /**
  22557. * @author alteredq / http://alteredqualia.com/
  22558. */
  22559. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22560. Light.call( this, color, intensity );
  22561. this.type = 'SpotLight';
  22562. this.position.copy( Object3D.DefaultUp );
  22563. this.updateMatrix();
  22564. this.target = new Object3D();
  22565. Object.defineProperty( this, 'power', {
  22566. get: function () {
  22567. // intensity = power per solid angle.
  22568. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22569. return this.intensity * Math.PI;
  22570. },
  22571. set: function ( power ) {
  22572. // intensity = power per solid angle.
  22573. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22574. this.intensity = power / Math.PI;
  22575. }
  22576. } );
  22577. this.distance = ( distance !== undefined ) ? distance : 0;
  22578. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22579. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22580. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22581. this.shadow = new SpotLightShadow();
  22582. }
  22583. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22584. constructor: SpotLight,
  22585. isSpotLight: true,
  22586. copy: function ( source ) {
  22587. Light.prototype.copy.call( this, source );
  22588. this.distance = source.distance;
  22589. this.angle = source.angle;
  22590. this.penumbra = source.penumbra;
  22591. this.decay = source.decay;
  22592. this.target = source.target.clone();
  22593. this.shadow = source.shadow.clone();
  22594. return this;
  22595. }
  22596. } );
  22597. /**
  22598. * @author mrdoob / http://mrdoob.com/
  22599. */
  22600. function PointLight( color, intensity, distance, decay ) {
  22601. Light.call( this, color, intensity );
  22602. this.type = 'PointLight';
  22603. Object.defineProperty( this, 'power', {
  22604. get: function () {
  22605. // intensity = power per solid angle.
  22606. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22607. return this.intensity * 4 * Math.PI;
  22608. },
  22609. set: function ( power ) {
  22610. // intensity = power per solid angle.
  22611. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22612. this.intensity = power / ( 4 * Math.PI );
  22613. }
  22614. } );
  22615. this.distance = ( distance !== undefined ) ? distance : 0;
  22616. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22617. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22618. }
  22619. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22620. constructor: PointLight,
  22621. isPointLight: true,
  22622. copy: function ( source ) {
  22623. Light.prototype.copy.call( this, source );
  22624. this.distance = source.distance;
  22625. this.decay = source.decay;
  22626. this.shadow = source.shadow.clone();
  22627. return this;
  22628. }
  22629. } );
  22630. /**
  22631. * @author alteredq / http://alteredqualia.com/
  22632. * @author arose / http://github.com/arose
  22633. */
  22634. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22635. Camera.call( this );
  22636. this.type = 'OrthographicCamera';
  22637. this.zoom = 1;
  22638. this.view = null;
  22639. this.left = ( left !== undefined ) ? left : - 1;
  22640. this.right = ( right !== undefined ) ? right : 1;
  22641. this.top = ( top !== undefined ) ? top : 1;
  22642. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22643. this.near = ( near !== undefined ) ? near : 0.1;
  22644. this.far = ( far !== undefined ) ? far : 2000;
  22645. this.updateProjectionMatrix();
  22646. }
  22647. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22648. constructor: OrthographicCamera,
  22649. isOrthographicCamera: true,
  22650. copy: function ( source, recursive ) {
  22651. Camera.prototype.copy.call( this, source, recursive );
  22652. this.left = source.left;
  22653. this.right = source.right;
  22654. this.top = source.top;
  22655. this.bottom = source.bottom;
  22656. this.near = source.near;
  22657. this.far = source.far;
  22658. this.zoom = source.zoom;
  22659. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22660. return this;
  22661. },
  22662. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22663. if ( this.view === null ) {
  22664. this.view = {
  22665. enabled: true,
  22666. fullWidth: 1,
  22667. fullHeight: 1,
  22668. offsetX: 0,
  22669. offsetY: 0,
  22670. width: 1,
  22671. height: 1
  22672. };
  22673. }
  22674. this.view.enabled = true;
  22675. this.view.fullWidth = fullWidth;
  22676. this.view.fullHeight = fullHeight;
  22677. this.view.offsetX = x;
  22678. this.view.offsetY = y;
  22679. this.view.width = width;
  22680. this.view.height = height;
  22681. this.updateProjectionMatrix();
  22682. },
  22683. clearViewOffset: function () {
  22684. if ( this.view !== null ) {
  22685. this.view.enabled = false;
  22686. }
  22687. this.updateProjectionMatrix();
  22688. },
  22689. updateProjectionMatrix: function () {
  22690. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22691. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22692. var cx = ( this.right + this.left ) / 2;
  22693. var cy = ( this.top + this.bottom ) / 2;
  22694. var left = cx - dx;
  22695. var right = cx + dx;
  22696. var top = cy + dy;
  22697. var bottom = cy - dy;
  22698. if ( this.view !== null && this.view.enabled ) {
  22699. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22700. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22701. var scaleW = ( this.right - this.left ) / this.view.width;
  22702. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22703. left += scaleW * ( this.view.offsetX / zoomW );
  22704. right = left + scaleW * ( this.view.width / zoomW );
  22705. top -= scaleH * ( this.view.offsetY / zoomH );
  22706. bottom = top - scaleH * ( this.view.height / zoomH );
  22707. }
  22708. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22709. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22710. },
  22711. toJSON: function ( meta ) {
  22712. var data = Object3D.prototype.toJSON.call( this, meta );
  22713. data.object.zoom = this.zoom;
  22714. data.object.left = this.left;
  22715. data.object.right = this.right;
  22716. data.object.top = this.top;
  22717. data.object.bottom = this.bottom;
  22718. data.object.near = this.near;
  22719. data.object.far = this.far;
  22720. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22721. return data;
  22722. }
  22723. } );
  22724. /**
  22725. * @author mrdoob / http://mrdoob.com/
  22726. */
  22727. function DirectionalLightShadow( ) {
  22728. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22729. }
  22730. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22731. constructor: DirectionalLightShadow
  22732. } );
  22733. /**
  22734. * @author mrdoob / http://mrdoob.com/
  22735. * @author alteredq / http://alteredqualia.com/
  22736. */
  22737. function DirectionalLight( color, intensity ) {
  22738. Light.call( this, color, intensity );
  22739. this.type = 'DirectionalLight';
  22740. this.position.copy( Object3D.DefaultUp );
  22741. this.updateMatrix();
  22742. this.target = new Object3D();
  22743. this.shadow = new DirectionalLightShadow();
  22744. }
  22745. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22746. constructor: DirectionalLight,
  22747. isDirectionalLight: true,
  22748. copy: function ( source ) {
  22749. Light.prototype.copy.call( this, source );
  22750. this.target = source.target.clone();
  22751. this.shadow = source.shadow.clone();
  22752. return this;
  22753. }
  22754. } );
  22755. /**
  22756. * @author mrdoob / http://mrdoob.com/
  22757. */
  22758. function AmbientLight( color, intensity ) {
  22759. Light.call( this, color, intensity );
  22760. this.type = 'AmbientLight';
  22761. this.castShadow = undefined;
  22762. }
  22763. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22764. constructor: AmbientLight,
  22765. isAmbientLight: true
  22766. } );
  22767. /**
  22768. * @author abelnation / http://github.com/abelnation
  22769. */
  22770. function RectAreaLight( color, intensity, width, height ) {
  22771. Light.call( this, color, intensity );
  22772. this.type = 'RectAreaLight';
  22773. this.width = ( width !== undefined ) ? width : 10;
  22774. this.height = ( height !== undefined ) ? height : 10;
  22775. }
  22776. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22777. constructor: RectAreaLight,
  22778. isRectAreaLight: true,
  22779. copy: function ( source ) {
  22780. Light.prototype.copy.call( this, source );
  22781. this.width = source.width;
  22782. this.height = source.height;
  22783. return this;
  22784. },
  22785. toJSON: function ( meta ) {
  22786. var data = Light.prototype.toJSON.call( this, meta );
  22787. data.object.width = this.width;
  22788. data.object.height = this.height;
  22789. return data;
  22790. }
  22791. } );
  22792. /**
  22793. * @author mrdoob / http://mrdoob.com/
  22794. */
  22795. function MaterialLoader( manager ) {
  22796. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22797. this.textures = {};
  22798. }
  22799. Object.assign( MaterialLoader.prototype, {
  22800. load: function ( url, onLoad, onProgress, onError ) {
  22801. var scope = this;
  22802. var loader = new FileLoader( scope.manager );
  22803. loader.setPath( scope.path );
  22804. loader.load( url, function ( text ) {
  22805. onLoad( scope.parse( JSON.parse( text ) ) );
  22806. }, onProgress, onError );
  22807. },
  22808. parse: function ( json ) {
  22809. var textures = this.textures;
  22810. function getTexture( name ) {
  22811. if ( textures[ name ] === undefined ) {
  22812. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22813. }
  22814. return textures[ name ];
  22815. }
  22816. var material = new Materials[ json.type ]();
  22817. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22818. if ( json.name !== undefined ) material.name = json.name;
  22819. if ( json.color !== undefined ) material.color.setHex( json.color );
  22820. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22821. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22822. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22823. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22824. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22825. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22826. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22827. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22828. if ( json.fog !== undefined ) material.fog = json.fog;
  22829. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22830. if ( json.blending !== undefined ) material.blending = json.blending;
  22831. if ( json.combine !== undefined ) material.combine = json.combine;
  22832. if ( json.side !== undefined ) material.side = json.side;
  22833. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22834. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22835. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22836. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22837. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22838. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22839. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22840. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22841. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22842. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22843. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22844. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22845. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22846. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22847. if ( json.scale !== undefined ) material.scale = json.scale;
  22848. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22849. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22850. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22851. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22852. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22853. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22854. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22855. if ( json.visible !== undefined ) material.visible = json.visible;
  22856. if ( json.userData !== undefined ) material.userData = json.userData;
  22857. // Shader Material
  22858. if ( json.uniforms !== undefined ) {
  22859. for ( var name in json.uniforms ) {
  22860. var uniform = json.uniforms[ name ];
  22861. material.uniforms[ name ] = {};
  22862. switch ( uniform.type ) {
  22863. case 't':
  22864. material.uniforms[ name ].value = getTexture( uniform.value );
  22865. break;
  22866. case 'c':
  22867. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22868. break;
  22869. case 'v2':
  22870. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22871. break;
  22872. case 'v3':
  22873. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22874. break;
  22875. case 'v4':
  22876. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22877. break;
  22878. case 'm3':
  22879. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22880. case 'm4':
  22881. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22882. break;
  22883. default:
  22884. material.uniforms[ name ].value = uniform.value;
  22885. }
  22886. }
  22887. }
  22888. if ( json.defines !== undefined ) material.defines = json.defines;
  22889. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22890. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22891. if ( json.extensions !== undefined ) {
  22892. for ( var key in json.extensions ) {
  22893. material.extensions[ key ] = json.extensions[ key ];
  22894. }
  22895. }
  22896. // Deprecated
  22897. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22898. // for PointsMaterial
  22899. if ( json.size !== undefined ) material.size = json.size;
  22900. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22901. // maps
  22902. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22903. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22904. if ( json.alphaMap !== undefined ) {
  22905. material.alphaMap = getTexture( json.alphaMap );
  22906. material.transparent = true;
  22907. }
  22908. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22909. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22910. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22911. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22912. if ( json.normalScale !== undefined ) {
  22913. var normalScale = json.normalScale;
  22914. if ( Array.isArray( normalScale ) === false ) {
  22915. // Blender exporter used to export a scalar. See #7459
  22916. normalScale = [ normalScale, normalScale ];
  22917. }
  22918. material.normalScale = new Vector2().fromArray( normalScale );
  22919. }
  22920. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22921. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22922. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22923. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22924. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22925. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22926. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22927. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22928. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22929. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22930. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22931. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22932. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22933. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22934. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22935. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22936. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22937. if ( json.clearCoatNormalMap !== undefined ) material.clearCoatNormalMap = getTexture( json.clearCoatNormalMap );
  22938. if ( json.clearCoatNormalScale !== undefined ) material.clearCoatNormalScale = new Vector2().fromArray( json.clearCoatNormalScale );
  22939. return material;
  22940. },
  22941. setPath: function ( value ) {
  22942. this.path = value;
  22943. return this;
  22944. },
  22945. setTextures: function ( value ) {
  22946. this.textures = value;
  22947. return this;
  22948. }
  22949. } );
  22950. /**
  22951. * @author Don McCurdy / https://www.donmccurdy.com
  22952. */
  22953. var LoaderUtils = {
  22954. decodeText: function ( array ) {
  22955. if ( typeof TextDecoder !== 'undefined' ) {
  22956. return new TextDecoder().decode( array );
  22957. }
  22958. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22959. // throws a "maximum call stack size exceeded" error for large arrays.
  22960. var s = '';
  22961. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22962. // Implicitly assumes little-endian.
  22963. s += String.fromCharCode( array[ i ] );
  22964. }
  22965. try {
  22966. // merges multi-byte utf-8 characters.
  22967. return decodeURIComponent( escape( s ) );
  22968. } catch ( e ) { // see #16358
  22969. return s;
  22970. }
  22971. },
  22972. extractUrlBase: function ( url ) {
  22973. var index = url.lastIndexOf( '/' );
  22974. if ( index === - 1 ) return './';
  22975. return url.substr( 0, index + 1 );
  22976. }
  22977. };
  22978. /**
  22979. * @author benaadams / https://twitter.com/ben_a_adams
  22980. */
  22981. function InstancedBufferGeometry() {
  22982. BufferGeometry.call( this );
  22983. this.type = 'InstancedBufferGeometry';
  22984. this.maxInstancedCount = undefined;
  22985. }
  22986. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22987. constructor: InstancedBufferGeometry,
  22988. isInstancedBufferGeometry: true,
  22989. copy: function ( source ) {
  22990. BufferGeometry.prototype.copy.call( this, source );
  22991. this.maxInstancedCount = source.maxInstancedCount;
  22992. return this;
  22993. },
  22994. clone: function () {
  22995. return new this.constructor().copy( this );
  22996. },
  22997. toJSON: function () {
  22998. var data = BufferGeometry.prototype.toJSON.call( this );
  22999. data.maxInstancedCount = this.maxInstancedCount;
  23000. data.isInstancedBufferGeometry = true;
  23001. return data;
  23002. }
  23003. } );
  23004. /**
  23005. * @author benaadams / https://twitter.com/ben_a_adams
  23006. */
  23007. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23008. if ( typeof ( normalized ) === 'number' ) {
  23009. meshPerAttribute = normalized;
  23010. normalized = false;
  23011. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23012. }
  23013. BufferAttribute.call( this, array, itemSize, normalized );
  23014. this.meshPerAttribute = meshPerAttribute || 1;
  23015. }
  23016. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23017. constructor: InstancedBufferAttribute,
  23018. isInstancedBufferAttribute: true,
  23019. copy: function ( source ) {
  23020. BufferAttribute.prototype.copy.call( this, source );
  23021. this.meshPerAttribute = source.meshPerAttribute;
  23022. return this;
  23023. },
  23024. toJSON: function () {
  23025. var data = BufferAttribute.prototype.toJSON.call( this );
  23026. data.meshPerAttribute = this.meshPerAttribute;
  23027. data.isInstancedBufferAttribute = true;
  23028. return data;
  23029. }
  23030. } );
  23031. /**
  23032. * @author mrdoob / http://mrdoob.com/
  23033. */
  23034. function BufferGeometryLoader( manager ) {
  23035. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23036. }
  23037. Object.assign( BufferGeometryLoader.prototype, {
  23038. load: function ( url, onLoad, onProgress, onError ) {
  23039. var scope = this;
  23040. var loader = new FileLoader( scope.manager );
  23041. loader.setPath( scope.path );
  23042. loader.load( url, function ( text ) {
  23043. onLoad( scope.parse( JSON.parse( text ) ) );
  23044. }, onProgress, onError );
  23045. },
  23046. parse: function ( json ) {
  23047. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23048. var index = json.data.index;
  23049. if ( index !== undefined ) {
  23050. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23051. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23052. }
  23053. var attributes = json.data.attributes;
  23054. for ( var key in attributes ) {
  23055. var attribute = attributes[ key ];
  23056. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23057. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23058. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23059. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23060. geometry.addAttribute( key, bufferAttribute );
  23061. }
  23062. var morphAttributes = json.data.morphAttributes;
  23063. if ( morphAttributes ) {
  23064. for ( var key in morphAttributes ) {
  23065. var attributeArray = morphAttributes[ key ];
  23066. var array = [];
  23067. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23068. var attribute = attributeArray[ i ];
  23069. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23070. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23071. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23072. array.push( bufferAttribute );
  23073. }
  23074. geometry.morphAttributes[ key ] = array;
  23075. }
  23076. }
  23077. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23078. if ( groups !== undefined ) {
  23079. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23080. var group = groups[ i ];
  23081. geometry.addGroup( group.start, group.count, group.materialIndex );
  23082. }
  23083. }
  23084. var boundingSphere = json.data.boundingSphere;
  23085. if ( boundingSphere !== undefined ) {
  23086. var center = new Vector3();
  23087. if ( boundingSphere.center !== undefined ) {
  23088. center.fromArray( boundingSphere.center );
  23089. }
  23090. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23091. }
  23092. if ( json.name ) geometry.name = json.name;
  23093. if ( json.userData ) geometry.userData = json.userData;
  23094. return geometry;
  23095. },
  23096. setPath: function ( value ) {
  23097. this.path = value;
  23098. return this;
  23099. }
  23100. } );
  23101. var TYPED_ARRAYS = {
  23102. Int8Array: Int8Array,
  23103. Uint8Array: Uint8Array,
  23104. // Workaround for IE11 pre KB2929437. See #11440
  23105. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23106. Int16Array: Int16Array,
  23107. Uint16Array: Uint16Array,
  23108. Int32Array: Int32Array,
  23109. Uint32Array: Uint32Array,
  23110. Float32Array: Float32Array,
  23111. Float64Array: Float64Array
  23112. };
  23113. /**
  23114. * @author mrdoob / http://mrdoob.com/
  23115. */
  23116. function ObjectLoader( manager ) {
  23117. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23118. this.resourcePath = '';
  23119. }
  23120. Object.assign( ObjectLoader.prototype, {
  23121. crossOrigin: 'anonymous',
  23122. load: function ( url, onLoad, onProgress, onError ) {
  23123. var scope = this;
  23124. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23125. this.resourcePath = this.resourcePath || path;
  23126. var loader = new FileLoader( scope.manager );
  23127. loader.setPath( this.path );
  23128. loader.load( url, function ( text ) {
  23129. var json = null;
  23130. try {
  23131. json = JSON.parse( text );
  23132. } catch ( error ) {
  23133. if ( onError !== undefined ) onError( error );
  23134. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23135. return;
  23136. }
  23137. var metadata = json.metadata;
  23138. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23139. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23140. return;
  23141. }
  23142. scope.parse( json, onLoad );
  23143. }, onProgress, onError );
  23144. },
  23145. setPath: function ( value ) {
  23146. this.path = value;
  23147. return this;
  23148. },
  23149. setResourcePath: function ( value ) {
  23150. this.resourcePath = value;
  23151. return this;
  23152. },
  23153. setCrossOrigin: function ( value ) {
  23154. this.crossOrigin = value;
  23155. return this;
  23156. },
  23157. parse: function ( json, onLoad ) {
  23158. var shapes = this.parseShape( json.shapes );
  23159. var geometries = this.parseGeometries( json.geometries, shapes );
  23160. var images = this.parseImages( json.images, function () {
  23161. if ( onLoad !== undefined ) onLoad( object );
  23162. } );
  23163. var textures = this.parseTextures( json.textures, images );
  23164. var materials = this.parseMaterials( json.materials, textures );
  23165. var object = this.parseObject( json.object, geometries, materials );
  23166. if ( json.animations ) {
  23167. object.animations = this.parseAnimations( json.animations );
  23168. }
  23169. if ( json.images === undefined || json.images.length === 0 ) {
  23170. if ( onLoad !== undefined ) onLoad( object );
  23171. }
  23172. return object;
  23173. },
  23174. parseShape: function ( json ) {
  23175. var shapes = {};
  23176. if ( json !== undefined ) {
  23177. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23178. var shape = new Shape().fromJSON( json[ i ] );
  23179. shapes[ shape.uuid ] = shape;
  23180. }
  23181. }
  23182. return shapes;
  23183. },
  23184. parseGeometries: function ( json, shapes ) {
  23185. var geometries = {};
  23186. if ( json !== undefined ) {
  23187. var bufferGeometryLoader = new BufferGeometryLoader();
  23188. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23189. var geometry;
  23190. var data = json[ i ];
  23191. switch ( data.type ) {
  23192. case 'PlaneGeometry':
  23193. case 'PlaneBufferGeometry':
  23194. geometry = new Geometries[ data.type ](
  23195. data.width,
  23196. data.height,
  23197. data.widthSegments,
  23198. data.heightSegments
  23199. );
  23200. break;
  23201. case 'BoxGeometry':
  23202. case 'BoxBufferGeometry':
  23203. case 'CubeGeometry': // backwards compatible
  23204. geometry = new Geometries[ data.type ](
  23205. data.width,
  23206. data.height,
  23207. data.depth,
  23208. data.widthSegments,
  23209. data.heightSegments,
  23210. data.depthSegments
  23211. );
  23212. break;
  23213. case 'CircleGeometry':
  23214. case 'CircleBufferGeometry':
  23215. geometry = new Geometries[ data.type ](
  23216. data.radius,
  23217. data.segments,
  23218. data.thetaStart,
  23219. data.thetaLength
  23220. );
  23221. break;
  23222. case 'CylinderGeometry':
  23223. case 'CylinderBufferGeometry':
  23224. geometry = new Geometries[ data.type ](
  23225. data.radiusTop,
  23226. data.radiusBottom,
  23227. data.height,
  23228. data.radialSegments,
  23229. data.heightSegments,
  23230. data.openEnded,
  23231. data.thetaStart,
  23232. data.thetaLength
  23233. );
  23234. break;
  23235. case 'ConeGeometry':
  23236. case 'ConeBufferGeometry':
  23237. geometry = new Geometries[ data.type ](
  23238. data.radius,
  23239. data.height,
  23240. data.radialSegments,
  23241. data.heightSegments,
  23242. data.openEnded,
  23243. data.thetaStart,
  23244. data.thetaLength
  23245. );
  23246. break;
  23247. case 'SphereGeometry':
  23248. case 'SphereBufferGeometry':
  23249. geometry = new Geometries[ data.type ](
  23250. data.radius,
  23251. data.widthSegments,
  23252. data.heightSegments,
  23253. data.phiStart,
  23254. data.phiLength,
  23255. data.thetaStart,
  23256. data.thetaLength
  23257. );
  23258. break;
  23259. case 'DodecahedronGeometry':
  23260. case 'DodecahedronBufferGeometry':
  23261. case 'IcosahedronGeometry':
  23262. case 'IcosahedronBufferGeometry':
  23263. case 'OctahedronGeometry':
  23264. case 'OctahedronBufferGeometry':
  23265. case 'TetrahedronGeometry':
  23266. case 'TetrahedronBufferGeometry':
  23267. geometry = new Geometries[ data.type ](
  23268. data.radius,
  23269. data.detail
  23270. );
  23271. break;
  23272. case 'RingGeometry':
  23273. case 'RingBufferGeometry':
  23274. geometry = new Geometries[ data.type ](
  23275. data.innerRadius,
  23276. data.outerRadius,
  23277. data.thetaSegments,
  23278. data.phiSegments,
  23279. data.thetaStart,
  23280. data.thetaLength
  23281. );
  23282. break;
  23283. case 'TorusGeometry':
  23284. case 'TorusBufferGeometry':
  23285. geometry = new Geometries[ data.type ](
  23286. data.radius,
  23287. data.tube,
  23288. data.radialSegments,
  23289. data.tubularSegments,
  23290. data.arc
  23291. );
  23292. break;
  23293. case 'TorusKnotGeometry':
  23294. case 'TorusKnotBufferGeometry':
  23295. geometry = new Geometries[ data.type ](
  23296. data.radius,
  23297. data.tube,
  23298. data.tubularSegments,
  23299. data.radialSegments,
  23300. data.p,
  23301. data.q
  23302. );
  23303. break;
  23304. case 'TubeGeometry':
  23305. case 'TubeBufferGeometry':
  23306. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23307. // User defined curves or instances of CurvePath will not be deserialized.
  23308. geometry = new Geometries[ data.type ](
  23309. new Curves[ data.path.type ]().fromJSON( data.path ),
  23310. data.tubularSegments,
  23311. data.radius,
  23312. data.radialSegments,
  23313. data.closed
  23314. );
  23315. break;
  23316. case 'LatheGeometry':
  23317. case 'LatheBufferGeometry':
  23318. geometry = new Geometries[ data.type ](
  23319. data.points,
  23320. data.segments,
  23321. data.phiStart,
  23322. data.phiLength
  23323. );
  23324. break;
  23325. case 'PolyhedronGeometry':
  23326. case 'PolyhedronBufferGeometry':
  23327. geometry = new Geometries[ data.type ](
  23328. data.vertices,
  23329. data.indices,
  23330. data.radius,
  23331. data.details
  23332. );
  23333. break;
  23334. case 'ShapeGeometry':
  23335. case 'ShapeBufferGeometry':
  23336. var geometryShapes = [];
  23337. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23338. var shape = shapes[ data.shapes[ j ] ];
  23339. geometryShapes.push( shape );
  23340. }
  23341. geometry = new Geometries[ data.type ](
  23342. geometryShapes,
  23343. data.curveSegments
  23344. );
  23345. break;
  23346. case 'ExtrudeGeometry':
  23347. case 'ExtrudeBufferGeometry':
  23348. var geometryShapes = [];
  23349. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23350. var shape = shapes[ data.shapes[ j ] ];
  23351. geometryShapes.push( shape );
  23352. }
  23353. var extrudePath = data.options.extrudePath;
  23354. if ( extrudePath !== undefined ) {
  23355. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23356. }
  23357. geometry = new Geometries[ data.type ](
  23358. geometryShapes,
  23359. data.options
  23360. );
  23361. break;
  23362. case 'BufferGeometry':
  23363. case 'InstancedBufferGeometry':
  23364. geometry = bufferGeometryLoader.parse( data );
  23365. break;
  23366. case 'Geometry':
  23367. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23368. var geometryLoader = new THREE.LegacyJSONLoader();
  23369. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23370. } else {
  23371. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23372. }
  23373. break;
  23374. default:
  23375. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23376. continue;
  23377. }
  23378. geometry.uuid = data.uuid;
  23379. if ( data.name !== undefined ) geometry.name = data.name;
  23380. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23381. geometries[ data.uuid ] = geometry;
  23382. }
  23383. }
  23384. return geometries;
  23385. },
  23386. parseMaterials: function ( json, textures ) {
  23387. var cache = {}; // MultiMaterial
  23388. var materials = {};
  23389. if ( json !== undefined ) {
  23390. var loader = new MaterialLoader();
  23391. loader.setTextures( textures );
  23392. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23393. var data = json[ i ];
  23394. if ( data.type === 'MultiMaterial' ) {
  23395. // Deprecated
  23396. var array = [];
  23397. for ( var j = 0; j < data.materials.length; j ++ ) {
  23398. var material = data.materials[ j ];
  23399. if ( cache[ material.uuid ] === undefined ) {
  23400. cache[ material.uuid ] = loader.parse( material );
  23401. }
  23402. array.push( cache[ material.uuid ] );
  23403. }
  23404. materials[ data.uuid ] = array;
  23405. } else {
  23406. if ( cache[ data.uuid ] === undefined ) {
  23407. cache[ data.uuid ] = loader.parse( data );
  23408. }
  23409. materials[ data.uuid ] = cache[ data.uuid ];
  23410. }
  23411. }
  23412. }
  23413. return materials;
  23414. },
  23415. parseAnimations: function ( json ) {
  23416. var animations = [];
  23417. for ( var i = 0; i < json.length; i ++ ) {
  23418. var data = json[ i ];
  23419. var clip = AnimationClip.parse( data );
  23420. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23421. animations.push( clip );
  23422. }
  23423. return animations;
  23424. },
  23425. parseImages: function ( json, onLoad ) {
  23426. var scope = this;
  23427. var images = {};
  23428. function loadImage( url ) {
  23429. scope.manager.itemStart( url );
  23430. return loader.load( url, function () {
  23431. scope.manager.itemEnd( url );
  23432. }, undefined, function () {
  23433. scope.manager.itemError( url );
  23434. scope.manager.itemEnd( url );
  23435. } );
  23436. }
  23437. if ( json !== undefined && json.length > 0 ) {
  23438. var manager = new LoadingManager( onLoad );
  23439. var loader = new ImageLoader( manager );
  23440. loader.setCrossOrigin( this.crossOrigin );
  23441. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23442. var image = json[ i ];
  23443. var url = image.url;
  23444. if ( Array.isArray( url ) ) {
  23445. // load array of images e.g CubeTexture
  23446. images[ image.uuid ] = [];
  23447. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23448. var currentUrl = url[ j ];
  23449. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23450. images[ image.uuid ].push( loadImage( path ) );
  23451. }
  23452. } else {
  23453. // load single image
  23454. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23455. images[ image.uuid ] = loadImage( path );
  23456. }
  23457. }
  23458. }
  23459. return images;
  23460. },
  23461. parseTextures: function ( json, images ) {
  23462. function parseConstant( value, type ) {
  23463. if ( typeof value === 'number' ) return value;
  23464. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23465. return type[ value ];
  23466. }
  23467. var textures = {};
  23468. if ( json !== undefined ) {
  23469. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23470. var data = json[ i ];
  23471. if ( data.image === undefined ) {
  23472. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23473. }
  23474. if ( images[ data.image ] === undefined ) {
  23475. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23476. }
  23477. var texture;
  23478. if ( Array.isArray( images[ data.image ] ) ) {
  23479. texture = new CubeTexture( images[ data.image ] );
  23480. } else {
  23481. texture = new Texture( images[ data.image ] );
  23482. }
  23483. texture.needsUpdate = true;
  23484. texture.uuid = data.uuid;
  23485. if ( data.name !== undefined ) texture.name = data.name;
  23486. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23487. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23488. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23489. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23490. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23491. if ( data.wrap !== undefined ) {
  23492. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23493. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23494. }
  23495. if ( data.format !== undefined ) texture.format = data.format;
  23496. if ( data.type !== undefined ) texture.type = data.type;
  23497. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23498. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23499. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23500. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23501. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23502. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23503. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23504. textures[ data.uuid ] = texture;
  23505. }
  23506. }
  23507. return textures;
  23508. },
  23509. parseObject: function ( data, geometries, materials ) {
  23510. var object;
  23511. function getGeometry( name ) {
  23512. if ( geometries[ name ] === undefined ) {
  23513. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23514. }
  23515. return geometries[ name ];
  23516. }
  23517. function getMaterial( name ) {
  23518. if ( name === undefined ) return undefined;
  23519. if ( Array.isArray( name ) ) {
  23520. var array = [];
  23521. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23522. var uuid = name[ i ];
  23523. if ( materials[ uuid ] === undefined ) {
  23524. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23525. }
  23526. array.push( materials[ uuid ] );
  23527. }
  23528. return array;
  23529. }
  23530. if ( materials[ name ] === undefined ) {
  23531. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23532. }
  23533. return materials[ name ];
  23534. }
  23535. switch ( data.type ) {
  23536. case 'Scene':
  23537. object = new Scene();
  23538. if ( data.background !== undefined ) {
  23539. if ( Number.isInteger( data.background ) ) {
  23540. object.background = new Color( data.background );
  23541. }
  23542. }
  23543. if ( data.fog !== undefined ) {
  23544. if ( data.fog.type === 'Fog' ) {
  23545. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23546. } else if ( data.fog.type === 'FogExp2' ) {
  23547. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23548. }
  23549. }
  23550. break;
  23551. case 'PerspectiveCamera':
  23552. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23553. if ( data.focus !== undefined ) object.focus = data.focus;
  23554. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23555. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23556. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23557. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23558. break;
  23559. case 'OrthographicCamera':
  23560. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23561. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23562. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23563. break;
  23564. case 'AmbientLight':
  23565. object = new AmbientLight( data.color, data.intensity );
  23566. break;
  23567. case 'DirectionalLight':
  23568. object = new DirectionalLight( data.color, data.intensity );
  23569. break;
  23570. case 'PointLight':
  23571. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23572. break;
  23573. case 'RectAreaLight':
  23574. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23575. break;
  23576. case 'SpotLight':
  23577. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23578. break;
  23579. case 'HemisphereLight':
  23580. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23581. break;
  23582. case 'SkinnedMesh':
  23583. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23584. case 'Mesh':
  23585. var geometry = getGeometry( data.geometry );
  23586. var material = getMaterial( data.material );
  23587. if ( geometry.bones && geometry.bones.length > 0 ) {
  23588. object = new SkinnedMesh( geometry, material );
  23589. } else {
  23590. object = new Mesh( geometry, material );
  23591. }
  23592. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23593. break;
  23594. case 'LOD':
  23595. object = new LOD();
  23596. break;
  23597. case 'Line':
  23598. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23599. break;
  23600. case 'LineLoop':
  23601. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23602. break;
  23603. case 'LineSegments':
  23604. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23605. break;
  23606. case 'PointCloud':
  23607. case 'Points':
  23608. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23609. break;
  23610. case 'Sprite':
  23611. object = new Sprite( getMaterial( data.material ) );
  23612. break;
  23613. case 'Group':
  23614. object = new Group();
  23615. break;
  23616. default:
  23617. object = new Object3D();
  23618. }
  23619. object.uuid = data.uuid;
  23620. if ( data.name !== undefined ) object.name = data.name;
  23621. if ( data.matrix !== undefined ) {
  23622. object.matrix.fromArray( data.matrix );
  23623. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23624. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23625. } else {
  23626. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23627. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23628. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23629. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23630. }
  23631. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23632. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23633. if ( data.shadow ) {
  23634. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23635. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23636. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23637. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23638. }
  23639. if ( data.visible !== undefined ) object.visible = data.visible;
  23640. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23641. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23642. if ( data.userData !== undefined ) object.userData = data.userData;
  23643. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23644. if ( data.children !== undefined ) {
  23645. var children = data.children;
  23646. for ( var i = 0; i < children.length; i ++ ) {
  23647. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23648. }
  23649. }
  23650. if ( data.type === 'LOD' ) {
  23651. var levels = data.levels;
  23652. for ( var l = 0; l < levels.length; l ++ ) {
  23653. var level = levels[ l ];
  23654. var child = object.getObjectByProperty( 'uuid', level.object );
  23655. if ( child !== undefined ) {
  23656. object.addLevel( child, level.distance );
  23657. }
  23658. }
  23659. }
  23660. return object;
  23661. }
  23662. } );
  23663. var TEXTURE_MAPPING = {
  23664. UVMapping: UVMapping,
  23665. CubeReflectionMapping: CubeReflectionMapping,
  23666. CubeRefractionMapping: CubeRefractionMapping,
  23667. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23668. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23669. SphericalReflectionMapping: SphericalReflectionMapping,
  23670. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23671. CubeUVRefractionMapping: CubeUVRefractionMapping
  23672. };
  23673. var TEXTURE_WRAPPING = {
  23674. RepeatWrapping: RepeatWrapping,
  23675. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23676. MirroredRepeatWrapping: MirroredRepeatWrapping
  23677. };
  23678. var TEXTURE_FILTER = {
  23679. NearestFilter: NearestFilter,
  23680. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23681. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23682. LinearFilter: LinearFilter,
  23683. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23684. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23685. };
  23686. /**
  23687. * @author thespite / http://clicktorelease.com/
  23688. */
  23689. function ImageBitmapLoader( manager ) {
  23690. if ( typeof createImageBitmap === 'undefined' ) {
  23691. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23692. }
  23693. if ( typeof fetch === 'undefined' ) {
  23694. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23695. }
  23696. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23697. this.options = undefined;
  23698. }
  23699. ImageBitmapLoader.prototype = {
  23700. constructor: ImageBitmapLoader,
  23701. setOptions: function setOptions( options ) {
  23702. this.options = options;
  23703. return this;
  23704. },
  23705. load: function ( url, onLoad, onProgress, onError ) {
  23706. if ( url === undefined ) url = '';
  23707. if ( this.path !== undefined ) url = this.path + url;
  23708. url = this.manager.resolveURL( url );
  23709. var scope = this;
  23710. var cached = Cache.get( url );
  23711. if ( cached !== undefined ) {
  23712. scope.manager.itemStart( url );
  23713. setTimeout( function () {
  23714. if ( onLoad ) onLoad( cached );
  23715. scope.manager.itemEnd( url );
  23716. }, 0 );
  23717. return cached;
  23718. }
  23719. fetch( url ).then( function ( res ) {
  23720. return res.blob();
  23721. } ).then( function ( blob ) {
  23722. if ( scope.options === undefined ) {
  23723. // Workaround for FireFox. It causes an error if you pass options.
  23724. return createImageBitmap( blob );
  23725. } else {
  23726. return createImageBitmap( blob, scope.options );
  23727. }
  23728. } ).then( function ( imageBitmap ) {
  23729. Cache.add( url, imageBitmap );
  23730. if ( onLoad ) onLoad( imageBitmap );
  23731. scope.manager.itemEnd( url );
  23732. } ).catch( function ( e ) {
  23733. if ( onError ) onError( e );
  23734. scope.manager.itemError( url );
  23735. scope.manager.itemEnd( url );
  23736. } );
  23737. scope.manager.itemStart( url );
  23738. },
  23739. setCrossOrigin: function ( /* value */ ) {
  23740. return this;
  23741. },
  23742. setPath: function ( value ) {
  23743. this.path = value;
  23744. return this;
  23745. }
  23746. };
  23747. /**
  23748. * @author zz85 / http://www.lab4games.net/zz85/blog
  23749. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23750. **/
  23751. function ShapePath() {
  23752. this.type = 'ShapePath';
  23753. this.color = new Color();
  23754. this.subPaths = [];
  23755. this.currentPath = null;
  23756. }
  23757. Object.assign( ShapePath.prototype, {
  23758. moveTo: function ( x, y ) {
  23759. this.currentPath = new Path();
  23760. this.subPaths.push( this.currentPath );
  23761. this.currentPath.moveTo( x, y );
  23762. },
  23763. lineTo: function ( x, y ) {
  23764. this.currentPath.lineTo( x, y );
  23765. },
  23766. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23767. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23768. },
  23769. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23770. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23771. },
  23772. splineThru: function ( pts ) {
  23773. this.currentPath.splineThru( pts );
  23774. },
  23775. toShapes: function ( isCCW, noHoles ) {
  23776. function toShapesNoHoles( inSubpaths ) {
  23777. var shapes = [];
  23778. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23779. var tmpPath = inSubpaths[ i ];
  23780. var tmpShape = new Shape();
  23781. tmpShape.curves = tmpPath.curves;
  23782. shapes.push( tmpShape );
  23783. }
  23784. return shapes;
  23785. }
  23786. function isPointInsidePolygon( inPt, inPolygon ) {
  23787. var polyLen = inPolygon.length;
  23788. // inPt on polygon contour => immediate success or
  23789. // toggling of inside/outside at every single! intersection point of an edge
  23790. // with the horizontal line through inPt, left of inPt
  23791. // not counting lowerY endpoints of edges and whole edges on that line
  23792. var inside = false;
  23793. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23794. var edgeLowPt = inPolygon[ p ];
  23795. var edgeHighPt = inPolygon[ q ];
  23796. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23797. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23798. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23799. // not parallel
  23800. if ( edgeDy < 0 ) {
  23801. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23802. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23803. }
  23804. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23805. if ( inPt.y === edgeLowPt.y ) {
  23806. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23807. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23808. } else {
  23809. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23810. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23811. if ( perpEdge < 0 ) continue;
  23812. inside = ! inside; // true intersection left of inPt
  23813. }
  23814. } else {
  23815. // parallel or collinear
  23816. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23817. // edge lies on the same horizontal line as inPt
  23818. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23819. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23820. // continue;
  23821. }
  23822. }
  23823. return inside;
  23824. }
  23825. var isClockWise = ShapeUtils.isClockWise;
  23826. var subPaths = this.subPaths;
  23827. if ( subPaths.length === 0 ) return [];
  23828. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23829. var solid, tmpPath, tmpShape, shapes = [];
  23830. if ( subPaths.length === 1 ) {
  23831. tmpPath = subPaths[ 0 ];
  23832. tmpShape = new Shape();
  23833. tmpShape.curves = tmpPath.curves;
  23834. shapes.push( tmpShape );
  23835. return shapes;
  23836. }
  23837. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23838. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23839. // console.log("Holes first", holesFirst);
  23840. var betterShapeHoles = [];
  23841. var newShapes = [];
  23842. var newShapeHoles = [];
  23843. var mainIdx = 0;
  23844. var tmpPoints;
  23845. newShapes[ mainIdx ] = undefined;
  23846. newShapeHoles[ mainIdx ] = [];
  23847. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23848. tmpPath = subPaths[ i ];
  23849. tmpPoints = tmpPath.getPoints();
  23850. solid = isClockWise( tmpPoints );
  23851. solid = isCCW ? ! solid : solid;
  23852. if ( solid ) {
  23853. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23854. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23855. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23856. if ( holesFirst ) mainIdx ++;
  23857. newShapeHoles[ mainIdx ] = [];
  23858. //console.log('cw', i);
  23859. } else {
  23860. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23861. //console.log('ccw', i);
  23862. }
  23863. }
  23864. // only Holes? -> probably all Shapes with wrong orientation
  23865. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23866. if ( newShapes.length > 1 ) {
  23867. var ambiguous = false;
  23868. var toChange = [];
  23869. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23870. betterShapeHoles[ sIdx ] = [];
  23871. }
  23872. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23873. var sho = newShapeHoles[ sIdx ];
  23874. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23875. var ho = sho[ hIdx ];
  23876. var hole_unassigned = true;
  23877. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23878. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23879. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23880. if ( hole_unassigned ) {
  23881. hole_unassigned = false;
  23882. betterShapeHoles[ s2Idx ].push( ho );
  23883. } else {
  23884. ambiguous = true;
  23885. }
  23886. }
  23887. }
  23888. if ( hole_unassigned ) {
  23889. betterShapeHoles[ sIdx ].push( ho );
  23890. }
  23891. }
  23892. }
  23893. // console.log("ambiguous: ", ambiguous);
  23894. if ( toChange.length > 0 ) {
  23895. // console.log("to change: ", toChange);
  23896. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23897. }
  23898. }
  23899. var tmpHoles;
  23900. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23901. tmpShape = newShapes[ i ].s;
  23902. shapes.push( tmpShape );
  23903. tmpHoles = newShapeHoles[ i ];
  23904. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23905. tmpShape.holes.push( tmpHoles[ j ].h );
  23906. }
  23907. }
  23908. //console.log("shape", shapes);
  23909. return shapes;
  23910. }
  23911. } );
  23912. /**
  23913. * @author zz85 / http://www.lab4games.net/zz85/blog
  23914. * @author mrdoob / http://mrdoob.com/
  23915. */
  23916. function Font( data ) {
  23917. this.type = 'Font';
  23918. this.data = data;
  23919. }
  23920. Object.assign( Font.prototype, {
  23921. isFont: true,
  23922. generateShapes: function ( text, size ) {
  23923. if ( size === undefined ) size = 100;
  23924. var shapes = [];
  23925. var paths = createPaths( text, size, this.data );
  23926. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23927. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23928. }
  23929. return shapes;
  23930. }
  23931. } );
  23932. function createPaths( text, size, data ) {
  23933. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23934. var scale = size / data.resolution;
  23935. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23936. var paths = [];
  23937. var offsetX = 0, offsetY = 0;
  23938. for ( var i = 0; i < chars.length; i ++ ) {
  23939. var char = chars[ i ];
  23940. if ( char === '\n' ) {
  23941. offsetX = 0;
  23942. offsetY -= line_height;
  23943. } else {
  23944. var ret = createPath( char, scale, offsetX, offsetY, data );
  23945. offsetX += ret.offsetX;
  23946. paths.push( ret.path );
  23947. }
  23948. }
  23949. return paths;
  23950. }
  23951. function createPath( char, scale, offsetX, offsetY, data ) {
  23952. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23953. if ( ! glyph ) {
  23954. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  23955. return;
  23956. }
  23957. var path = new ShapePath();
  23958. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23959. if ( glyph.o ) {
  23960. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23961. for ( var i = 0, l = outline.length; i < l; ) {
  23962. var action = outline[ i ++ ];
  23963. switch ( action ) {
  23964. case 'm': // moveTo
  23965. x = outline[ i ++ ] * scale + offsetX;
  23966. y = outline[ i ++ ] * scale + offsetY;
  23967. path.moveTo( x, y );
  23968. break;
  23969. case 'l': // lineTo
  23970. x = outline[ i ++ ] * scale + offsetX;
  23971. y = outline[ i ++ ] * scale + offsetY;
  23972. path.lineTo( x, y );
  23973. break;
  23974. case 'q': // quadraticCurveTo
  23975. cpx = outline[ i ++ ] * scale + offsetX;
  23976. cpy = outline[ i ++ ] * scale + offsetY;
  23977. cpx1 = outline[ i ++ ] * scale + offsetX;
  23978. cpy1 = outline[ i ++ ] * scale + offsetY;
  23979. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23980. break;
  23981. case 'b': // bezierCurveTo
  23982. cpx = outline[ i ++ ] * scale + offsetX;
  23983. cpy = outline[ i ++ ] * scale + offsetY;
  23984. cpx1 = outline[ i ++ ] * scale + offsetX;
  23985. cpy1 = outline[ i ++ ] * scale + offsetY;
  23986. cpx2 = outline[ i ++ ] * scale + offsetX;
  23987. cpy2 = outline[ i ++ ] * scale + offsetY;
  23988. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23989. break;
  23990. }
  23991. }
  23992. }
  23993. return { offsetX: glyph.ha * scale, path: path };
  23994. }
  23995. /**
  23996. * @author mrdoob / http://mrdoob.com/
  23997. */
  23998. function FontLoader( manager ) {
  23999. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24000. }
  24001. Object.assign( FontLoader.prototype, {
  24002. load: function ( url, onLoad, onProgress, onError ) {
  24003. var scope = this;
  24004. var loader = new FileLoader( this.manager );
  24005. loader.setPath( this.path );
  24006. loader.load( url, function ( text ) {
  24007. var json;
  24008. try {
  24009. json = JSON.parse( text );
  24010. } catch ( e ) {
  24011. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24012. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24013. }
  24014. var font = scope.parse( json );
  24015. if ( onLoad ) onLoad( font );
  24016. }, onProgress, onError );
  24017. },
  24018. parse: function ( json ) {
  24019. return new Font( json );
  24020. },
  24021. setPath: function ( value ) {
  24022. this.path = value;
  24023. return this;
  24024. }
  24025. } );
  24026. /**
  24027. * @author alteredq / http://alteredqualia.com/
  24028. */
  24029. var _BlendingMode, _color, _textureLoader, _materialLoader;
  24030. function Loader() {}
  24031. Loader.Handlers = {
  24032. handlers: [],
  24033. add: function ( regex, loader ) {
  24034. this.handlers.push( regex, loader );
  24035. },
  24036. get: function ( file ) {
  24037. var handlers = this.handlers;
  24038. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  24039. var regex = handlers[ i ];
  24040. var loader = handlers[ i + 1 ];
  24041. if ( regex.test( file ) ) {
  24042. return loader;
  24043. }
  24044. }
  24045. return null;
  24046. }
  24047. };
  24048. Object.assign( Loader.prototype, {
  24049. crossOrigin: 'anonymous',
  24050. onLoadStart: function () {},
  24051. onLoadProgress: function () {},
  24052. onLoadComplete: function () {},
  24053. initMaterials: function ( materials, texturePath, crossOrigin ) {
  24054. var array = [];
  24055. for ( var i = 0; i < materials.length; ++ i ) {
  24056. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  24057. }
  24058. return array;
  24059. },
  24060. createMaterial: function ( m, texturePath, crossOrigin ) {
  24061. if ( _materialLoader === undefined ) {
  24062. _BlendingMode = {
  24063. NoBlending: NoBlending,
  24064. NormalBlending: NormalBlending,
  24065. AdditiveBlending: AdditiveBlending,
  24066. SubtractiveBlending: SubtractiveBlending,
  24067. MultiplyBlending: MultiplyBlending,
  24068. CustomBlending: CustomBlending
  24069. };
  24070. _color = new Color();
  24071. _textureLoader = new TextureLoader();
  24072. _materialLoader = new MaterialLoader();
  24073. }
  24074. // convert from old material format
  24075. var textures = {};
  24076. //
  24077. var json = {
  24078. uuid: _Math.generateUUID(),
  24079. type: 'MeshLambertMaterial'
  24080. };
  24081. for ( var name in m ) {
  24082. var value = m[ name ];
  24083. switch ( name ) {
  24084. case 'DbgColor':
  24085. case 'DbgIndex':
  24086. case 'opticalDensity':
  24087. case 'illumination':
  24088. break;
  24089. case 'DbgName':
  24090. json.name = value;
  24091. break;
  24092. case 'blending':
  24093. json.blending = _BlendingMode[ value ];
  24094. break;
  24095. case 'colorAmbient':
  24096. case 'mapAmbient':
  24097. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  24098. break;
  24099. case 'colorDiffuse':
  24100. json.color = _color.fromArray( value ).getHex();
  24101. break;
  24102. case 'colorSpecular':
  24103. json.specular = _color.fromArray( value ).getHex();
  24104. break;
  24105. case 'colorEmissive':
  24106. json.emissive = _color.fromArray( value ).getHex();
  24107. break;
  24108. case 'specularCoef':
  24109. json.shininess = value;
  24110. break;
  24111. case 'shading':
  24112. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  24113. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  24114. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  24115. break;
  24116. case 'mapDiffuse':
  24117. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy, textures, texturePath, crossOrigin );
  24118. break;
  24119. case 'mapDiffuseRepeat':
  24120. case 'mapDiffuseOffset':
  24121. case 'mapDiffuseWrap':
  24122. case 'mapDiffuseAnisotropy':
  24123. break;
  24124. case 'mapEmissive':
  24125. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy, textures, texturePath, crossOrigin );
  24126. break;
  24127. case 'mapEmissiveRepeat':
  24128. case 'mapEmissiveOffset':
  24129. case 'mapEmissiveWrap':
  24130. case 'mapEmissiveAnisotropy':
  24131. break;
  24132. case 'mapLight':
  24133. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy, textures, texturePath, crossOrigin );
  24134. break;
  24135. case 'mapLightRepeat':
  24136. case 'mapLightOffset':
  24137. case 'mapLightWrap':
  24138. case 'mapLightAnisotropy':
  24139. break;
  24140. case 'mapAO':
  24141. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy, textures, texturePath, crossOrigin );
  24142. break;
  24143. case 'mapAORepeat':
  24144. case 'mapAOOffset':
  24145. case 'mapAOWrap':
  24146. case 'mapAOAnisotropy':
  24147. break;
  24148. case 'mapBump':
  24149. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy, textures, texturePath, crossOrigin );
  24150. break;
  24151. case 'mapBumpScale':
  24152. json.bumpScale = value;
  24153. break;
  24154. case 'mapBumpRepeat':
  24155. case 'mapBumpOffset':
  24156. case 'mapBumpWrap':
  24157. case 'mapBumpAnisotropy':
  24158. break;
  24159. case 'mapNormal':
  24160. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy, textures, texturePath, crossOrigin );
  24161. break;
  24162. case 'mapNormalFactor':
  24163. json.normalScale = value;
  24164. break;
  24165. case 'mapNormalRepeat':
  24166. case 'mapNormalOffset':
  24167. case 'mapNormalWrap':
  24168. case 'mapNormalAnisotropy':
  24169. break;
  24170. case 'mapSpecular':
  24171. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy, textures, texturePath, crossOrigin );
  24172. break;
  24173. case 'mapSpecularRepeat':
  24174. case 'mapSpecularOffset':
  24175. case 'mapSpecularWrap':
  24176. case 'mapSpecularAnisotropy':
  24177. break;
  24178. case 'mapMetalness':
  24179. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy, textures, texturePath, crossOrigin );
  24180. break;
  24181. case 'mapMetalnessRepeat':
  24182. case 'mapMetalnessOffset':
  24183. case 'mapMetalnessWrap':
  24184. case 'mapMetalnessAnisotropy':
  24185. break;
  24186. case 'mapRoughness':
  24187. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy, textures, texturePath, crossOrigin );
  24188. break;
  24189. case 'mapRoughnessRepeat':
  24190. case 'mapRoughnessOffset':
  24191. case 'mapRoughnessWrap':
  24192. case 'mapRoughnessAnisotropy':
  24193. break;
  24194. case 'mapAlpha':
  24195. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy, textures, texturePath, crossOrigin );
  24196. break;
  24197. case 'mapAlphaRepeat':
  24198. case 'mapAlphaOffset':
  24199. case 'mapAlphaWrap':
  24200. case 'mapAlphaAnisotropy':
  24201. break;
  24202. case 'flipSided':
  24203. json.side = BackSide;
  24204. break;
  24205. case 'doubleSided':
  24206. json.side = DoubleSide;
  24207. break;
  24208. case 'transparency':
  24209. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  24210. json.opacity = value;
  24211. break;
  24212. case 'depthTest':
  24213. case 'depthWrite':
  24214. case 'colorWrite':
  24215. case 'opacity':
  24216. case 'reflectivity':
  24217. case 'transparent':
  24218. case 'visible':
  24219. case 'wireframe':
  24220. json[ name ] = value;
  24221. break;
  24222. case 'vertexColors':
  24223. if ( value === true ) json.vertexColors = VertexColors;
  24224. if ( value === 'face' ) json.vertexColors = FaceColors;
  24225. break;
  24226. default:
  24227. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  24228. break;
  24229. }
  24230. }
  24231. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  24232. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  24233. if ( json.opacity < 1 ) json.transparent = true;
  24234. _materialLoader.setTextures( textures );
  24235. return _materialLoader.parse( json );
  24236. }
  24237. } );
  24238. function loadTexture( path, repeat, offset, wrap, anisotropy, textures, texturePath, crossOrigin ) {
  24239. var fullPath = texturePath + path;
  24240. var loader = Loader.Handlers.get( fullPath );
  24241. var texture;
  24242. if ( loader !== null ) {
  24243. texture = loader.load( fullPath );
  24244. } else {
  24245. _textureLoader.setCrossOrigin( crossOrigin );
  24246. texture = _textureLoader.load( fullPath );
  24247. }
  24248. if ( repeat !== undefined ) {
  24249. texture.repeat.fromArray( repeat );
  24250. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  24251. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  24252. }
  24253. if ( offset !== undefined ) {
  24254. texture.offset.fromArray( offset );
  24255. }
  24256. if ( wrap !== undefined ) {
  24257. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  24258. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  24259. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  24260. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  24261. }
  24262. if ( anisotropy !== undefined ) {
  24263. texture.anisotropy = anisotropy;
  24264. }
  24265. var uuid = _Math.generateUUID();
  24266. textures[ uuid ] = texture;
  24267. return uuid;
  24268. }
  24269. /**
  24270. * @author mrdoob / http://mrdoob.com/
  24271. */
  24272. var _context;
  24273. var AudioContext = {
  24274. getContext: function () {
  24275. if ( _context === undefined ) {
  24276. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24277. }
  24278. return _context;
  24279. },
  24280. setContext: function ( value ) {
  24281. _context = value;
  24282. }
  24283. };
  24284. /**
  24285. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24286. */
  24287. function AudioLoader( manager ) {
  24288. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24289. }
  24290. Object.assign( AudioLoader.prototype, {
  24291. load: function ( url, onLoad, onProgress, onError ) {
  24292. var loader = new FileLoader( this.manager );
  24293. loader.setResponseType( 'arraybuffer' );
  24294. loader.setPath( this.path );
  24295. loader.load( url, function ( buffer ) {
  24296. // Create a copy of the buffer. The `decodeAudioData` method
  24297. // detaches the buffer when complete, preventing reuse.
  24298. var bufferCopy = buffer.slice( 0 );
  24299. var context = AudioContext.getContext();
  24300. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24301. onLoad( audioBuffer );
  24302. } );
  24303. }, onProgress, onError );
  24304. },
  24305. setPath: function ( value ) {
  24306. this.path = value;
  24307. return this;
  24308. }
  24309. } );
  24310. /**
  24311. * @author bhouston / http://clara.io
  24312. * @author WestLangley / http://github.com/WestLangley
  24313. *
  24314. * Primary reference:
  24315. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24316. *
  24317. * Secondary reference:
  24318. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24319. */
  24320. // 3-band SH defined by 9 coefficients
  24321. function SphericalHarmonics3() {
  24322. this.coefficients = [];
  24323. for ( var i = 0; i < 9; i ++ ) {
  24324. this.coefficients.push( new Vector3() );
  24325. }
  24326. }
  24327. Object.assign( SphericalHarmonics3.prototype, {
  24328. isSphericalHarmonics3: true,
  24329. set: function ( coefficients ) {
  24330. for ( var i = 0; i < 9; i ++ ) {
  24331. this.coefficients[ i ].copy( coefficients[ i ] );
  24332. }
  24333. return this;
  24334. },
  24335. zero: function () {
  24336. for ( var i = 0; i < 9; i ++ ) {
  24337. this.coefficients[ i ].set( 0, 0, 0 );
  24338. }
  24339. return this;
  24340. },
  24341. // get the radiance in the direction of the normal
  24342. // target is a Vector3
  24343. getAt: function ( normal, target ) {
  24344. // normal is assumed to be unit length
  24345. var x = normal.x, y = normal.y, z = normal.z;
  24346. var coeff = this.coefficients;
  24347. // band 0
  24348. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24349. // band 1
  24350. target.addScale( coeff[ 1 ], 0.488603 * y );
  24351. target.addScale( coeff[ 2 ], 0.488603 * z );
  24352. target.addScale( coeff[ 3 ], 0.488603 * x );
  24353. // band 2
  24354. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24355. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24356. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24357. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24358. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24359. return target;
  24360. },
  24361. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24362. // target is a Vector3
  24363. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24364. getIrradianceAt: function ( normal, target ) {
  24365. // normal is assumed to be unit length
  24366. var x = normal.x, y = normal.y, z = normal.z;
  24367. var coeff = this.coefficients;
  24368. // band 0
  24369. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24370. // band 1
  24371. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24372. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24373. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24374. // band 2
  24375. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24376. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24377. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24378. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24379. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24380. return target;
  24381. },
  24382. add: function ( sh ) {
  24383. for ( var i = 0; i < 9; i ++ ) {
  24384. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24385. }
  24386. return this;
  24387. },
  24388. scale: function ( s ) {
  24389. for ( var i = 0; i < 9; i ++ ) {
  24390. this.coefficients[ i ].multiplyScalar( s );
  24391. }
  24392. return this;
  24393. },
  24394. lerp: function ( sh, alpha ) {
  24395. for ( var i = 0; i < 9; i ++ ) {
  24396. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24397. }
  24398. return this;
  24399. },
  24400. equals: function ( sh ) {
  24401. for ( var i = 0; i < 9; i ++ ) {
  24402. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24403. return false;
  24404. }
  24405. }
  24406. return true;
  24407. },
  24408. copy: function ( sh ) {
  24409. return this.set( sh.coefficients );
  24410. },
  24411. clone: function () {
  24412. return new this.constructor().copy( this );
  24413. },
  24414. fromArray: function ( array ) {
  24415. var coefficients = this.coefficients;
  24416. for ( var i = 0; i < 9; i ++ ) {
  24417. coefficients[ i ].fromArray( array, i * 3 );
  24418. }
  24419. return this;
  24420. },
  24421. toArray: function () {
  24422. var array = [];
  24423. var coefficients = this.coefficients;
  24424. for ( var i = 0; i < 9; i ++ ) {
  24425. coefficients[ i ].toArray( array, i * 3 );
  24426. }
  24427. return array;
  24428. }
  24429. } );
  24430. Object.assign( SphericalHarmonics3, {
  24431. // evaluate the basis functions
  24432. // shBasis is an Array[ 9 ]
  24433. getBasisAt: function ( normal, shBasis ) {
  24434. // normal is assumed to be unit length
  24435. var x = normal.x, y = normal.y, z = normal.z;
  24436. // band 0
  24437. shBasis[ 0 ] = 0.282095;
  24438. // band 1
  24439. shBasis[ 1 ] = 0.488603 * y;
  24440. shBasis[ 2 ] = 0.488603 * z;
  24441. shBasis[ 3 ] = 0.488603 * x;
  24442. // band 2
  24443. shBasis[ 4 ] = 1.092548 * x * y;
  24444. shBasis[ 5 ] = 1.092548 * y * z;
  24445. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24446. shBasis[ 7 ] = 1.092548 * x * z;
  24447. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24448. }
  24449. } );
  24450. /**
  24451. * @author WestLangley / http://github.com/WestLangley
  24452. *
  24453. * A LightProbe is a source of indirect-diffuse light
  24454. */
  24455. function LightProbe( sh, intensity ) {
  24456. Light.call( this, undefined, intensity );
  24457. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24458. }
  24459. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24460. constructor: LightProbe,
  24461. isLightProbe: true,
  24462. copy: function ( source ) {
  24463. Light.prototype.copy.call( this, source );
  24464. this.sh.copy( source.sh );
  24465. this.intensity = source.intensity;
  24466. return this;
  24467. },
  24468. toJSON: function ( meta ) {
  24469. var data = Light.prototype.toJSON.call( this, meta );
  24470. // data.sh = this.sh.toArray(); // todo
  24471. return data;
  24472. }
  24473. } );
  24474. /**
  24475. * @author WestLangley / http://github.com/WestLangley
  24476. */
  24477. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24478. LightProbe.call( this, undefined, intensity );
  24479. var color1 = new Color().set( skyColor );
  24480. var color2 = new Color().set( groundColor );
  24481. var sky = new Vector3( color1.r, color1.g, color1.b );
  24482. var ground = new Vector3( color2.r, color2.g, color2.b );
  24483. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24484. var c0 = Math.sqrt( Math.PI );
  24485. var c1 = c0 * Math.sqrt( 0.75 );
  24486. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24487. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24488. }
  24489. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24490. constructor: HemisphereLightProbe,
  24491. isHemisphereLightProbe: true,
  24492. copy: function ( source ) { // modifying colors not currently supported
  24493. LightProbe.prototype.copy.call( this, source );
  24494. return this;
  24495. },
  24496. toJSON: function ( meta ) {
  24497. var data = LightProbe.prototype.toJSON.call( this, meta );
  24498. // data.sh = this.sh.toArray(); // todo
  24499. return data;
  24500. }
  24501. } );
  24502. /**
  24503. * @author WestLangley / http://github.com/WestLangley
  24504. */
  24505. function AmbientLightProbe( color, intensity ) {
  24506. LightProbe.call( this, undefined, intensity );
  24507. var color1 = new Color().set( color );
  24508. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24509. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24510. }
  24511. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24512. constructor: AmbientLightProbe,
  24513. isAmbientLightProbe: true,
  24514. copy: function ( source ) { // modifying color not currently supported
  24515. LightProbe.prototype.copy.call( this, source );
  24516. return this;
  24517. },
  24518. toJSON: function ( meta ) {
  24519. var data = LightProbe.prototype.toJSON.call( this, meta );
  24520. // data.sh = this.sh.toArray(); // todo
  24521. return data;
  24522. }
  24523. } );
  24524. var _eyeRight, _eyeLeft;
  24525. /**
  24526. * @author mrdoob / http://mrdoob.com/
  24527. */
  24528. function StereoCamera() {
  24529. this.type = 'StereoCamera';
  24530. this.aspect = 1;
  24531. this.eyeSep = 0.064;
  24532. this.cameraL = new PerspectiveCamera();
  24533. this.cameraL.layers.enable( 1 );
  24534. this.cameraL.matrixAutoUpdate = false;
  24535. this.cameraR = new PerspectiveCamera();
  24536. this.cameraR.layers.enable( 2 );
  24537. this.cameraR.matrixAutoUpdate = false;
  24538. this._cache = {
  24539. focus: null,
  24540. fov: null,
  24541. aspect: null,
  24542. near: null,
  24543. far: null,
  24544. zoom: null,
  24545. eyeSep: null
  24546. };
  24547. }
  24548. Object.assign( StereoCamera.prototype, {
  24549. update: function ( camera ) {
  24550. if ( _eyeRight === undefined ) {
  24551. _eyeRight = new Matrix4();
  24552. _eyeLeft = new Matrix4();
  24553. }
  24554. var cache = this._cache;
  24555. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24556. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24557. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24558. if ( needsUpdate ) {
  24559. cache.focus = camera.focus;
  24560. cache.fov = camera.fov;
  24561. cache.aspect = camera.aspect * this.aspect;
  24562. cache.near = camera.near;
  24563. cache.far = camera.far;
  24564. cache.zoom = camera.zoom;
  24565. cache.eyeSep = this.eyeSep;
  24566. // Off-axis stereoscopic effect based on
  24567. // http://paulbourke.net/stereographics/stereorender/
  24568. var projectionMatrix = camera.projectionMatrix.clone();
  24569. var eyeSepHalf = cache.eyeSep / 2;
  24570. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24571. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24572. var xmin, xmax;
  24573. // translate xOffset
  24574. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24575. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24576. // for left eye
  24577. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24578. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24579. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24580. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24581. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24582. // for right eye
  24583. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24584. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24585. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24586. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24587. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24588. }
  24589. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24590. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24591. }
  24592. } );
  24593. /**
  24594. * @author alteredq / http://alteredqualia.com/
  24595. */
  24596. function Clock( autoStart ) {
  24597. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24598. this.startTime = 0;
  24599. this.oldTime = 0;
  24600. this.elapsedTime = 0;
  24601. this.running = false;
  24602. }
  24603. Object.assign( Clock.prototype, {
  24604. start: function () {
  24605. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24606. this.oldTime = this.startTime;
  24607. this.elapsedTime = 0;
  24608. this.running = true;
  24609. },
  24610. stop: function () {
  24611. this.getElapsedTime();
  24612. this.running = false;
  24613. this.autoStart = false;
  24614. },
  24615. getElapsedTime: function () {
  24616. this.getDelta();
  24617. return this.elapsedTime;
  24618. },
  24619. getDelta: function () {
  24620. var diff = 0;
  24621. if ( this.autoStart && ! this.running ) {
  24622. this.start();
  24623. return 0;
  24624. }
  24625. if ( this.running ) {
  24626. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24627. diff = ( newTime - this.oldTime ) / 1000;
  24628. this.oldTime = newTime;
  24629. this.elapsedTime += diff;
  24630. }
  24631. return diff;
  24632. }
  24633. } );
  24634. /**
  24635. * @author mrdoob / http://mrdoob.com/
  24636. */
  24637. var _position$1, _quaternion$3, _scale$1;
  24638. var _orientation;
  24639. function AudioListener() {
  24640. Object3D.call( this );
  24641. this.type = 'AudioListener';
  24642. this.context = AudioContext.getContext();
  24643. this.gain = this.context.createGain();
  24644. this.gain.connect( this.context.destination );
  24645. this.filter = null;
  24646. this.timeDelta = 0;
  24647. // private
  24648. this._clock = new Clock();
  24649. }
  24650. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24651. constructor: AudioListener,
  24652. getInput: function () {
  24653. return this.gain;
  24654. },
  24655. removeFilter: function ( ) {
  24656. if ( this.filter !== null ) {
  24657. this.gain.disconnect( this.filter );
  24658. this.filter.disconnect( this.context.destination );
  24659. this.gain.connect( this.context.destination );
  24660. this.filter = null;
  24661. }
  24662. return this;
  24663. },
  24664. getFilter: function () {
  24665. return this.filter;
  24666. },
  24667. setFilter: function ( value ) {
  24668. if ( this.filter !== null ) {
  24669. this.gain.disconnect( this.filter );
  24670. this.filter.disconnect( this.context.destination );
  24671. } else {
  24672. this.gain.disconnect( this.context.destination );
  24673. }
  24674. this.filter = value;
  24675. this.gain.connect( this.filter );
  24676. this.filter.connect( this.context.destination );
  24677. return this;
  24678. },
  24679. getMasterVolume: function () {
  24680. return this.gain.gain.value;
  24681. },
  24682. setMasterVolume: function ( value ) {
  24683. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24684. return this;
  24685. },
  24686. updateMatrixWorld: function ( force ) {
  24687. Object3D.prototype.updateMatrixWorld.call( this, force );
  24688. if ( _position$1 === undefined ) {
  24689. _position$1 = new Vector3();
  24690. _quaternion$3 = new Quaternion();
  24691. _scale$1 = new Vector3();
  24692. _orientation = new Vector3();
  24693. }
  24694. var listener = this.context.listener;
  24695. var up = this.up;
  24696. this.timeDelta = this._clock.getDelta();
  24697. this.matrixWorld.decompose( _position$1, _quaternion$3, _scale$1 );
  24698. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24699. if ( listener.positionX ) {
  24700. // code path for Chrome (see #14393)
  24701. var endTime = this.context.currentTime + this.timeDelta;
  24702. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  24703. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  24704. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  24705. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24706. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24707. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24708. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24709. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24710. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24711. } else {
  24712. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  24713. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24714. }
  24715. }
  24716. } );
  24717. /**
  24718. * @author mrdoob / http://mrdoob.com/
  24719. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24720. */
  24721. function Audio( listener ) {
  24722. Object3D.call( this );
  24723. this.type = 'Audio';
  24724. this.listener = listener;
  24725. this.context = listener.context;
  24726. this.gain = this.context.createGain();
  24727. this.gain.connect( listener.getInput() );
  24728. this.autoplay = false;
  24729. this.buffer = null;
  24730. this.detune = 0;
  24731. this.loop = false;
  24732. this.startTime = 0;
  24733. this.offset = 0;
  24734. this.playbackRate = 1;
  24735. this.isPlaying = false;
  24736. this.hasPlaybackControl = true;
  24737. this.sourceType = 'empty';
  24738. this.filters = [];
  24739. }
  24740. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24741. constructor: Audio,
  24742. getOutput: function () {
  24743. return this.gain;
  24744. },
  24745. setNodeSource: function ( audioNode ) {
  24746. this.hasPlaybackControl = false;
  24747. this.sourceType = 'audioNode';
  24748. this.source = audioNode;
  24749. this.connect();
  24750. return this;
  24751. },
  24752. setMediaElementSource: function ( mediaElement ) {
  24753. this.hasPlaybackControl = false;
  24754. this.sourceType = 'mediaNode';
  24755. this.source = this.context.createMediaElementSource( mediaElement );
  24756. this.connect();
  24757. return this;
  24758. },
  24759. setBuffer: function ( audioBuffer ) {
  24760. this.buffer = audioBuffer;
  24761. this.sourceType = 'buffer';
  24762. if ( this.autoplay ) this.play();
  24763. return this;
  24764. },
  24765. play: function () {
  24766. if ( this.isPlaying === true ) {
  24767. console.warn( 'THREE.Audio: Audio is already playing.' );
  24768. return;
  24769. }
  24770. if ( this.hasPlaybackControl === false ) {
  24771. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24772. return;
  24773. }
  24774. var source = this.context.createBufferSource();
  24775. source.buffer = this.buffer;
  24776. source.loop = this.loop;
  24777. source.onended = this.onEnded.bind( this );
  24778. this.startTime = this.context.currentTime;
  24779. source.start( this.startTime, this.offset );
  24780. this.isPlaying = true;
  24781. this.source = source;
  24782. this.setDetune( this.detune );
  24783. this.setPlaybackRate( this.playbackRate );
  24784. return this.connect();
  24785. },
  24786. pause: function () {
  24787. if ( this.hasPlaybackControl === false ) {
  24788. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24789. return;
  24790. }
  24791. if ( this.isPlaying === true ) {
  24792. this.source.stop();
  24793. this.source.onended = null;
  24794. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24795. this.isPlaying = false;
  24796. }
  24797. return this;
  24798. },
  24799. stop: function () {
  24800. if ( this.hasPlaybackControl === false ) {
  24801. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24802. return;
  24803. }
  24804. this.source.stop();
  24805. this.source.onended = null;
  24806. this.offset = 0;
  24807. this.isPlaying = false;
  24808. return this;
  24809. },
  24810. connect: function () {
  24811. if ( this.filters.length > 0 ) {
  24812. this.source.connect( this.filters[ 0 ] );
  24813. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24814. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24815. }
  24816. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24817. } else {
  24818. this.source.connect( this.getOutput() );
  24819. }
  24820. return this;
  24821. },
  24822. disconnect: function () {
  24823. if ( this.filters.length > 0 ) {
  24824. this.source.disconnect( this.filters[ 0 ] );
  24825. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24826. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24827. }
  24828. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24829. } else {
  24830. this.source.disconnect( this.getOutput() );
  24831. }
  24832. return this;
  24833. },
  24834. getFilters: function () {
  24835. return this.filters;
  24836. },
  24837. setFilters: function ( value ) {
  24838. if ( ! value ) value = [];
  24839. if ( this.isPlaying === true ) {
  24840. this.disconnect();
  24841. this.filters = value;
  24842. this.connect();
  24843. } else {
  24844. this.filters = value;
  24845. }
  24846. return this;
  24847. },
  24848. setDetune: function ( value ) {
  24849. this.detune = value;
  24850. if ( this.source.detune === undefined ) return; // only set detune when available
  24851. if ( this.isPlaying === true ) {
  24852. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24853. }
  24854. return this;
  24855. },
  24856. getDetune: function () {
  24857. return this.detune;
  24858. },
  24859. getFilter: function () {
  24860. return this.getFilters()[ 0 ];
  24861. },
  24862. setFilter: function ( filter ) {
  24863. return this.setFilters( filter ? [ filter ] : [] );
  24864. },
  24865. setPlaybackRate: function ( value ) {
  24866. if ( this.hasPlaybackControl === false ) {
  24867. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24868. return;
  24869. }
  24870. this.playbackRate = value;
  24871. if ( this.isPlaying === true ) {
  24872. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24873. }
  24874. return this;
  24875. },
  24876. getPlaybackRate: function () {
  24877. return this.playbackRate;
  24878. },
  24879. onEnded: function () {
  24880. this.isPlaying = false;
  24881. },
  24882. getLoop: function () {
  24883. if ( this.hasPlaybackControl === false ) {
  24884. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24885. return false;
  24886. }
  24887. return this.loop;
  24888. },
  24889. setLoop: function ( value ) {
  24890. if ( this.hasPlaybackControl === false ) {
  24891. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24892. return;
  24893. }
  24894. this.loop = value;
  24895. if ( this.isPlaying === true ) {
  24896. this.source.loop = this.loop;
  24897. }
  24898. return this;
  24899. },
  24900. getVolume: function () {
  24901. return this.gain.gain.value;
  24902. },
  24903. setVolume: function ( value ) {
  24904. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24905. return this;
  24906. }
  24907. } );
  24908. /**
  24909. * @author mrdoob / http://mrdoob.com/
  24910. */
  24911. var _position$2, _quaternion$4, _scale$2;
  24912. var _orientation$1;
  24913. function PositionalAudio( listener ) {
  24914. Audio.call( this, listener );
  24915. this.panner = this.context.createPanner();
  24916. this.panner.panningModel = 'HRTF';
  24917. this.panner.connect( this.gain );
  24918. }
  24919. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24920. constructor: PositionalAudio,
  24921. getOutput: function () {
  24922. return this.panner;
  24923. },
  24924. getRefDistance: function () {
  24925. return this.panner.refDistance;
  24926. },
  24927. setRefDistance: function ( value ) {
  24928. this.panner.refDistance = value;
  24929. return this;
  24930. },
  24931. getRolloffFactor: function () {
  24932. return this.panner.rolloffFactor;
  24933. },
  24934. setRolloffFactor: function ( value ) {
  24935. this.panner.rolloffFactor = value;
  24936. return this;
  24937. },
  24938. getDistanceModel: function () {
  24939. return this.panner.distanceModel;
  24940. },
  24941. setDistanceModel: function ( value ) {
  24942. this.panner.distanceModel = value;
  24943. return this;
  24944. },
  24945. getMaxDistance: function () {
  24946. return this.panner.maxDistance;
  24947. },
  24948. setMaxDistance: function ( value ) {
  24949. this.panner.maxDistance = value;
  24950. return this;
  24951. },
  24952. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24953. this.panner.coneInnerAngle = coneInnerAngle;
  24954. this.panner.coneOuterAngle = coneOuterAngle;
  24955. this.panner.coneOuterGain = coneOuterGain;
  24956. return this;
  24957. },
  24958. updateMatrixWorld: function ( force ) {
  24959. Object3D.prototype.updateMatrixWorld.call( this, force );
  24960. if ( _position$2 === undefined ) {
  24961. _position$2 = new Vector3();
  24962. _quaternion$4 = new Quaternion();
  24963. _scale$2 = new Vector3();
  24964. _orientation$1 = new Vector3();
  24965. }
  24966. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24967. this.matrixWorld.decompose( _position$2, _quaternion$4, _scale$2 );
  24968. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  24969. var panner = this.panner;
  24970. if ( panner.positionX ) {
  24971. // code path for Chrome and Firefox (see #14393)
  24972. var endTime = this.context.currentTime + this.listener.timeDelta;
  24973. panner.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24974. panner.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24975. panner.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24976. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  24977. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  24978. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  24979. } else {
  24980. panner.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24981. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  24982. }
  24983. }
  24984. } );
  24985. /**
  24986. * @author mrdoob / http://mrdoob.com/
  24987. */
  24988. function AudioAnalyser( audio, fftSize ) {
  24989. this.analyser = audio.context.createAnalyser();
  24990. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24991. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24992. audio.getOutput().connect( this.analyser );
  24993. }
  24994. Object.assign( AudioAnalyser.prototype, {
  24995. getFrequencyData: function () {
  24996. this.analyser.getByteFrequencyData( this.data );
  24997. return this.data;
  24998. },
  24999. getAverageFrequency: function () {
  25000. var value = 0, data = this.getFrequencyData();
  25001. for ( var i = 0; i < data.length; i ++ ) {
  25002. value += data[ i ];
  25003. }
  25004. return value / data.length;
  25005. }
  25006. } );
  25007. /**
  25008. *
  25009. * Buffered scene graph property that allows weighted accumulation.
  25010. *
  25011. *
  25012. * @author Ben Houston / http://clara.io/
  25013. * @author David Sarno / http://lighthaus.us/
  25014. * @author tschw
  25015. */
  25016. function PropertyMixer( binding, typeName, valueSize ) {
  25017. this.binding = binding;
  25018. this.valueSize = valueSize;
  25019. var bufferType = Float64Array,
  25020. mixFunction;
  25021. switch ( typeName ) {
  25022. case 'quaternion':
  25023. mixFunction = this._slerp;
  25024. break;
  25025. case 'string':
  25026. case 'bool':
  25027. bufferType = Array;
  25028. mixFunction = this._select;
  25029. break;
  25030. default:
  25031. mixFunction = this._lerp;
  25032. }
  25033. this.buffer = new bufferType( valueSize * 4 );
  25034. // layout: [ incoming | accu0 | accu1 | orig ]
  25035. //
  25036. // interpolators can use .buffer as their .result
  25037. // the data then goes to 'incoming'
  25038. //
  25039. // 'accu0' and 'accu1' are used frame-interleaved for
  25040. // the cumulative result and are compared to detect
  25041. // changes
  25042. //
  25043. // 'orig' stores the original state of the property
  25044. this._mixBufferRegion = mixFunction;
  25045. this.cumulativeWeight = 0;
  25046. this.useCount = 0;
  25047. this.referenceCount = 0;
  25048. }
  25049. Object.assign( PropertyMixer.prototype, {
  25050. // accumulate data in the 'incoming' region into 'accu<i>'
  25051. accumulate: function ( accuIndex, weight ) {
  25052. // note: happily accumulating nothing when weight = 0, the caller knows
  25053. // the weight and shouldn't have made the call in the first place
  25054. var buffer = this.buffer,
  25055. stride = this.valueSize,
  25056. offset = accuIndex * stride + stride,
  25057. currentWeight = this.cumulativeWeight;
  25058. if ( currentWeight === 0 ) {
  25059. // accuN := incoming * weight
  25060. for ( var i = 0; i !== stride; ++ i ) {
  25061. buffer[ offset + i ] = buffer[ i ];
  25062. }
  25063. currentWeight = weight;
  25064. } else {
  25065. // accuN := accuN + incoming * weight
  25066. currentWeight += weight;
  25067. var mix = weight / currentWeight;
  25068. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25069. }
  25070. this.cumulativeWeight = currentWeight;
  25071. },
  25072. // apply the state of 'accu<i>' to the binding when accus differ
  25073. apply: function ( accuIndex ) {
  25074. var stride = this.valueSize,
  25075. buffer = this.buffer,
  25076. offset = accuIndex * stride + stride,
  25077. weight = this.cumulativeWeight,
  25078. binding = this.binding;
  25079. this.cumulativeWeight = 0;
  25080. if ( weight < 1 ) {
  25081. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25082. var originalValueOffset = stride * 3;
  25083. this._mixBufferRegion(
  25084. buffer, offset, originalValueOffset, 1 - weight, stride );
  25085. }
  25086. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25087. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25088. // value has changed -> update scene graph
  25089. binding.setValue( buffer, offset );
  25090. break;
  25091. }
  25092. }
  25093. },
  25094. // remember the state of the bound property and copy it to both accus
  25095. saveOriginalState: function () {
  25096. var binding = this.binding;
  25097. var buffer = this.buffer,
  25098. stride = this.valueSize,
  25099. originalValueOffset = stride * 3;
  25100. binding.getValue( buffer, originalValueOffset );
  25101. // accu[0..1] := orig -- initially detect changes against the original
  25102. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25103. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25104. }
  25105. this.cumulativeWeight = 0;
  25106. },
  25107. // apply the state previously taken via 'saveOriginalState' to the binding
  25108. restoreOriginalState: function () {
  25109. var originalValueOffset = this.valueSize * 3;
  25110. this.binding.setValue( this.buffer, originalValueOffset );
  25111. },
  25112. // mix functions
  25113. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25114. if ( t >= 0.5 ) {
  25115. for ( var i = 0; i !== stride; ++ i ) {
  25116. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25117. }
  25118. }
  25119. },
  25120. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25121. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25122. },
  25123. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25124. var s = 1 - t;
  25125. for ( var i = 0; i !== stride; ++ i ) {
  25126. var j = dstOffset + i;
  25127. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25128. }
  25129. }
  25130. } );
  25131. /**
  25132. *
  25133. * A reference to a real property in the scene graph.
  25134. *
  25135. *
  25136. * @author Ben Houston / http://clara.io/
  25137. * @author David Sarno / http://lighthaus.us/
  25138. * @author tschw
  25139. */
  25140. // Characters [].:/ are reserved for track binding syntax.
  25141. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25142. var _reservedRe;
  25143. var _trackRe, _supportedObjectNames;
  25144. function Composite( targetGroup, path, optionalParsedPath ) {
  25145. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25146. this._targetGroup = targetGroup;
  25147. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25148. }
  25149. Object.assign( Composite.prototype, {
  25150. getValue: function ( array, offset ) {
  25151. this.bind(); // bind all binding
  25152. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25153. binding = this._bindings[ firstValidIndex ];
  25154. // and only call .getValue on the first
  25155. if ( binding !== undefined ) binding.getValue( array, offset );
  25156. },
  25157. setValue: function ( array, offset ) {
  25158. var bindings = this._bindings;
  25159. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25160. bindings[ i ].setValue( array, offset );
  25161. }
  25162. },
  25163. bind: function () {
  25164. var bindings = this._bindings;
  25165. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25166. bindings[ i ].bind();
  25167. }
  25168. },
  25169. unbind: function () {
  25170. var bindings = this._bindings;
  25171. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25172. bindings[ i ].unbind();
  25173. }
  25174. }
  25175. } );
  25176. function PropertyBinding( rootNode, path, parsedPath ) {
  25177. this.path = path;
  25178. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25179. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25180. this.rootNode = rootNode;
  25181. }
  25182. Object.assign( PropertyBinding, {
  25183. Composite: Composite,
  25184. create: function ( root, path, parsedPath ) {
  25185. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25186. return new PropertyBinding( root, path, parsedPath );
  25187. } else {
  25188. return new PropertyBinding.Composite( root, path, parsedPath );
  25189. }
  25190. },
  25191. /**
  25192. * Replaces spaces with underscores and removes unsupported characters from
  25193. * node names, to ensure compatibility with parseTrackName().
  25194. *
  25195. * @param {string} name Node name to be sanitized.
  25196. * @return {string}
  25197. */
  25198. sanitizeNodeName: function ( name ) {
  25199. if ( _reservedRe === undefined ) {
  25200. _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25201. }
  25202. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25203. },
  25204. parseTrackName: function ( trackName ) {
  25205. if ( _supportedObjectNames === undefined ) {
  25206. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25207. // only latin characters, and the unicode \p{L} is not yet supported. So
  25208. // instead, we exclude reserved characters and match everything else.
  25209. var wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25210. var wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25211. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25212. // be matched to parse the rest of the track name.
  25213. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  25214. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25215. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  25216. // Object on target node, and accessor. May not contain reserved
  25217. // characters. Accessor may contain any character except closing bracket.
  25218. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  25219. // Property and accessor. May not contain reserved characters. Accessor may
  25220. // contain any non-bracket characters.
  25221. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  25222. _trackRe = new RegExp( ''
  25223. + '^'
  25224. + directoryRe
  25225. + nodeRe
  25226. + objectRe
  25227. + propertyRe
  25228. + '$'
  25229. );
  25230. _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25231. }
  25232. var matches = _trackRe.exec( trackName );
  25233. if ( ! matches ) {
  25234. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25235. }
  25236. var results = {
  25237. // directoryName: matches[ 1 ], // (tschw) currently unused
  25238. nodeName: matches[ 2 ],
  25239. objectName: matches[ 3 ],
  25240. objectIndex: matches[ 4 ],
  25241. propertyName: matches[ 5 ], // required
  25242. propertyIndex: matches[ 6 ]
  25243. };
  25244. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25245. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25246. var objectName = results.nodeName.substring( lastDot + 1 );
  25247. // Object names must be checked against a whitelist. Otherwise, there
  25248. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25249. // 'bar' could be the objectName, or part of a nodeName (which can
  25250. // include '.' characters).
  25251. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25252. results.nodeName = results.nodeName.substring( 0, lastDot );
  25253. results.objectName = objectName;
  25254. }
  25255. }
  25256. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25257. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25258. }
  25259. return results;
  25260. },
  25261. findNode: function ( root, nodeName ) {
  25262. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25263. return root;
  25264. }
  25265. // search into skeleton bones.
  25266. if ( root.skeleton ) {
  25267. var bone = root.skeleton.getBoneByName( nodeName );
  25268. if ( bone !== undefined ) {
  25269. return bone;
  25270. }
  25271. }
  25272. // search into node subtree.
  25273. if ( root.children ) {
  25274. var searchNodeSubtree = function ( children ) {
  25275. for ( var i = 0; i < children.length; i ++ ) {
  25276. var childNode = children[ i ];
  25277. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25278. return childNode;
  25279. }
  25280. var result = searchNodeSubtree( childNode.children );
  25281. if ( result ) return result;
  25282. }
  25283. return null;
  25284. };
  25285. var subTreeNode = searchNodeSubtree( root.children );
  25286. if ( subTreeNode ) {
  25287. return subTreeNode;
  25288. }
  25289. }
  25290. return null;
  25291. }
  25292. } );
  25293. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25294. // these are used to "bind" a nonexistent property
  25295. _getValue_unavailable: function () {},
  25296. _setValue_unavailable: function () {},
  25297. BindingType: {
  25298. Direct: 0,
  25299. EntireArray: 1,
  25300. ArrayElement: 2,
  25301. HasFromToArray: 3
  25302. },
  25303. Versioning: {
  25304. None: 0,
  25305. NeedsUpdate: 1,
  25306. MatrixWorldNeedsUpdate: 2
  25307. },
  25308. GetterByBindingType: [
  25309. function getValue_direct( buffer, offset ) {
  25310. buffer[ offset ] = this.node[ this.propertyName ];
  25311. },
  25312. function getValue_array( buffer, offset ) {
  25313. var source = this.resolvedProperty;
  25314. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25315. buffer[ offset ++ ] = source[ i ];
  25316. }
  25317. },
  25318. function getValue_arrayElement( buffer, offset ) {
  25319. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25320. },
  25321. function getValue_toArray( buffer, offset ) {
  25322. this.resolvedProperty.toArray( buffer, offset );
  25323. }
  25324. ],
  25325. SetterByBindingTypeAndVersioning: [
  25326. [
  25327. // Direct
  25328. function setValue_direct( buffer, offset ) {
  25329. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25330. },
  25331. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25332. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25333. this.targetObject.needsUpdate = true;
  25334. },
  25335. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25336. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25337. this.targetObject.matrixWorldNeedsUpdate = true;
  25338. }
  25339. ], [
  25340. // EntireArray
  25341. function setValue_array( buffer, offset ) {
  25342. var dest = this.resolvedProperty;
  25343. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25344. dest[ i ] = buffer[ offset ++ ];
  25345. }
  25346. },
  25347. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25348. var dest = this.resolvedProperty;
  25349. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25350. dest[ i ] = buffer[ offset ++ ];
  25351. }
  25352. this.targetObject.needsUpdate = true;
  25353. },
  25354. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25355. var dest = this.resolvedProperty;
  25356. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25357. dest[ i ] = buffer[ offset ++ ];
  25358. }
  25359. this.targetObject.matrixWorldNeedsUpdate = true;
  25360. }
  25361. ], [
  25362. // ArrayElement
  25363. function setValue_arrayElement( buffer, offset ) {
  25364. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25365. },
  25366. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25367. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25368. this.targetObject.needsUpdate = true;
  25369. },
  25370. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25371. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25372. this.targetObject.matrixWorldNeedsUpdate = true;
  25373. }
  25374. ], [
  25375. // HasToFromArray
  25376. function setValue_fromArray( buffer, offset ) {
  25377. this.resolvedProperty.fromArray( buffer, offset );
  25378. },
  25379. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25380. this.resolvedProperty.fromArray( buffer, offset );
  25381. this.targetObject.needsUpdate = true;
  25382. },
  25383. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25384. this.resolvedProperty.fromArray( buffer, offset );
  25385. this.targetObject.matrixWorldNeedsUpdate = true;
  25386. }
  25387. ]
  25388. ],
  25389. getValue: function getValue_unbound( targetArray, offset ) {
  25390. this.bind();
  25391. this.getValue( targetArray, offset );
  25392. // Note: This class uses a State pattern on a per-method basis:
  25393. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25394. // prototype version of these methods with one that represents
  25395. // the bound state. When the property is not found, the methods
  25396. // become no-ops.
  25397. },
  25398. setValue: function getValue_unbound( sourceArray, offset ) {
  25399. this.bind();
  25400. this.setValue( sourceArray, offset );
  25401. },
  25402. // create getter / setter pair for a property in the scene graph
  25403. bind: function () {
  25404. var targetObject = this.node,
  25405. parsedPath = this.parsedPath,
  25406. objectName = parsedPath.objectName,
  25407. propertyName = parsedPath.propertyName,
  25408. propertyIndex = parsedPath.propertyIndex;
  25409. if ( ! targetObject ) {
  25410. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25411. this.node = targetObject;
  25412. }
  25413. // set fail state so we can just 'return' on error
  25414. this.getValue = this._getValue_unavailable;
  25415. this.setValue = this._setValue_unavailable;
  25416. // ensure there is a value node
  25417. if ( ! targetObject ) {
  25418. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25419. return;
  25420. }
  25421. if ( objectName ) {
  25422. var objectIndex = parsedPath.objectIndex;
  25423. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25424. switch ( objectName ) {
  25425. case 'materials':
  25426. if ( ! targetObject.material ) {
  25427. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25428. return;
  25429. }
  25430. if ( ! targetObject.material.materials ) {
  25431. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25432. return;
  25433. }
  25434. targetObject = targetObject.material.materials;
  25435. break;
  25436. case 'bones':
  25437. if ( ! targetObject.skeleton ) {
  25438. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25439. return;
  25440. }
  25441. // potential future optimization: skip this if propertyIndex is already an integer
  25442. // and convert the integer string to a true integer.
  25443. targetObject = targetObject.skeleton.bones;
  25444. // support resolving morphTarget names into indices.
  25445. for ( var i = 0; i < targetObject.length; i ++ ) {
  25446. if ( targetObject[ i ].name === objectIndex ) {
  25447. objectIndex = i;
  25448. break;
  25449. }
  25450. }
  25451. break;
  25452. default:
  25453. if ( targetObject[ objectName ] === undefined ) {
  25454. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25455. return;
  25456. }
  25457. targetObject = targetObject[ objectName ];
  25458. }
  25459. if ( objectIndex !== undefined ) {
  25460. if ( targetObject[ objectIndex ] === undefined ) {
  25461. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25462. return;
  25463. }
  25464. targetObject = targetObject[ objectIndex ];
  25465. }
  25466. }
  25467. // resolve property
  25468. var nodeProperty = targetObject[ propertyName ];
  25469. if ( nodeProperty === undefined ) {
  25470. var nodeName = parsedPath.nodeName;
  25471. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25472. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25473. return;
  25474. }
  25475. // determine versioning scheme
  25476. var versioning = this.Versioning.None;
  25477. this.targetObject = targetObject;
  25478. if ( targetObject.needsUpdate !== undefined ) { // material
  25479. versioning = this.Versioning.NeedsUpdate;
  25480. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25481. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25482. }
  25483. // determine how the property gets bound
  25484. var bindingType = this.BindingType.Direct;
  25485. if ( propertyIndex !== undefined ) {
  25486. // access a sub element of the property array (only primitives are supported right now)
  25487. if ( propertyName === "morphTargetInfluences" ) {
  25488. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25489. // support resolving morphTarget names into indices.
  25490. if ( ! targetObject.geometry ) {
  25491. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25492. return;
  25493. }
  25494. if ( targetObject.geometry.isBufferGeometry ) {
  25495. if ( ! targetObject.geometry.morphAttributes ) {
  25496. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25497. return;
  25498. }
  25499. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25500. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25501. propertyIndex = i;
  25502. break;
  25503. }
  25504. }
  25505. } else {
  25506. if ( ! targetObject.geometry.morphTargets ) {
  25507. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25508. return;
  25509. }
  25510. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25511. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25512. propertyIndex = i;
  25513. break;
  25514. }
  25515. }
  25516. }
  25517. }
  25518. bindingType = this.BindingType.ArrayElement;
  25519. this.resolvedProperty = nodeProperty;
  25520. this.propertyIndex = propertyIndex;
  25521. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25522. // must use copy for Object3D.Euler/Quaternion
  25523. bindingType = this.BindingType.HasFromToArray;
  25524. this.resolvedProperty = nodeProperty;
  25525. } else if ( Array.isArray( nodeProperty ) ) {
  25526. bindingType = this.BindingType.EntireArray;
  25527. this.resolvedProperty = nodeProperty;
  25528. } else {
  25529. this.propertyName = propertyName;
  25530. }
  25531. // select getter / setter
  25532. this.getValue = this.GetterByBindingType[ bindingType ];
  25533. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25534. },
  25535. unbind: function () {
  25536. this.node = null;
  25537. // back to the prototype version of getValue / setValue
  25538. // note: avoiding to mutate the shape of 'this' via 'delete'
  25539. this.getValue = this._getValue_unbound;
  25540. this.setValue = this._setValue_unbound;
  25541. }
  25542. } );
  25543. //!\ DECLARE ALIAS AFTER assign prototype !
  25544. Object.assign( PropertyBinding.prototype, {
  25545. // initial state of these methods that calls 'bind'
  25546. _getValue_unbound: PropertyBinding.prototype.getValue,
  25547. _setValue_unbound: PropertyBinding.prototype.setValue,
  25548. } );
  25549. /**
  25550. *
  25551. * A group of objects that receives a shared animation state.
  25552. *
  25553. * Usage:
  25554. *
  25555. * - Add objects you would otherwise pass as 'root' to the
  25556. * constructor or the .clipAction method of AnimationMixer.
  25557. *
  25558. * - Instead pass this object as 'root'.
  25559. *
  25560. * - You can also add and remove objects later when the mixer
  25561. * is running.
  25562. *
  25563. * Note:
  25564. *
  25565. * Objects of this class appear as one object to the mixer,
  25566. * so cache control of the individual objects must be done
  25567. * on the group.
  25568. *
  25569. * Limitation:
  25570. *
  25571. * - The animated properties must be compatible among the
  25572. * all objects in the group.
  25573. *
  25574. * - A single property can either be controlled through a
  25575. * target group or directly, but not both.
  25576. *
  25577. * @author tschw
  25578. */
  25579. function AnimationObjectGroup() {
  25580. this.uuid = _Math.generateUUID();
  25581. // cached objects followed by the active ones
  25582. this._objects = Array.prototype.slice.call( arguments );
  25583. this.nCachedObjects_ = 0; // threshold
  25584. // note: read by PropertyBinding.Composite
  25585. var indices = {};
  25586. this._indicesByUUID = indices; // for bookkeeping
  25587. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25588. indices[ arguments[ i ].uuid ] = i;
  25589. }
  25590. this._paths = []; // inside: string
  25591. this._parsedPaths = []; // inside: { we don't care, here }
  25592. this._bindings = []; // inside: Array< PropertyBinding >
  25593. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25594. var scope = this;
  25595. this.stats = {
  25596. objects: {
  25597. get total() {
  25598. return scope._objects.length;
  25599. },
  25600. get inUse() {
  25601. return this.total - scope.nCachedObjects_;
  25602. }
  25603. },
  25604. get bindingsPerObject() {
  25605. return scope._bindings.length;
  25606. }
  25607. };
  25608. }
  25609. Object.assign( AnimationObjectGroup.prototype, {
  25610. isAnimationObjectGroup: true,
  25611. add: function () {
  25612. var objects = this._objects,
  25613. nObjects = objects.length,
  25614. nCachedObjects = this.nCachedObjects_,
  25615. indicesByUUID = this._indicesByUUID,
  25616. paths = this._paths,
  25617. parsedPaths = this._parsedPaths,
  25618. bindings = this._bindings,
  25619. nBindings = bindings.length,
  25620. knownObject = undefined;
  25621. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25622. var object = arguments[ i ],
  25623. uuid = object.uuid,
  25624. index = indicesByUUID[ uuid ];
  25625. if ( index === undefined ) {
  25626. // unknown object -> add it to the ACTIVE region
  25627. index = nObjects ++;
  25628. indicesByUUID[ uuid ] = index;
  25629. objects.push( object );
  25630. // accounting is done, now do the same for all bindings
  25631. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25632. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25633. }
  25634. } else if ( index < nCachedObjects ) {
  25635. knownObject = objects[ index ];
  25636. // move existing object to the ACTIVE region
  25637. var firstActiveIndex = -- nCachedObjects,
  25638. lastCachedObject = objects[ firstActiveIndex ];
  25639. indicesByUUID[ lastCachedObject.uuid ] = index;
  25640. objects[ index ] = lastCachedObject;
  25641. indicesByUUID[ uuid ] = firstActiveIndex;
  25642. objects[ firstActiveIndex ] = object;
  25643. // accounting is done, now do the same for all bindings
  25644. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25645. var bindingsForPath = bindings[ j ],
  25646. lastCached = bindingsForPath[ firstActiveIndex ],
  25647. binding = bindingsForPath[ index ];
  25648. bindingsForPath[ index ] = lastCached;
  25649. if ( binding === undefined ) {
  25650. // since we do not bother to create new bindings
  25651. // for objects that are cached, the binding may
  25652. // or may not exist
  25653. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25654. }
  25655. bindingsForPath[ firstActiveIndex ] = binding;
  25656. }
  25657. } else if ( objects[ index ] !== knownObject ) {
  25658. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25659. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25660. } // else the object is already where we want it to be
  25661. } // for arguments
  25662. this.nCachedObjects_ = nCachedObjects;
  25663. },
  25664. remove: function () {
  25665. var objects = this._objects,
  25666. nCachedObjects = this.nCachedObjects_,
  25667. indicesByUUID = this._indicesByUUID,
  25668. bindings = this._bindings,
  25669. nBindings = bindings.length;
  25670. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25671. var object = arguments[ i ],
  25672. uuid = object.uuid,
  25673. index = indicesByUUID[ uuid ];
  25674. if ( index !== undefined && index >= nCachedObjects ) {
  25675. // move existing object into the CACHED region
  25676. var lastCachedIndex = nCachedObjects ++,
  25677. firstActiveObject = objects[ lastCachedIndex ];
  25678. indicesByUUID[ firstActiveObject.uuid ] = index;
  25679. objects[ index ] = firstActiveObject;
  25680. indicesByUUID[ uuid ] = lastCachedIndex;
  25681. objects[ lastCachedIndex ] = object;
  25682. // accounting is done, now do the same for all bindings
  25683. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25684. var bindingsForPath = bindings[ j ],
  25685. firstActive = bindingsForPath[ lastCachedIndex ],
  25686. binding = bindingsForPath[ index ];
  25687. bindingsForPath[ index ] = firstActive;
  25688. bindingsForPath[ lastCachedIndex ] = binding;
  25689. }
  25690. }
  25691. } // for arguments
  25692. this.nCachedObjects_ = nCachedObjects;
  25693. },
  25694. // remove & forget
  25695. uncache: function () {
  25696. var objects = this._objects,
  25697. nObjects = objects.length,
  25698. nCachedObjects = this.nCachedObjects_,
  25699. indicesByUUID = this._indicesByUUID,
  25700. bindings = this._bindings,
  25701. nBindings = bindings.length;
  25702. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25703. var object = arguments[ i ],
  25704. uuid = object.uuid,
  25705. index = indicesByUUID[ uuid ];
  25706. if ( index !== undefined ) {
  25707. delete indicesByUUID[ uuid ];
  25708. if ( index < nCachedObjects ) {
  25709. // object is cached, shrink the CACHED region
  25710. var firstActiveIndex = -- nCachedObjects,
  25711. lastCachedObject = objects[ firstActiveIndex ],
  25712. lastIndex = -- nObjects,
  25713. lastObject = objects[ lastIndex ];
  25714. // last cached object takes this object's place
  25715. indicesByUUID[ lastCachedObject.uuid ] = index;
  25716. objects[ index ] = lastCachedObject;
  25717. // last object goes to the activated slot and pop
  25718. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25719. objects[ firstActiveIndex ] = lastObject;
  25720. objects.pop();
  25721. // accounting is done, now do the same for all bindings
  25722. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25723. var bindingsForPath = bindings[ j ],
  25724. lastCached = bindingsForPath[ firstActiveIndex ],
  25725. last = bindingsForPath[ lastIndex ];
  25726. bindingsForPath[ index ] = lastCached;
  25727. bindingsForPath[ firstActiveIndex ] = last;
  25728. bindingsForPath.pop();
  25729. }
  25730. } else {
  25731. // object is active, just swap with the last and pop
  25732. var lastIndex = -- nObjects,
  25733. lastObject = objects[ lastIndex ];
  25734. indicesByUUID[ lastObject.uuid ] = index;
  25735. objects[ index ] = lastObject;
  25736. objects.pop();
  25737. // accounting is done, now do the same for all bindings
  25738. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25739. var bindingsForPath = bindings[ j ];
  25740. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25741. bindingsForPath.pop();
  25742. }
  25743. } // cached or active
  25744. } // if object is known
  25745. } // for arguments
  25746. this.nCachedObjects_ = nCachedObjects;
  25747. },
  25748. // Internal interface used by befriended PropertyBinding.Composite:
  25749. subscribe_: function ( path, parsedPath ) {
  25750. // returns an array of bindings for the given path that is changed
  25751. // according to the contained objects in the group
  25752. var indicesByPath = this._bindingsIndicesByPath,
  25753. index = indicesByPath[ path ],
  25754. bindings = this._bindings;
  25755. if ( index !== undefined ) return bindings[ index ];
  25756. var paths = this._paths,
  25757. parsedPaths = this._parsedPaths,
  25758. objects = this._objects,
  25759. nObjects = objects.length,
  25760. nCachedObjects = this.nCachedObjects_,
  25761. bindingsForPath = new Array( nObjects );
  25762. index = bindings.length;
  25763. indicesByPath[ path ] = index;
  25764. paths.push( path );
  25765. parsedPaths.push( parsedPath );
  25766. bindings.push( bindingsForPath );
  25767. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25768. var object = objects[ i ];
  25769. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25770. }
  25771. return bindingsForPath;
  25772. },
  25773. unsubscribe_: function ( path ) {
  25774. // tells the group to forget about a property path and no longer
  25775. // update the array previously obtained with 'subscribe_'
  25776. var indicesByPath = this._bindingsIndicesByPath,
  25777. index = indicesByPath[ path ];
  25778. if ( index !== undefined ) {
  25779. var paths = this._paths,
  25780. parsedPaths = this._parsedPaths,
  25781. bindings = this._bindings,
  25782. lastBindingsIndex = bindings.length - 1,
  25783. lastBindings = bindings[ lastBindingsIndex ],
  25784. lastBindingsPath = path[ lastBindingsIndex ];
  25785. indicesByPath[ lastBindingsPath ] = index;
  25786. bindings[ index ] = lastBindings;
  25787. bindings.pop();
  25788. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25789. parsedPaths.pop();
  25790. paths[ index ] = paths[ lastBindingsIndex ];
  25791. paths.pop();
  25792. }
  25793. }
  25794. } );
  25795. /**
  25796. *
  25797. * Action provided by AnimationMixer for scheduling clip playback on specific
  25798. * objects.
  25799. *
  25800. * @author Ben Houston / http://clara.io/
  25801. * @author David Sarno / http://lighthaus.us/
  25802. * @author tschw
  25803. *
  25804. */
  25805. function AnimationAction( mixer, clip, localRoot ) {
  25806. this._mixer = mixer;
  25807. this._clip = clip;
  25808. this._localRoot = localRoot || null;
  25809. var tracks = clip.tracks,
  25810. nTracks = tracks.length,
  25811. interpolants = new Array( nTracks );
  25812. var interpolantSettings = {
  25813. endingStart: ZeroCurvatureEnding,
  25814. endingEnd: ZeroCurvatureEnding
  25815. };
  25816. for ( var i = 0; i !== nTracks; ++ i ) {
  25817. var interpolant = tracks[ i ].createInterpolant( null );
  25818. interpolants[ i ] = interpolant;
  25819. interpolant.settings = interpolantSettings;
  25820. }
  25821. this._interpolantSettings = interpolantSettings;
  25822. this._interpolants = interpolants; // bound by the mixer
  25823. // inside: PropertyMixer (managed by the mixer)
  25824. this._propertyBindings = new Array( nTracks );
  25825. this._cacheIndex = null; // for the memory manager
  25826. this._byClipCacheIndex = null; // for the memory manager
  25827. this._timeScaleInterpolant = null;
  25828. this._weightInterpolant = null;
  25829. this.loop = LoopRepeat;
  25830. this._loopCount = - 1;
  25831. // global mixer time when the action is to be started
  25832. // it's set back to 'null' upon start of the action
  25833. this._startTime = null;
  25834. // scaled local time of the action
  25835. // gets clamped or wrapped to 0..clip.duration according to loop
  25836. this.time = 0;
  25837. this.timeScale = 1;
  25838. this._effectiveTimeScale = 1;
  25839. this.weight = 1;
  25840. this._effectiveWeight = 1;
  25841. this.repetitions = Infinity; // no. of repetitions when looping
  25842. this.paused = false; // true -> zero effective time scale
  25843. this.enabled = true; // false -> zero effective weight
  25844. this.clampWhenFinished = false;// keep feeding the last frame?
  25845. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25846. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25847. }
  25848. Object.assign( AnimationAction.prototype, {
  25849. // State & Scheduling
  25850. play: function () {
  25851. this._mixer._activateAction( this );
  25852. return this;
  25853. },
  25854. stop: function () {
  25855. this._mixer._deactivateAction( this );
  25856. return this.reset();
  25857. },
  25858. reset: function () {
  25859. this.paused = false;
  25860. this.enabled = true;
  25861. this.time = 0; // restart clip
  25862. this._loopCount = - 1;// forget previous loops
  25863. this._startTime = null;// forget scheduling
  25864. return this.stopFading().stopWarping();
  25865. },
  25866. isRunning: function () {
  25867. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25868. this._startTime === null && this._mixer._isActiveAction( this );
  25869. },
  25870. // return true when play has been called
  25871. isScheduled: function () {
  25872. return this._mixer._isActiveAction( this );
  25873. },
  25874. startAt: function ( time ) {
  25875. this._startTime = time;
  25876. return this;
  25877. },
  25878. setLoop: function ( mode, repetitions ) {
  25879. this.loop = mode;
  25880. this.repetitions = repetitions;
  25881. return this;
  25882. },
  25883. // Weight
  25884. // set the weight stopping any scheduled fading
  25885. // although .enabled = false yields an effective weight of zero, this
  25886. // method does *not* change .enabled, because it would be confusing
  25887. setEffectiveWeight: function ( weight ) {
  25888. this.weight = weight;
  25889. // note: same logic as when updated at runtime
  25890. this._effectiveWeight = this.enabled ? weight : 0;
  25891. return this.stopFading();
  25892. },
  25893. // return the weight considering fading and .enabled
  25894. getEffectiveWeight: function () {
  25895. return this._effectiveWeight;
  25896. },
  25897. fadeIn: function ( duration ) {
  25898. return this._scheduleFading( duration, 0, 1 );
  25899. },
  25900. fadeOut: function ( duration ) {
  25901. return this._scheduleFading( duration, 1, 0 );
  25902. },
  25903. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25904. fadeOutAction.fadeOut( duration );
  25905. this.fadeIn( duration );
  25906. if ( warp ) {
  25907. var fadeInDuration = this._clip.duration,
  25908. fadeOutDuration = fadeOutAction._clip.duration,
  25909. startEndRatio = fadeOutDuration / fadeInDuration,
  25910. endStartRatio = fadeInDuration / fadeOutDuration;
  25911. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25912. this.warp( endStartRatio, 1.0, duration );
  25913. }
  25914. return this;
  25915. },
  25916. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25917. return fadeInAction.crossFadeFrom( this, duration, warp );
  25918. },
  25919. stopFading: function () {
  25920. var weightInterpolant = this._weightInterpolant;
  25921. if ( weightInterpolant !== null ) {
  25922. this._weightInterpolant = null;
  25923. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25924. }
  25925. return this;
  25926. },
  25927. // Time Scale Control
  25928. // set the time scale stopping any scheduled warping
  25929. // although .paused = true yields an effective time scale of zero, this
  25930. // method does *not* change .paused, because it would be confusing
  25931. setEffectiveTimeScale: function ( timeScale ) {
  25932. this.timeScale = timeScale;
  25933. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25934. return this.stopWarping();
  25935. },
  25936. // return the time scale considering warping and .paused
  25937. getEffectiveTimeScale: function () {
  25938. return this._effectiveTimeScale;
  25939. },
  25940. setDuration: function ( duration ) {
  25941. this.timeScale = this._clip.duration / duration;
  25942. return this.stopWarping();
  25943. },
  25944. syncWith: function ( action ) {
  25945. this.time = action.time;
  25946. this.timeScale = action.timeScale;
  25947. return this.stopWarping();
  25948. },
  25949. halt: function ( duration ) {
  25950. return this.warp( this._effectiveTimeScale, 0, duration );
  25951. },
  25952. warp: function ( startTimeScale, endTimeScale, duration ) {
  25953. var mixer = this._mixer, now = mixer.time,
  25954. interpolant = this._timeScaleInterpolant,
  25955. timeScale = this.timeScale;
  25956. if ( interpolant === null ) {
  25957. interpolant = mixer._lendControlInterpolant();
  25958. this._timeScaleInterpolant = interpolant;
  25959. }
  25960. var times = interpolant.parameterPositions,
  25961. values = interpolant.sampleValues;
  25962. times[ 0 ] = now;
  25963. times[ 1 ] = now + duration;
  25964. values[ 0 ] = startTimeScale / timeScale;
  25965. values[ 1 ] = endTimeScale / timeScale;
  25966. return this;
  25967. },
  25968. stopWarping: function () {
  25969. var timeScaleInterpolant = this._timeScaleInterpolant;
  25970. if ( timeScaleInterpolant !== null ) {
  25971. this._timeScaleInterpolant = null;
  25972. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25973. }
  25974. return this;
  25975. },
  25976. // Object Accessors
  25977. getMixer: function () {
  25978. return this._mixer;
  25979. },
  25980. getClip: function () {
  25981. return this._clip;
  25982. },
  25983. getRoot: function () {
  25984. return this._localRoot || this._mixer._root;
  25985. },
  25986. // Interna
  25987. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25988. // called by the mixer
  25989. if ( ! this.enabled ) {
  25990. // call ._updateWeight() to update ._effectiveWeight
  25991. this._updateWeight( time );
  25992. return;
  25993. }
  25994. var startTime = this._startTime;
  25995. if ( startTime !== null ) {
  25996. // check for scheduled start of action
  25997. var timeRunning = ( time - startTime ) * timeDirection;
  25998. if ( timeRunning < 0 || timeDirection === 0 ) {
  25999. return; // yet to come / don't decide when delta = 0
  26000. }
  26001. // start
  26002. this._startTime = null; // unschedule
  26003. deltaTime = timeDirection * timeRunning;
  26004. }
  26005. // apply time scale and advance time
  26006. deltaTime *= this._updateTimeScale( time );
  26007. var clipTime = this._updateTime( deltaTime );
  26008. // note: _updateTime may disable the action resulting in
  26009. // an effective weight of 0
  26010. var weight = this._updateWeight( time );
  26011. if ( weight > 0 ) {
  26012. var interpolants = this._interpolants;
  26013. var propertyMixers = this._propertyBindings;
  26014. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26015. interpolants[ j ].evaluate( clipTime );
  26016. propertyMixers[ j ].accumulate( accuIndex, weight );
  26017. }
  26018. }
  26019. },
  26020. _updateWeight: function ( time ) {
  26021. var weight = 0;
  26022. if ( this.enabled ) {
  26023. weight = this.weight;
  26024. var interpolant = this._weightInterpolant;
  26025. if ( interpolant !== null ) {
  26026. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26027. weight *= interpolantValue;
  26028. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26029. this.stopFading();
  26030. if ( interpolantValue === 0 ) {
  26031. // faded out, disable
  26032. this.enabled = false;
  26033. }
  26034. }
  26035. }
  26036. }
  26037. this._effectiveWeight = weight;
  26038. return weight;
  26039. },
  26040. _updateTimeScale: function ( time ) {
  26041. var timeScale = 0;
  26042. if ( ! this.paused ) {
  26043. timeScale = this.timeScale;
  26044. var interpolant = this._timeScaleInterpolant;
  26045. if ( interpolant !== null ) {
  26046. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26047. timeScale *= interpolantValue;
  26048. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26049. this.stopWarping();
  26050. if ( timeScale === 0 ) {
  26051. // motion has halted, pause
  26052. this.paused = true;
  26053. } else {
  26054. // warp done - apply final time scale
  26055. this.timeScale = timeScale;
  26056. }
  26057. }
  26058. }
  26059. }
  26060. this._effectiveTimeScale = timeScale;
  26061. return timeScale;
  26062. },
  26063. _updateTime: function ( deltaTime ) {
  26064. var time = this.time + deltaTime;
  26065. var duration = this._clip.duration;
  26066. var loop = this.loop;
  26067. var loopCount = this._loopCount;
  26068. var pingPong = ( loop === LoopPingPong );
  26069. if ( deltaTime === 0 ) {
  26070. if ( loopCount === - 1 ) return time;
  26071. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26072. }
  26073. if ( loop === LoopOnce ) {
  26074. if ( loopCount === - 1 ) {
  26075. // just started
  26076. this._loopCount = 0;
  26077. this._setEndings( true, true, false );
  26078. }
  26079. handle_stop: {
  26080. if ( time >= duration ) {
  26081. time = duration;
  26082. } else if ( time < 0 ) {
  26083. time = 0;
  26084. } else {
  26085. this.time = time;
  26086. break handle_stop;
  26087. }
  26088. if ( this.clampWhenFinished ) this.paused = true;
  26089. else this.enabled = false;
  26090. this.time = time;
  26091. this._mixer.dispatchEvent( {
  26092. type: 'finished', action: this,
  26093. direction: deltaTime < 0 ? - 1 : 1
  26094. } );
  26095. }
  26096. } else { // repetitive Repeat or PingPong
  26097. if ( loopCount === - 1 ) {
  26098. // just started
  26099. if ( deltaTime >= 0 ) {
  26100. loopCount = 0;
  26101. this._setEndings( true, this.repetitions === 0, pingPong );
  26102. } else {
  26103. // when looping in reverse direction, the initial
  26104. // transition through zero counts as a repetition,
  26105. // so leave loopCount at -1
  26106. this._setEndings( this.repetitions === 0, true, pingPong );
  26107. }
  26108. }
  26109. if ( time >= duration || time < 0 ) {
  26110. // wrap around
  26111. var loopDelta = Math.floor( time / duration ); // signed
  26112. time -= duration * loopDelta;
  26113. loopCount += Math.abs( loopDelta );
  26114. var pending = this.repetitions - loopCount;
  26115. if ( pending <= 0 ) {
  26116. // have to stop (switch state, clamp time, fire event)
  26117. if ( this.clampWhenFinished ) this.paused = true;
  26118. else this.enabled = false;
  26119. time = deltaTime > 0 ? duration : 0;
  26120. this.time = time;
  26121. this._mixer.dispatchEvent( {
  26122. type: 'finished', action: this,
  26123. direction: deltaTime > 0 ? 1 : - 1
  26124. } );
  26125. } else {
  26126. // keep running
  26127. if ( pending === 1 ) {
  26128. // entering the last round
  26129. var atStart = deltaTime < 0;
  26130. this._setEndings( atStart, ! atStart, pingPong );
  26131. } else {
  26132. this._setEndings( false, false, pingPong );
  26133. }
  26134. this._loopCount = loopCount;
  26135. this.time = time;
  26136. this._mixer.dispatchEvent( {
  26137. type: 'loop', action: this, loopDelta: loopDelta
  26138. } );
  26139. }
  26140. } else {
  26141. this.time = time;
  26142. }
  26143. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26144. // invert time for the "pong round"
  26145. return duration - time;
  26146. }
  26147. }
  26148. return time;
  26149. },
  26150. _setEndings: function ( atStart, atEnd, pingPong ) {
  26151. var settings = this._interpolantSettings;
  26152. if ( pingPong ) {
  26153. settings.endingStart = ZeroSlopeEnding;
  26154. settings.endingEnd = ZeroSlopeEnding;
  26155. } else {
  26156. // assuming for LoopOnce atStart == atEnd == true
  26157. if ( atStart ) {
  26158. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26159. } else {
  26160. settings.endingStart = WrapAroundEnding;
  26161. }
  26162. if ( atEnd ) {
  26163. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26164. } else {
  26165. settings.endingEnd = WrapAroundEnding;
  26166. }
  26167. }
  26168. },
  26169. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26170. var mixer = this._mixer, now = mixer.time,
  26171. interpolant = this._weightInterpolant;
  26172. if ( interpolant === null ) {
  26173. interpolant = mixer._lendControlInterpolant();
  26174. this._weightInterpolant = interpolant;
  26175. }
  26176. var times = interpolant.parameterPositions,
  26177. values = interpolant.sampleValues;
  26178. times[ 0 ] = now;
  26179. values[ 0 ] = weightNow;
  26180. times[ 1 ] = now + duration;
  26181. values[ 1 ] = weightThen;
  26182. return this;
  26183. }
  26184. } );
  26185. /**
  26186. *
  26187. * Player for AnimationClips.
  26188. *
  26189. *
  26190. * @author Ben Houston / http://clara.io/
  26191. * @author David Sarno / http://lighthaus.us/
  26192. * @author tschw
  26193. */
  26194. function AnimationMixer( root ) {
  26195. this._root = root;
  26196. this._initMemoryManager();
  26197. this._accuIndex = 0;
  26198. this.time = 0;
  26199. this.timeScale = 1.0;
  26200. }
  26201. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26202. constructor: AnimationMixer,
  26203. _bindAction: function ( action, prototypeAction ) {
  26204. var root = action._localRoot || this._root,
  26205. tracks = action._clip.tracks,
  26206. nTracks = tracks.length,
  26207. bindings = action._propertyBindings,
  26208. interpolants = action._interpolants,
  26209. rootUuid = root.uuid,
  26210. bindingsByRoot = this._bindingsByRootAndName,
  26211. bindingsByName = bindingsByRoot[ rootUuid ];
  26212. if ( bindingsByName === undefined ) {
  26213. bindingsByName = {};
  26214. bindingsByRoot[ rootUuid ] = bindingsByName;
  26215. }
  26216. for ( var i = 0; i !== nTracks; ++ i ) {
  26217. var track = tracks[ i ],
  26218. trackName = track.name,
  26219. binding = bindingsByName[ trackName ];
  26220. if ( binding !== undefined ) {
  26221. bindings[ i ] = binding;
  26222. } else {
  26223. binding = bindings[ i ];
  26224. if ( binding !== undefined ) {
  26225. // existing binding, make sure the cache knows
  26226. if ( binding._cacheIndex === null ) {
  26227. ++ binding.referenceCount;
  26228. this._addInactiveBinding( binding, rootUuid, trackName );
  26229. }
  26230. continue;
  26231. }
  26232. var path = prototypeAction && prototypeAction.
  26233. _propertyBindings[ i ].binding.parsedPath;
  26234. binding = new PropertyMixer(
  26235. PropertyBinding.create( root, trackName, path ),
  26236. track.ValueTypeName, track.getValueSize() );
  26237. ++ binding.referenceCount;
  26238. this._addInactiveBinding( binding, rootUuid, trackName );
  26239. bindings[ i ] = binding;
  26240. }
  26241. interpolants[ i ].resultBuffer = binding.buffer;
  26242. }
  26243. },
  26244. _activateAction: function ( action ) {
  26245. if ( ! this._isActiveAction( action ) ) {
  26246. if ( action._cacheIndex === null ) {
  26247. // this action has been forgotten by the cache, but the user
  26248. // appears to be still using it -> rebind
  26249. var rootUuid = ( action._localRoot || this._root ).uuid,
  26250. clipUuid = action._clip.uuid,
  26251. actionsForClip = this._actionsByClip[ clipUuid ];
  26252. this._bindAction( action,
  26253. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26254. this._addInactiveAction( action, clipUuid, rootUuid );
  26255. }
  26256. var bindings = action._propertyBindings;
  26257. // increment reference counts / sort out state
  26258. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26259. var binding = bindings[ i ];
  26260. if ( binding.useCount ++ === 0 ) {
  26261. this._lendBinding( binding );
  26262. binding.saveOriginalState();
  26263. }
  26264. }
  26265. this._lendAction( action );
  26266. }
  26267. },
  26268. _deactivateAction: function ( action ) {
  26269. if ( this._isActiveAction( action ) ) {
  26270. var bindings = action._propertyBindings;
  26271. // decrement reference counts / sort out state
  26272. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26273. var binding = bindings[ i ];
  26274. if ( -- binding.useCount === 0 ) {
  26275. binding.restoreOriginalState();
  26276. this._takeBackBinding( binding );
  26277. }
  26278. }
  26279. this._takeBackAction( action );
  26280. }
  26281. },
  26282. // Memory manager
  26283. _initMemoryManager: function () {
  26284. this._actions = []; // 'nActiveActions' followed by inactive ones
  26285. this._nActiveActions = 0;
  26286. this._actionsByClip = {};
  26287. // inside:
  26288. // {
  26289. // knownActions: Array< AnimationAction > - used as prototypes
  26290. // actionByRoot: AnimationAction - lookup
  26291. // }
  26292. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26293. this._nActiveBindings = 0;
  26294. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26295. this._controlInterpolants = []; // same game as above
  26296. this._nActiveControlInterpolants = 0;
  26297. var scope = this;
  26298. this.stats = {
  26299. actions: {
  26300. get total() {
  26301. return scope._actions.length;
  26302. },
  26303. get inUse() {
  26304. return scope._nActiveActions;
  26305. }
  26306. },
  26307. bindings: {
  26308. get total() {
  26309. return scope._bindings.length;
  26310. },
  26311. get inUse() {
  26312. return scope._nActiveBindings;
  26313. }
  26314. },
  26315. controlInterpolants: {
  26316. get total() {
  26317. return scope._controlInterpolants.length;
  26318. },
  26319. get inUse() {
  26320. return scope._nActiveControlInterpolants;
  26321. }
  26322. }
  26323. };
  26324. },
  26325. // Memory management for AnimationAction objects
  26326. _isActiveAction: function ( action ) {
  26327. var index = action._cacheIndex;
  26328. return index !== null && index < this._nActiveActions;
  26329. },
  26330. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26331. var actions = this._actions,
  26332. actionsByClip = this._actionsByClip,
  26333. actionsForClip = actionsByClip[ clipUuid ];
  26334. if ( actionsForClip === undefined ) {
  26335. actionsForClip = {
  26336. knownActions: [ action ],
  26337. actionByRoot: {}
  26338. };
  26339. action._byClipCacheIndex = 0;
  26340. actionsByClip[ clipUuid ] = actionsForClip;
  26341. } else {
  26342. var knownActions = actionsForClip.knownActions;
  26343. action._byClipCacheIndex = knownActions.length;
  26344. knownActions.push( action );
  26345. }
  26346. action._cacheIndex = actions.length;
  26347. actions.push( action );
  26348. actionsForClip.actionByRoot[ rootUuid ] = action;
  26349. },
  26350. _removeInactiveAction: function ( action ) {
  26351. var actions = this._actions,
  26352. lastInactiveAction = actions[ actions.length - 1 ],
  26353. cacheIndex = action._cacheIndex;
  26354. lastInactiveAction._cacheIndex = cacheIndex;
  26355. actions[ cacheIndex ] = lastInactiveAction;
  26356. actions.pop();
  26357. action._cacheIndex = null;
  26358. var clipUuid = action._clip.uuid,
  26359. actionsByClip = this._actionsByClip,
  26360. actionsForClip = actionsByClip[ clipUuid ],
  26361. knownActionsForClip = actionsForClip.knownActions,
  26362. lastKnownAction =
  26363. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26364. byClipCacheIndex = action._byClipCacheIndex;
  26365. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26366. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26367. knownActionsForClip.pop();
  26368. action._byClipCacheIndex = null;
  26369. var actionByRoot = actionsForClip.actionByRoot,
  26370. rootUuid = ( action._localRoot || this._root ).uuid;
  26371. delete actionByRoot[ rootUuid ];
  26372. if ( knownActionsForClip.length === 0 ) {
  26373. delete actionsByClip[ clipUuid ];
  26374. }
  26375. this._removeInactiveBindingsForAction( action );
  26376. },
  26377. _removeInactiveBindingsForAction: function ( action ) {
  26378. var bindings = action._propertyBindings;
  26379. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26380. var binding = bindings[ i ];
  26381. if ( -- binding.referenceCount === 0 ) {
  26382. this._removeInactiveBinding( binding );
  26383. }
  26384. }
  26385. },
  26386. _lendAction: function ( action ) {
  26387. // [ active actions | inactive actions ]
  26388. // [ active actions >| inactive actions ]
  26389. // s a
  26390. // <-swap->
  26391. // a s
  26392. var actions = this._actions,
  26393. prevIndex = action._cacheIndex,
  26394. lastActiveIndex = this._nActiveActions ++,
  26395. firstInactiveAction = actions[ lastActiveIndex ];
  26396. action._cacheIndex = lastActiveIndex;
  26397. actions[ lastActiveIndex ] = action;
  26398. firstInactiveAction._cacheIndex = prevIndex;
  26399. actions[ prevIndex ] = firstInactiveAction;
  26400. },
  26401. _takeBackAction: function ( action ) {
  26402. // [ active actions | inactive actions ]
  26403. // [ active actions |< inactive actions ]
  26404. // a s
  26405. // <-swap->
  26406. // s a
  26407. var actions = this._actions,
  26408. prevIndex = action._cacheIndex,
  26409. firstInactiveIndex = -- this._nActiveActions,
  26410. lastActiveAction = actions[ firstInactiveIndex ];
  26411. action._cacheIndex = firstInactiveIndex;
  26412. actions[ firstInactiveIndex ] = action;
  26413. lastActiveAction._cacheIndex = prevIndex;
  26414. actions[ prevIndex ] = lastActiveAction;
  26415. },
  26416. // Memory management for PropertyMixer objects
  26417. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26418. var bindingsByRoot = this._bindingsByRootAndName,
  26419. bindingByName = bindingsByRoot[ rootUuid ],
  26420. bindings = this._bindings;
  26421. if ( bindingByName === undefined ) {
  26422. bindingByName = {};
  26423. bindingsByRoot[ rootUuid ] = bindingByName;
  26424. }
  26425. bindingByName[ trackName ] = binding;
  26426. binding._cacheIndex = bindings.length;
  26427. bindings.push( binding );
  26428. },
  26429. _removeInactiveBinding: function ( binding ) {
  26430. var bindings = this._bindings,
  26431. propBinding = binding.binding,
  26432. rootUuid = propBinding.rootNode.uuid,
  26433. trackName = propBinding.path,
  26434. bindingsByRoot = this._bindingsByRootAndName,
  26435. bindingByName = bindingsByRoot[ rootUuid ],
  26436. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26437. cacheIndex = binding._cacheIndex;
  26438. lastInactiveBinding._cacheIndex = cacheIndex;
  26439. bindings[ cacheIndex ] = lastInactiveBinding;
  26440. bindings.pop();
  26441. delete bindingByName[ trackName ];
  26442. if ( Object.keys( bindingByName ).length === 0 ) {
  26443. delete bindingsByRoot[ rootUuid ];
  26444. }
  26445. },
  26446. _lendBinding: function ( binding ) {
  26447. var bindings = this._bindings,
  26448. prevIndex = binding._cacheIndex,
  26449. lastActiveIndex = this._nActiveBindings ++,
  26450. firstInactiveBinding = bindings[ lastActiveIndex ];
  26451. binding._cacheIndex = lastActiveIndex;
  26452. bindings[ lastActiveIndex ] = binding;
  26453. firstInactiveBinding._cacheIndex = prevIndex;
  26454. bindings[ prevIndex ] = firstInactiveBinding;
  26455. },
  26456. _takeBackBinding: function ( binding ) {
  26457. var bindings = this._bindings,
  26458. prevIndex = binding._cacheIndex,
  26459. firstInactiveIndex = -- this._nActiveBindings,
  26460. lastActiveBinding = bindings[ firstInactiveIndex ];
  26461. binding._cacheIndex = firstInactiveIndex;
  26462. bindings[ firstInactiveIndex ] = binding;
  26463. lastActiveBinding._cacheIndex = prevIndex;
  26464. bindings[ prevIndex ] = lastActiveBinding;
  26465. },
  26466. // Memory management of Interpolants for weight and time scale
  26467. _lendControlInterpolant: function () {
  26468. var interpolants = this._controlInterpolants,
  26469. lastActiveIndex = this._nActiveControlInterpolants ++,
  26470. interpolant = interpolants[ lastActiveIndex ];
  26471. if ( interpolant === undefined ) {
  26472. interpolant = new LinearInterpolant(
  26473. new Float32Array( 2 ), new Float32Array( 2 ),
  26474. 1, this._controlInterpolantsResultBuffer );
  26475. interpolant.__cacheIndex = lastActiveIndex;
  26476. interpolants[ lastActiveIndex ] = interpolant;
  26477. }
  26478. return interpolant;
  26479. },
  26480. _takeBackControlInterpolant: function ( interpolant ) {
  26481. var interpolants = this._controlInterpolants,
  26482. prevIndex = interpolant.__cacheIndex,
  26483. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26484. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26485. interpolant.__cacheIndex = firstInactiveIndex;
  26486. interpolants[ firstInactiveIndex ] = interpolant;
  26487. lastActiveInterpolant.__cacheIndex = prevIndex;
  26488. interpolants[ prevIndex ] = lastActiveInterpolant;
  26489. },
  26490. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26491. // return an action for a clip optionally using a custom root target
  26492. // object (this method allocates a lot of dynamic memory in case a
  26493. // previously unknown clip/root combination is specified)
  26494. clipAction: function ( clip, optionalRoot ) {
  26495. var root = optionalRoot || this._root,
  26496. rootUuid = root.uuid,
  26497. clipObject = typeof clip === 'string' ?
  26498. AnimationClip.findByName( root, clip ) : clip,
  26499. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26500. actionsForClip = this._actionsByClip[ clipUuid ],
  26501. prototypeAction = null;
  26502. if ( actionsForClip !== undefined ) {
  26503. var existingAction =
  26504. actionsForClip.actionByRoot[ rootUuid ];
  26505. if ( existingAction !== undefined ) {
  26506. return existingAction;
  26507. }
  26508. // we know the clip, so we don't have to parse all
  26509. // the bindings again but can just copy
  26510. prototypeAction = actionsForClip.knownActions[ 0 ];
  26511. // also, take the clip from the prototype action
  26512. if ( clipObject === null )
  26513. clipObject = prototypeAction._clip;
  26514. }
  26515. // clip must be known when specified via string
  26516. if ( clipObject === null ) return null;
  26517. // allocate all resources required to run it
  26518. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26519. this._bindAction( newAction, prototypeAction );
  26520. // and make the action known to the memory manager
  26521. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26522. return newAction;
  26523. },
  26524. // get an existing action
  26525. existingAction: function ( clip, optionalRoot ) {
  26526. var root = optionalRoot || this._root,
  26527. rootUuid = root.uuid,
  26528. clipObject = typeof clip === 'string' ?
  26529. AnimationClip.findByName( root, clip ) : clip,
  26530. clipUuid = clipObject ? clipObject.uuid : clip,
  26531. actionsForClip = this._actionsByClip[ clipUuid ];
  26532. if ( actionsForClip !== undefined ) {
  26533. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26534. }
  26535. return null;
  26536. },
  26537. // deactivates all previously scheduled actions
  26538. stopAllAction: function () {
  26539. var actions = this._actions,
  26540. nActions = this._nActiveActions,
  26541. bindings = this._bindings,
  26542. nBindings = this._nActiveBindings;
  26543. this._nActiveActions = 0;
  26544. this._nActiveBindings = 0;
  26545. for ( var i = 0; i !== nActions; ++ i ) {
  26546. actions[ i ].reset();
  26547. }
  26548. for ( var i = 0; i !== nBindings; ++ i ) {
  26549. bindings[ i ].useCount = 0;
  26550. }
  26551. return this;
  26552. },
  26553. // advance the time and update apply the animation
  26554. update: function ( deltaTime ) {
  26555. deltaTime *= this.timeScale;
  26556. var actions = this._actions,
  26557. nActions = this._nActiveActions,
  26558. time = this.time += deltaTime,
  26559. timeDirection = Math.sign( deltaTime ),
  26560. accuIndex = this._accuIndex ^= 1;
  26561. // run active actions
  26562. for ( var i = 0; i !== nActions; ++ i ) {
  26563. var action = actions[ i ];
  26564. action._update( time, deltaTime, timeDirection, accuIndex );
  26565. }
  26566. // update scene graph
  26567. var bindings = this._bindings,
  26568. nBindings = this._nActiveBindings;
  26569. for ( var i = 0; i !== nBindings; ++ i ) {
  26570. bindings[ i ].apply( accuIndex );
  26571. }
  26572. return this;
  26573. },
  26574. // return this mixer's root target object
  26575. getRoot: function () {
  26576. return this._root;
  26577. },
  26578. // free all resources specific to a particular clip
  26579. uncacheClip: function ( clip ) {
  26580. var actions = this._actions,
  26581. clipUuid = clip.uuid,
  26582. actionsByClip = this._actionsByClip,
  26583. actionsForClip = actionsByClip[ clipUuid ];
  26584. if ( actionsForClip !== undefined ) {
  26585. // note: just calling _removeInactiveAction would mess up the
  26586. // iteration state and also require updating the state we can
  26587. // just throw away
  26588. var actionsToRemove = actionsForClip.knownActions;
  26589. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26590. var action = actionsToRemove[ i ];
  26591. this._deactivateAction( action );
  26592. var cacheIndex = action._cacheIndex,
  26593. lastInactiveAction = actions[ actions.length - 1 ];
  26594. action._cacheIndex = null;
  26595. action._byClipCacheIndex = null;
  26596. lastInactiveAction._cacheIndex = cacheIndex;
  26597. actions[ cacheIndex ] = lastInactiveAction;
  26598. actions.pop();
  26599. this._removeInactiveBindingsForAction( action );
  26600. }
  26601. delete actionsByClip[ clipUuid ];
  26602. }
  26603. },
  26604. // free all resources specific to a particular root target object
  26605. uncacheRoot: function ( root ) {
  26606. var rootUuid = root.uuid,
  26607. actionsByClip = this._actionsByClip;
  26608. for ( var clipUuid in actionsByClip ) {
  26609. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26610. action = actionByRoot[ rootUuid ];
  26611. if ( action !== undefined ) {
  26612. this._deactivateAction( action );
  26613. this._removeInactiveAction( action );
  26614. }
  26615. }
  26616. var bindingsByRoot = this._bindingsByRootAndName,
  26617. bindingByName = bindingsByRoot[ rootUuid ];
  26618. if ( bindingByName !== undefined ) {
  26619. for ( var trackName in bindingByName ) {
  26620. var binding = bindingByName[ trackName ];
  26621. binding.restoreOriginalState();
  26622. this._removeInactiveBinding( binding );
  26623. }
  26624. }
  26625. },
  26626. // remove a targeted clip from the cache
  26627. uncacheAction: function ( clip, optionalRoot ) {
  26628. var action = this.existingAction( clip, optionalRoot );
  26629. if ( action !== null ) {
  26630. this._deactivateAction( action );
  26631. this._removeInactiveAction( action );
  26632. }
  26633. }
  26634. } );
  26635. /**
  26636. * @author mrdoob / http://mrdoob.com/
  26637. */
  26638. function Uniform( value ) {
  26639. if ( typeof value === 'string' ) {
  26640. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26641. value = arguments[ 1 ];
  26642. }
  26643. this.value = value;
  26644. }
  26645. Uniform.prototype.clone = function () {
  26646. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26647. };
  26648. /**
  26649. * @author benaadams / https://twitter.com/ben_a_adams
  26650. */
  26651. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26652. InterleavedBuffer.call( this, array, stride );
  26653. this.meshPerAttribute = meshPerAttribute || 1;
  26654. }
  26655. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26656. constructor: InstancedInterleavedBuffer,
  26657. isInstancedInterleavedBuffer: true,
  26658. copy: function ( source ) {
  26659. InterleavedBuffer.prototype.copy.call( this, source );
  26660. this.meshPerAttribute = source.meshPerAttribute;
  26661. return this;
  26662. }
  26663. } );
  26664. /**
  26665. * @author mrdoob / http://mrdoob.com/
  26666. * @author bhouston / http://clara.io/
  26667. * @author stephomi / http://stephaneginier.com/
  26668. */
  26669. function Raycaster( origin, direction, near, far ) {
  26670. this.ray = new Ray( origin, direction );
  26671. // direction is assumed to be normalized (for accurate distance calculations)
  26672. this.near = near || 0;
  26673. this.far = far || Infinity;
  26674. this.params = {
  26675. Mesh: {},
  26676. Line: {},
  26677. LOD: {},
  26678. Points: { threshold: 1 },
  26679. Sprite: {}
  26680. };
  26681. Object.defineProperties( this.params, {
  26682. PointCloud: {
  26683. get: function () {
  26684. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26685. return this.Points;
  26686. }
  26687. }
  26688. } );
  26689. }
  26690. function ascSort( a, b ) {
  26691. return a.distance - b.distance;
  26692. }
  26693. function intersectObject( object, raycaster, intersects, recursive ) {
  26694. if ( object.visible === false ) return;
  26695. object.raycast( raycaster, intersects );
  26696. if ( recursive === true ) {
  26697. var children = object.children;
  26698. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26699. intersectObject( children[ i ], raycaster, intersects, true );
  26700. }
  26701. }
  26702. }
  26703. Object.assign( Raycaster.prototype, {
  26704. linePrecision: 1,
  26705. set: function ( origin, direction ) {
  26706. // direction is assumed to be normalized (for accurate distance calculations)
  26707. this.ray.set( origin, direction );
  26708. },
  26709. setFromCamera: function ( coords, camera ) {
  26710. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26711. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26712. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26713. this._camera = camera;
  26714. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26715. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26716. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26717. this._camera = camera;
  26718. } else {
  26719. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26720. }
  26721. },
  26722. intersectObject: function ( object, recursive, optionalTarget ) {
  26723. var intersects = optionalTarget || [];
  26724. intersectObject( object, this, intersects, recursive );
  26725. intersects.sort( ascSort );
  26726. return intersects;
  26727. },
  26728. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26729. var intersects = optionalTarget || [];
  26730. if ( Array.isArray( objects ) === false ) {
  26731. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26732. return intersects;
  26733. }
  26734. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26735. intersectObject( objects[ i ], this, intersects, recursive );
  26736. }
  26737. intersects.sort( ascSort );
  26738. return intersects;
  26739. }
  26740. } );
  26741. /**
  26742. * @author bhouston / http://clara.io
  26743. * @author WestLangley / http://github.com/WestLangley
  26744. *
  26745. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26746. *
  26747. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26748. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26749. */
  26750. function Spherical( radius, phi, theta ) {
  26751. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26752. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26753. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26754. return this;
  26755. }
  26756. Object.assign( Spherical.prototype, {
  26757. set: function ( radius, phi, theta ) {
  26758. this.radius = radius;
  26759. this.phi = phi;
  26760. this.theta = theta;
  26761. return this;
  26762. },
  26763. clone: function () {
  26764. return new this.constructor().copy( this );
  26765. },
  26766. copy: function ( other ) {
  26767. this.radius = other.radius;
  26768. this.phi = other.phi;
  26769. this.theta = other.theta;
  26770. return this;
  26771. },
  26772. // restrict phi to be betwee EPS and PI-EPS
  26773. makeSafe: function () {
  26774. var EPS = 0.000001;
  26775. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26776. return this;
  26777. },
  26778. setFromVector3: function ( v ) {
  26779. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26780. },
  26781. setFromCartesianCoords: function ( x, y, z ) {
  26782. this.radius = Math.sqrt( x * x + y * y + z * z );
  26783. if ( this.radius === 0 ) {
  26784. this.theta = 0;
  26785. this.phi = 0;
  26786. } else {
  26787. this.theta = Math.atan2( x, z );
  26788. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26789. }
  26790. return this;
  26791. }
  26792. } );
  26793. /**
  26794. * @author Mugen87 / https://github.com/Mugen87
  26795. *
  26796. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26797. *
  26798. */
  26799. function Cylindrical( radius, theta, y ) {
  26800. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26801. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26802. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26803. return this;
  26804. }
  26805. Object.assign( Cylindrical.prototype, {
  26806. set: function ( radius, theta, y ) {
  26807. this.radius = radius;
  26808. this.theta = theta;
  26809. this.y = y;
  26810. return this;
  26811. },
  26812. clone: function () {
  26813. return new this.constructor().copy( this );
  26814. },
  26815. copy: function ( other ) {
  26816. this.radius = other.radius;
  26817. this.theta = other.theta;
  26818. this.y = other.y;
  26819. return this;
  26820. },
  26821. setFromVector3: function ( v ) {
  26822. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26823. },
  26824. setFromCartesianCoords: function ( x, y, z ) {
  26825. this.radius = Math.sqrt( x * x + z * z );
  26826. this.theta = Math.atan2( x, z );
  26827. this.y = y;
  26828. return this;
  26829. }
  26830. } );
  26831. /**
  26832. * @author bhouston / http://clara.io
  26833. */
  26834. var _vector$6;
  26835. function Box2( min, max ) {
  26836. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26837. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26838. }
  26839. Object.assign( Box2.prototype, {
  26840. set: function ( min, max ) {
  26841. this.min.copy( min );
  26842. this.max.copy( max );
  26843. return this;
  26844. },
  26845. setFromPoints: function ( points ) {
  26846. this.makeEmpty();
  26847. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26848. this.expandByPoint( points[ i ] );
  26849. }
  26850. return this;
  26851. },
  26852. setFromCenterAndSize: function ( center, size ) {
  26853. if ( _vector$6 === undefined ) _vector$6 = new Vector2();
  26854. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26855. this.min.copy( center ).sub( halfSize );
  26856. this.max.copy( center ).add( halfSize );
  26857. return this;
  26858. },
  26859. clone: function () {
  26860. return new this.constructor().copy( this );
  26861. },
  26862. copy: function ( box ) {
  26863. this.min.copy( box.min );
  26864. this.max.copy( box.max );
  26865. return this;
  26866. },
  26867. makeEmpty: function () {
  26868. this.min.x = this.min.y = + Infinity;
  26869. this.max.x = this.max.y = - Infinity;
  26870. return this;
  26871. },
  26872. isEmpty: function () {
  26873. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26874. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26875. },
  26876. getCenter: function ( target ) {
  26877. if ( target === undefined ) {
  26878. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26879. target = new Vector2();
  26880. }
  26881. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26882. },
  26883. getSize: function ( target ) {
  26884. if ( target === undefined ) {
  26885. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26886. target = new Vector2();
  26887. }
  26888. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26889. },
  26890. expandByPoint: function ( point ) {
  26891. this.min.min( point );
  26892. this.max.max( point );
  26893. return this;
  26894. },
  26895. expandByVector: function ( vector ) {
  26896. this.min.sub( vector );
  26897. this.max.add( vector );
  26898. return this;
  26899. },
  26900. expandByScalar: function ( scalar ) {
  26901. this.min.addScalar( - scalar );
  26902. this.max.addScalar( scalar );
  26903. return this;
  26904. },
  26905. containsPoint: function ( point ) {
  26906. return point.x < this.min.x || point.x > this.max.x ||
  26907. point.y < this.min.y || point.y > this.max.y ? false : true;
  26908. },
  26909. containsBox: function ( box ) {
  26910. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26911. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26912. },
  26913. getParameter: function ( point, target ) {
  26914. // This can potentially have a divide by zero if the box
  26915. // has a size dimension of 0.
  26916. if ( target === undefined ) {
  26917. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26918. target = new Vector2();
  26919. }
  26920. return target.set(
  26921. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26922. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26923. );
  26924. },
  26925. intersectsBox: function ( box ) {
  26926. // using 4 splitting planes to rule out intersections
  26927. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26928. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26929. },
  26930. clampPoint: function ( point, target ) {
  26931. if ( target === undefined ) {
  26932. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26933. target = new Vector2();
  26934. }
  26935. return target.copy( point ).clamp( this.min, this.max );
  26936. },
  26937. distanceToPoint: function ( point ) {
  26938. if ( _vector$6 === undefined ) _vector$6 = new Vector2();
  26939. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  26940. return clampedPoint.sub( point ).length();
  26941. },
  26942. intersect: function ( box ) {
  26943. this.min.max( box.min );
  26944. this.max.min( box.max );
  26945. return this;
  26946. },
  26947. union: function ( box ) {
  26948. this.min.min( box.min );
  26949. this.max.max( box.max );
  26950. return this;
  26951. },
  26952. translate: function ( offset ) {
  26953. this.min.add( offset );
  26954. this.max.add( offset );
  26955. return this;
  26956. },
  26957. equals: function ( box ) {
  26958. return box.min.equals( this.min ) && box.max.equals( this.max );
  26959. }
  26960. } );
  26961. /**
  26962. * @author bhouston / http://clara.io
  26963. */
  26964. var _startP, _startEnd;
  26965. function Line3( start, end ) {
  26966. this.start = ( start !== undefined ) ? start : new Vector3();
  26967. this.end = ( end !== undefined ) ? end : new Vector3();
  26968. }
  26969. Object.assign( Line3.prototype, {
  26970. set: function ( start, end ) {
  26971. this.start.copy( start );
  26972. this.end.copy( end );
  26973. return this;
  26974. },
  26975. clone: function () {
  26976. return new this.constructor().copy( this );
  26977. },
  26978. copy: function ( line ) {
  26979. this.start.copy( line.start );
  26980. this.end.copy( line.end );
  26981. return this;
  26982. },
  26983. getCenter: function ( target ) {
  26984. if ( target === undefined ) {
  26985. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26986. target = new Vector3();
  26987. }
  26988. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26989. },
  26990. delta: function ( target ) {
  26991. if ( target === undefined ) {
  26992. console.warn( 'THREE.Line3: .delta() target is now required' );
  26993. target = new Vector3();
  26994. }
  26995. return target.subVectors( this.end, this.start );
  26996. },
  26997. distanceSq: function () {
  26998. return this.start.distanceToSquared( this.end );
  26999. },
  27000. distance: function () {
  27001. return this.start.distanceTo( this.end );
  27002. },
  27003. at: function ( t, target ) {
  27004. if ( target === undefined ) {
  27005. console.warn( 'THREE.Line3: .at() target is now required' );
  27006. target = new Vector3();
  27007. }
  27008. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27009. },
  27010. closestPointToPointParameter: function ( point, clampToLine ) {
  27011. if ( _startP === undefined ) {
  27012. _startP = new Vector3();
  27013. _startEnd = new Vector3();
  27014. }
  27015. _startP.subVectors( point, this.start );
  27016. _startEnd.subVectors( this.end, this.start );
  27017. var startEnd2 = _startEnd.dot( _startEnd );
  27018. var startEnd_startP = _startEnd.dot( _startP );
  27019. var t = startEnd_startP / startEnd2;
  27020. if ( clampToLine ) {
  27021. t = _Math.clamp( t, 0, 1 );
  27022. }
  27023. return t;
  27024. },
  27025. closestPointToPoint: function ( point, clampToLine, target ) {
  27026. var t = this.closestPointToPointParameter( point, clampToLine );
  27027. if ( target === undefined ) {
  27028. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27029. target = new Vector3();
  27030. }
  27031. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27032. },
  27033. applyMatrix4: function ( matrix ) {
  27034. this.start.applyMatrix4( matrix );
  27035. this.end.applyMatrix4( matrix );
  27036. return this;
  27037. },
  27038. equals: function ( line ) {
  27039. return line.start.equals( this.start ) && line.end.equals( this.end );
  27040. }
  27041. } );
  27042. /**
  27043. * @author alteredq / http://alteredqualia.com/
  27044. */
  27045. function ImmediateRenderObject( material ) {
  27046. Object3D.call( this );
  27047. this.material = material;
  27048. this.render = function ( /* renderCallback */ ) {};
  27049. }
  27050. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27051. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27052. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27053. /**
  27054. * @author mrdoob / http://mrdoob.com/
  27055. * @author WestLangley / http://github.com/WestLangley
  27056. */
  27057. var _v1$5, _v2$3, _normalMatrix$1, _keys;
  27058. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27059. this.object = object;
  27060. this.size = ( size !== undefined ) ? size : 1;
  27061. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27062. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27063. //
  27064. var nNormals = 0;
  27065. var objGeometry = this.object.geometry;
  27066. if ( objGeometry && objGeometry.isGeometry ) {
  27067. nNormals = objGeometry.faces.length * 3;
  27068. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27069. nNormals = objGeometry.attributes.normal.count;
  27070. }
  27071. //
  27072. var geometry = new BufferGeometry();
  27073. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27074. geometry.addAttribute( 'position', positions );
  27075. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27076. //
  27077. this.matrixAutoUpdate = false;
  27078. this.update();
  27079. }
  27080. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27081. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27082. VertexNormalsHelper.prototype.update = function () {
  27083. if ( _normalMatrix$1 === undefined ) {
  27084. _v1$5 = new Vector3();
  27085. _v2$3 = new Vector3();
  27086. _normalMatrix$1 = new Matrix3();
  27087. _keys = [ 'a', 'b', 'c' ];
  27088. }
  27089. this.object.updateMatrixWorld( true );
  27090. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27091. var matrixWorld = this.object.matrixWorld;
  27092. var position = this.geometry.attributes.position;
  27093. //
  27094. var objGeometry = this.object.geometry;
  27095. if ( objGeometry && objGeometry.isGeometry ) {
  27096. var vertices = objGeometry.vertices;
  27097. var faces = objGeometry.faces;
  27098. var idx = 0;
  27099. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27100. var face = faces[ i ];
  27101. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27102. var vertex = vertices[ face[ _keys[ j ] ] ];
  27103. var normal = face.vertexNormals[ j ];
  27104. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27105. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27106. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27107. idx = idx + 1;
  27108. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27109. idx = idx + 1;
  27110. }
  27111. }
  27112. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27113. var objPos = objGeometry.attributes.position;
  27114. var objNorm = objGeometry.attributes.normal;
  27115. var idx = 0;
  27116. // for simplicity, ignore index and drawcalls, and render every normal
  27117. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27118. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27119. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27120. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27121. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27122. idx = idx + 1;
  27123. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27124. idx = idx + 1;
  27125. }
  27126. }
  27127. position.needsUpdate = true;
  27128. };
  27129. /**
  27130. * @author alteredq / http://alteredqualia.com/
  27131. * @author mrdoob / http://mrdoob.com/
  27132. * @author WestLangley / http://github.com/WestLangley
  27133. */
  27134. var _vector$7;
  27135. function SpotLightHelper( light, color ) {
  27136. Object3D.call( this );
  27137. this.light = light;
  27138. this.light.updateMatrixWorld();
  27139. this.matrix = light.matrixWorld;
  27140. this.matrixAutoUpdate = false;
  27141. this.color = color;
  27142. var geometry = new BufferGeometry();
  27143. var positions = [
  27144. 0, 0, 0, 0, 0, 1,
  27145. 0, 0, 0, 1, 0, 1,
  27146. 0, 0, 0, - 1, 0, 1,
  27147. 0, 0, 0, 0, 1, 1,
  27148. 0, 0, 0, 0, - 1, 1
  27149. ];
  27150. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27151. var p1 = ( i / l ) * Math.PI * 2;
  27152. var p2 = ( j / l ) * Math.PI * 2;
  27153. positions.push(
  27154. Math.cos( p1 ), Math.sin( p1 ), 1,
  27155. Math.cos( p2 ), Math.sin( p2 ), 1
  27156. );
  27157. }
  27158. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27159. var material = new LineBasicMaterial( { fog: false } );
  27160. this.cone = new LineSegments( geometry, material );
  27161. this.add( this.cone );
  27162. this.update();
  27163. }
  27164. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27165. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27166. SpotLightHelper.prototype.dispose = function () {
  27167. this.cone.geometry.dispose();
  27168. this.cone.material.dispose();
  27169. };
  27170. SpotLightHelper.prototype.update = function () {
  27171. if ( _vector$7 === undefined ) _vector$7 = new Vector3();
  27172. this.light.updateMatrixWorld();
  27173. var coneLength = this.light.distance ? this.light.distance : 1000;
  27174. var coneWidth = coneLength * Math.tan( this.light.angle );
  27175. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27176. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27177. this.cone.lookAt( _vector$7 );
  27178. if ( this.color !== undefined ) {
  27179. this.cone.material.color.set( this.color );
  27180. } else {
  27181. this.cone.material.color.copy( this.light.color );
  27182. }
  27183. };
  27184. /**
  27185. * @author Sean Griffin / http://twitter.com/sgrif
  27186. * @author Michael Guerrero / http://realitymeltdown.com
  27187. * @author mrdoob / http://mrdoob.com/
  27188. * @author ikerr / http://verold.com
  27189. * @author Mugen87 / https://github.com/Mugen87
  27190. */
  27191. var _vector$8, _boneMatrix, _matrixWorldInv;
  27192. function getBoneList( object ) {
  27193. var boneList = [];
  27194. if ( object && object.isBone ) {
  27195. boneList.push( object );
  27196. }
  27197. for ( var i = 0; i < object.children.length; i ++ ) {
  27198. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27199. }
  27200. return boneList;
  27201. }
  27202. function SkeletonHelper( object ) {
  27203. var bones = getBoneList( object );
  27204. var geometry = new BufferGeometry();
  27205. var vertices = [];
  27206. var colors = [];
  27207. var color1 = new Color( 0, 0, 1 );
  27208. var color2 = new Color( 0, 1, 0 );
  27209. for ( var i = 0; i < bones.length; i ++ ) {
  27210. var bone = bones[ i ];
  27211. if ( bone.parent && bone.parent.isBone ) {
  27212. vertices.push( 0, 0, 0 );
  27213. vertices.push( 0, 0, 0 );
  27214. colors.push( color1.r, color1.g, color1.b );
  27215. colors.push( color2.r, color2.g, color2.b );
  27216. }
  27217. }
  27218. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27219. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27220. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27221. LineSegments.call( this, geometry, material );
  27222. this.root = object;
  27223. this.bones = bones;
  27224. this.matrix = object.matrixWorld;
  27225. this.matrixAutoUpdate = false;
  27226. }
  27227. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27228. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27229. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27230. if ( _matrixWorldInv === undefined ) {
  27231. _vector$8 = new Vector3();
  27232. _boneMatrix = new Matrix4();
  27233. _matrixWorldInv = new Matrix4();
  27234. }
  27235. var bones = this.bones;
  27236. var geometry = this.geometry;
  27237. var position = geometry.getAttribute( 'position' );
  27238. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27239. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27240. var bone = bones[ i ];
  27241. if ( bone.parent && bone.parent.isBone ) {
  27242. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27243. _vector$8.setFromMatrixPosition( _boneMatrix );
  27244. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27245. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27246. _vector$8.setFromMatrixPosition( _boneMatrix );
  27247. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27248. j += 2;
  27249. }
  27250. }
  27251. geometry.getAttribute( 'position' ).needsUpdate = true;
  27252. Object3D.prototype.updateMatrixWorld.call( this, force );
  27253. };
  27254. /**
  27255. * @author alteredq / http://alteredqualia.com/
  27256. * @author mrdoob / http://mrdoob.com/
  27257. */
  27258. function PointLightHelper( light, sphereSize, color ) {
  27259. this.light = light;
  27260. this.light.updateMatrixWorld();
  27261. this.color = color;
  27262. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27263. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27264. Mesh.call( this, geometry, material );
  27265. this.matrix = this.light.matrixWorld;
  27266. this.matrixAutoUpdate = false;
  27267. this.update();
  27268. /*
  27269. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27270. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27271. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27272. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27273. var d = light.distance;
  27274. if ( d === 0.0 ) {
  27275. this.lightDistance.visible = false;
  27276. } else {
  27277. this.lightDistance.scale.set( d, d, d );
  27278. }
  27279. this.add( this.lightDistance );
  27280. */
  27281. }
  27282. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27283. PointLightHelper.prototype.constructor = PointLightHelper;
  27284. PointLightHelper.prototype.dispose = function () {
  27285. this.geometry.dispose();
  27286. this.material.dispose();
  27287. };
  27288. PointLightHelper.prototype.update = function () {
  27289. if ( this.color !== undefined ) {
  27290. this.material.color.set( this.color );
  27291. } else {
  27292. this.material.color.copy( this.light.color );
  27293. }
  27294. /*
  27295. var d = this.light.distance;
  27296. if ( d === 0.0 ) {
  27297. this.lightDistance.visible = false;
  27298. } else {
  27299. this.lightDistance.visible = true;
  27300. this.lightDistance.scale.set( d, d, d );
  27301. }
  27302. */
  27303. };
  27304. /**
  27305. * @author abelnation / http://github.com/abelnation
  27306. * @author Mugen87 / http://github.com/Mugen87
  27307. * @author WestLangley / http://github.com/WestLangley
  27308. *
  27309. * This helper must be added as a child of the light
  27310. */
  27311. function RectAreaLightHelper( light, color ) {
  27312. this.type = 'RectAreaLightHelper';
  27313. this.light = light;
  27314. this.color = color; // optional hardwired color for the helper
  27315. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27316. var geometry = new BufferGeometry();
  27317. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27318. geometry.computeBoundingSphere();
  27319. var material = new LineBasicMaterial( { fog: false } );
  27320. Line.call( this, geometry, material );
  27321. //
  27322. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27323. var geometry2 = new BufferGeometry();
  27324. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27325. geometry2.computeBoundingSphere();
  27326. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27327. this.update();
  27328. }
  27329. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27330. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27331. RectAreaLightHelper.prototype.update = function () {
  27332. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27333. if ( this.color !== undefined ) {
  27334. this.material.color.set( this.color );
  27335. this.children[ 0 ].material.color.set( this.color );
  27336. } else {
  27337. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27338. // prevent hue shift
  27339. var c = this.material.color;
  27340. var max = Math.max( c.r, c.g, c.b );
  27341. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27342. this.children[ 0 ].material.color.copy( this.material.color );
  27343. }
  27344. };
  27345. RectAreaLightHelper.prototype.dispose = function () {
  27346. this.geometry.dispose();
  27347. this.material.dispose();
  27348. this.children[ 0 ].geometry.dispose();
  27349. this.children[ 0 ].material.dispose();
  27350. };
  27351. /**
  27352. * @author alteredq / http://alteredqualia.com/
  27353. * @author mrdoob / http://mrdoob.com/
  27354. * @author Mugen87 / https://github.com/Mugen87
  27355. */
  27356. var _vector$9, _color1, _color2;
  27357. function HemisphereLightHelper( light, size, color ) {
  27358. Object3D.call( this );
  27359. this.light = light;
  27360. this.light.updateMatrixWorld();
  27361. this.matrix = light.matrixWorld;
  27362. this.matrixAutoUpdate = false;
  27363. this.color = color;
  27364. var geometry = new OctahedronBufferGeometry( size );
  27365. geometry.rotateY( Math.PI * 0.5 );
  27366. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27367. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27368. var position = geometry.getAttribute( 'position' );
  27369. var colors = new Float32Array( position.count * 3 );
  27370. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27371. this.add( new Mesh( geometry, this.material ) );
  27372. this.update();
  27373. }
  27374. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27375. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27376. HemisphereLightHelper.prototype.dispose = function () {
  27377. this.children[ 0 ].geometry.dispose();
  27378. this.children[ 0 ].material.dispose();
  27379. };
  27380. HemisphereLightHelper.prototype.update = function () {
  27381. if ( _color2 === undefined ) {
  27382. _vector$9 = new Vector3();
  27383. _color1 = new Color();
  27384. _color2 = new Color();
  27385. }
  27386. var mesh = this.children[ 0 ];
  27387. if ( this.color !== undefined ) {
  27388. this.material.color.set( this.color );
  27389. } else {
  27390. var colors = mesh.geometry.getAttribute( 'color' );
  27391. _color1.copy( this.light.color );
  27392. _color2.copy( this.light.groundColor );
  27393. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27394. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27395. colors.setXYZ( i, color.r, color.g, color.b );
  27396. }
  27397. colors.needsUpdate = true;
  27398. }
  27399. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27400. };
  27401. /**
  27402. * @author WestLangley / http://github.com/WestLangley
  27403. */
  27404. function LightProbeHelper( lightProbe, size ) {
  27405. this.lightProbe = lightProbe;
  27406. this.size = size;
  27407. var defines = {};
  27408. defines[ 'GAMMA_OUTPUT' ] = "";
  27409. // material
  27410. var material = new ShaderMaterial( {
  27411. defines: defines,
  27412. uniforms: {
  27413. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27414. intensity: { value: this.lightProbe.intensity }
  27415. },
  27416. vertexShader: [
  27417. 'varying vec3 vNormal;',
  27418. 'void main() {',
  27419. ' vNormal = normalize( normalMatrix * normal );',
  27420. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27421. '}',
  27422. ].join( '\n' ),
  27423. fragmentShader: [
  27424. '#define RECIPROCAL_PI 0.318309886',
  27425. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27426. ' // matrix is assumed to be orthogonal',
  27427. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27428. '}',
  27429. 'vec3 linearToOutput( in vec3 a ) {',
  27430. ' #ifdef GAMMA_OUTPUT',
  27431. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27432. ' #else',
  27433. ' return a;',
  27434. ' #endif',
  27435. '}',
  27436. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27437. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27438. ' // normal is assumed to have unit length',
  27439. ' float x = normal.x, y = normal.y, z = normal.z;',
  27440. ' // band 0',
  27441. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27442. ' // band 1',
  27443. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27444. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27445. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27446. ' // band 2',
  27447. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27448. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27449. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27450. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27451. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27452. ' return result;',
  27453. '}',
  27454. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27455. 'uniform float intensity; // light probe intensity',
  27456. 'varying vec3 vNormal;',
  27457. 'void main() {',
  27458. ' vec3 normal = normalize( vNormal );',
  27459. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27460. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27461. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27462. ' outgoingLight = linearToOutput( outgoingLight );',
  27463. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27464. '}'
  27465. ].join( '\n' )
  27466. } );
  27467. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27468. Mesh.call( this, geometry, material );
  27469. this.onBeforeRender();
  27470. }
  27471. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27472. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27473. LightProbeHelper.prototype.dispose = function () {
  27474. this.geometry.dispose();
  27475. this.material.dispose();
  27476. };
  27477. LightProbeHelper.prototype.onBeforeRender = function () {
  27478. this.position.copy( this.lightProbe.position );
  27479. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27480. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27481. };
  27482. /**
  27483. * @author mrdoob / http://mrdoob.com/
  27484. */
  27485. function GridHelper( size, divisions, color1, color2 ) {
  27486. size = size || 10;
  27487. divisions = divisions || 10;
  27488. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27489. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27490. var center = divisions / 2;
  27491. var step = size / divisions;
  27492. var halfSize = size / 2;
  27493. var vertices = [], colors = [];
  27494. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27495. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27496. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27497. var color = i === center ? color1 : color2;
  27498. color.toArray( colors, j ); j += 3;
  27499. color.toArray( colors, j ); j += 3;
  27500. color.toArray( colors, j ); j += 3;
  27501. color.toArray( colors, j ); j += 3;
  27502. }
  27503. var geometry = new BufferGeometry();
  27504. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27505. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27506. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27507. LineSegments.call( this, geometry, material );
  27508. }
  27509. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27510. constructor: GridHelper,
  27511. copy: function ( source ) {
  27512. LineSegments.prototype.copy.call( this, source );
  27513. this.geometry.copy( source.geometry );
  27514. this.material.copy( source.material );
  27515. return this;
  27516. },
  27517. clone: function () {
  27518. return new this.constructor().copy( this );
  27519. }
  27520. } );
  27521. /**
  27522. * @author mrdoob / http://mrdoob.com/
  27523. * @author Mugen87 / http://github.com/Mugen87
  27524. * @author Hectate / http://www.github.com/Hectate
  27525. */
  27526. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27527. radius = radius || 10;
  27528. radials = radials || 16;
  27529. circles = circles || 8;
  27530. divisions = divisions || 64;
  27531. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27532. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27533. var vertices = [];
  27534. var colors = [];
  27535. var x, z;
  27536. var v, i, j, r, color;
  27537. // create the radials
  27538. for ( i = 0; i <= radials; i ++ ) {
  27539. v = ( i / radials ) * ( Math.PI * 2 );
  27540. x = Math.sin( v ) * radius;
  27541. z = Math.cos( v ) * radius;
  27542. vertices.push( 0, 0, 0 );
  27543. vertices.push( x, 0, z );
  27544. color = ( i & 1 ) ? color1 : color2;
  27545. colors.push( color.r, color.g, color.b );
  27546. colors.push( color.r, color.g, color.b );
  27547. }
  27548. // create the circles
  27549. for ( i = 0; i <= circles; i ++ ) {
  27550. color = ( i & 1 ) ? color1 : color2;
  27551. r = radius - ( radius / circles * i );
  27552. for ( j = 0; j < divisions; j ++ ) {
  27553. // first vertex
  27554. v = ( j / divisions ) * ( Math.PI * 2 );
  27555. x = Math.sin( v ) * r;
  27556. z = Math.cos( v ) * r;
  27557. vertices.push( x, 0, z );
  27558. colors.push( color.r, color.g, color.b );
  27559. // second vertex
  27560. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27561. x = Math.sin( v ) * r;
  27562. z = Math.cos( v ) * r;
  27563. vertices.push( x, 0, z );
  27564. colors.push( color.r, color.g, color.b );
  27565. }
  27566. }
  27567. var geometry = new BufferGeometry();
  27568. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27569. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27570. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27571. LineSegments.call( this, geometry, material );
  27572. }
  27573. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27574. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27575. /**
  27576. * @author Mugen87 / http://github.com/Mugen87
  27577. */
  27578. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27579. this.audio = audio;
  27580. this.range = range || 1;
  27581. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27582. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27583. var geometry = new BufferGeometry();
  27584. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27585. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27586. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27587. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27588. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27589. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27590. this.update();
  27591. }
  27592. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27593. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27594. PositionalAudioHelper.prototype.update = function () {
  27595. var audio = this.audio;
  27596. var range = this.range;
  27597. var divisionsInnerAngle = this.divisionsInnerAngle;
  27598. var divisionsOuterAngle = this.divisionsOuterAngle;
  27599. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27600. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27601. var halfConeInnerAngle = coneInnerAngle / 2;
  27602. var halfConeOuterAngle = coneOuterAngle / 2;
  27603. var start = 0;
  27604. var count = 0;
  27605. var i, stride;
  27606. var geometry = this.geometry;
  27607. var positionAttribute = geometry.attributes.position;
  27608. geometry.clearGroups();
  27609. //
  27610. function generateSegment( from, to, divisions, materialIndex ) {
  27611. var step = ( to - from ) / divisions;
  27612. positionAttribute.setXYZ( start, 0, 0, 0 );
  27613. count ++;
  27614. for ( i = from; i < to; i += step ) {
  27615. stride = start + count;
  27616. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27617. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27618. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27619. count += 3;
  27620. }
  27621. geometry.addGroup( start, count, materialIndex );
  27622. start += count;
  27623. count = 0;
  27624. }
  27625. //
  27626. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27627. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27628. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27629. //
  27630. positionAttribute.needsUpdate = true;
  27631. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27632. };
  27633. PositionalAudioHelper.prototype.dispose = function () {
  27634. this.geometry.dispose();
  27635. this.material[ 0 ].dispose();
  27636. this.material[ 1 ].dispose();
  27637. };
  27638. /**
  27639. * @author mrdoob / http://mrdoob.com/
  27640. * @author WestLangley / http://github.com/WestLangley
  27641. */
  27642. var _v1$6, _v2$4, _normalMatrix$2;
  27643. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27644. // FaceNormalsHelper only supports THREE.Geometry
  27645. this.object = object;
  27646. this.size = ( size !== undefined ) ? size : 1;
  27647. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27648. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27649. //
  27650. var nNormals = 0;
  27651. var objGeometry = this.object.geometry;
  27652. if ( objGeometry && objGeometry.isGeometry ) {
  27653. nNormals = objGeometry.faces.length;
  27654. } else {
  27655. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27656. }
  27657. //
  27658. var geometry = new BufferGeometry();
  27659. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27660. geometry.addAttribute( 'position', positions );
  27661. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27662. //
  27663. this.matrixAutoUpdate = false;
  27664. this.update();
  27665. }
  27666. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27667. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27668. FaceNormalsHelper.prototype.update = function () {
  27669. if ( _normalMatrix$2 === undefined ) {
  27670. _v1$6 = new Vector3();
  27671. _v2$4 = new Vector3();
  27672. _normalMatrix$2 = new Matrix3();
  27673. }
  27674. this.object.updateMatrixWorld( true );
  27675. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27676. var matrixWorld = this.object.matrixWorld;
  27677. var position = this.geometry.attributes.position;
  27678. //
  27679. var objGeometry = this.object.geometry;
  27680. var vertices = objGeometry.vertices;
  27681. var faces = objGeometry.faces;
  27682. var idx = 0;
  27683. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27684. var face = faces[ i ];
  27685. var normal = face.normal;
  27686. _v1$6.copy( vertices[ face.a ] )
  27687. .add( vertices[ face.b ] )
  27688. .add( vertices[ face.c ] )
  27689. .divideScalar( 3 )
  27690. .applyMatrix4( matrixWorld );
  27691. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27692. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27693. idx = idx + 1;
  27694. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27695. idx = idx + 1;
  27696. }
  27697. position.needsUpdate = true;
  27698. };
  27699. /**
  27700. * @author alteredq / http://alteredqualia.com/
  27701. * @author mrdoob / http://mrdoob.com/
  27702. * @author WestLangley / http://github.com/WestLangley
  27703. */
  27704. var _v1$7, _v2$5, _v3$1;
  27705. function DirectionalLightHelper( light, size, color ) {
  27706. Object3D.call( this );
  27707. this.light = light;
  27708. this.light.updateMatrixWorld();
  27709. this.matrix = light.matrixWorld;
  27710. this.matrixAutoUpdate = false;
  27711. this.color = color;
  27712. if ( size === undefined ) size = 1;
  27713. var geometry = new BufferGeometry();
  27714. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27715. - size, size, 0,
  27716. size, size, 0,
  27717. size, - size, 0,
  27718. - size, - size, 0,
  27719. - size, size, 0
  27720. ], 3 ) );
  27721. var material = new LineBasicMaterial( { fog: false } );
  27722. this.lightPlane = new Line( geometry, material );
  27723. this.add( this.lightPlane );
  27724. geometry = new BufferGeometry();
  27725. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27726. this.targetLine = new Line( geometry, material );
  27727. this.add( this.targetLine );
  27728. this.update();
  27729. }
  27730. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27731. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27732. DirectionalLightHelper.prototype.dispose = function () {
  27733. this.lightPlane.geometry.dispose();
  27734. this.lightPlane.material.dispose();
  27735. this.targetLine.geometry.dispose();
  27736. this.targetLine.material.dispose();
  27737. };
  27738. DirectionalLightHelper.prototype.update = function () {
  27739. if ( _v3$1 === undefined ) {
  27740. _v1$7 = new Vector3();
  27741. _v2$5 = new Vector3();
  27742. _v3$1 = new Vector3();
  27743. }
  27744. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27745. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27746. _v3$1.subVectors( _v2$5, _v1$7 );
  27747. this.lightPlane.lookAt( _v2$5 );
  27748. if ( this.color !== undefined ) {
  27749. this.lightPlane.material.color.set( this.color );
  27750. this.targetLine.material.color.set( this.color );
  27751. } else {
  27752. this.lightPlane.material.color.copy( this.light.color );
  27753. this.targetLine.material.color.copy( this.light.color );
  27754. }
  27755. this.targetLine.lookAt( _v2$5 );
  27756. this.targetLine.scale.z = _v3$1.length();
  27757. };
  27758. /**
  27759. * @author alteredq / http://alteredqualia.com/
  27760. * @author Mugen87 / https://github.com/Mugen87
  27761. *
  27762. * - shows frustum, line of sight and up of the camera
  27763. * - suitable for fast updates
  27764. * - based on frustum visualization in lightgl.js shadowmap example
  27765. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27766. */
  27767. var _vector$a, _camera;
  27768. function CameraHelper( camera ) {
  27769. var geometry = new BufferGeometry();
  27770. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27771. var vertices = [];
  27772. var colors = [];
  27773. var pointMap = {};
  27774. // colors
  27775. var colorFrustum = new Color( 0xffaa00 );
  27776. var colorCone = new Color( 0xff0000 );
  27777. var colorUp = new Color( 0x00aaff );
  27778. var colorTarget = new Color( 0xffffff );
  27779. var colorCross = new Color( 0x333333 );
  27780. // near
  27781. addLine( 'n1', 'n2', colorFrustum );
  27782. addLine( 'n2', 'n4', colorFrustum );
  27783. addLine( 'n4', 'n3', colorFrustum );
  27784. addLine( 'n3', 'n1', colorFrustum );
  27785. // far
  27786. addLine( 'f1', 'f2', colorFrustum );
  27787. addLine( 'f2', 'f4', colorFrustum );
  27788. addLine( 'f4', 'f3', colorFrustum );
  27789. addLine( 'f3', 'f1', colorFrustum );
  27790. // sides
  27791. addLine( 'n1', 'f1', colorFrustum );
  27792. addLine( 'n2', 'f2', colorFrustum );
  27793. addLine( 'n3', 'f3', colorFrustum );
  27794. addLine( 'n4', 'f4', colorFrustum );
  27795. // cone
  27796. addLine( 'p', 'n1', colorCone );
  27797. addLine( 'p', 'n2', colorCone );
  27798. addLine( 'p', 'n3', colorCone );
  27799. addLine( 'p', 'n4', colorCone );
  27800. // up
  27801. addLine( 'u1', 'u2', colorUp );
  27802. addLine( 'u2', 'u3', colorUp );
  27803. addLine( 'u3', 'u1', colorUp );
  27804. // target
  27805. addLine( 'c', 't', colorTarget );
  27806. addLine( 'p', 'c', colorCross );
  27807. // cross
  27808. addLine( 'cn1', 'cn2', colorCross );
  27809. addLine( 'cn3', 'cn4', colorCross );
  27810. addLine( 'cf1', 'cf2', colorCross );
  27811. addLine( 'cf3', 'cf4', colorCross );
  27812. function addLine( a, b, color ) {
  27813. addPoint( a, color );
  27814. addPoint( b, color );
  27815. }
  27816. function addPoint( id, color ) {
  27817. vertices.push( 0, 0, 0 );
  27818. colors.push( color.r, color.g, color.b );
  27819. if ( pointMap[ id ] === undefined ) {
  27820. pointMap[ id ] = [];
  27821. }
  27822. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27823. }
  27824. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27825. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27826. LineSegments.call( this, geometry, material );
  27827. this.camera = camera;
  27828. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27829. this.matrix = camera.matrixWorld;
  27830. this.matrixAutoUpdate = false;
  27831. this.pointMap = pointMap;
  27832. this.update();
  27833. }
  27834. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27835. CameraHelper.prototype.constructor = CameraHelper;
  27836. CameraHelper.prototype.update = function () {
  27837. if ( _camera === undefined ) _camera = new Camera();
  27838. var geometry = this.geometry;
  27839. var pointMap = this.pointMap;
  27840. var w = 1, h = 1;
  27841. // we need just camera projection matrix inverse
  27842. // world matrix must be identity
  27843. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27844. // center / target
  27845. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27846. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27847. // near
  27848. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27849. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27850. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27851. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27852. // far
  27853. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27854. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27855. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27856. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27857. // up
  27858. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27859. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27860. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27861. // cross
  27862. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27863. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27864. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27865. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27866. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27867. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27868. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27869. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27870. geometry.getAttribute( 'position' ).needsUpdate = true;
  27871. };
  27872. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27873. if ( _vector$a === undefined ) _vector$a = new Vector3();
  27874. _vector$a.set( x, y, z ).unproject( camera );
  27875. var points = pointMap[ point ];
  27876. if ( points !== undefined ) {
  27877. var position = geometry.getAttribute( 'position' );
  27878. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27879. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27880. }
  27881. }
  27882. }
  27883. /**
  27884. * @author mrdoob / http://mrdoob.com/
  27885. * @author Mugen87 / http://github.com/Mugen87
  27886. */
  27887. var _box$2;
  27888. function BoxHelper( object, color ) {
  27889. this.object = object;
  27890. if ( color === undefined ) color = 0xffff00;
  27891. 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 ] );
  27892. var positions = new Float32Array( 8 * 3 );
  27893. var geometry = new BufferGeometry();
  27894. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27895. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27896. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27897. this.matrixAutoUpdate = false;
  27898. this.update();
  27899. }
  27900. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27901. BoxHelper.prototype.constructor = BoxHelper;
  27902. BoxHelper.prototype.update = function ( object ) {
  27903. if ( _box$2 === undefined ) _box$2 = new Box3();
  27904. if ( object !== undefined ) {
  27905. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27906. }
  27907. if ( this.object !== undefined ) {
  27908. _box$2.setFromObject( this.object );
  27909. }
  27910. if ( _box$2.isEmpty() ) return;
  27911. var min = _box$2.min;
  27912. var max = _box$2.max;
  27913. /*
  27914. 5____4
  27915. 1/___0/|
  27916. | 6__|_7
  27917. 2/___3/
  27918. 0: max.x, max.y, max.z
  27919. 1: min.x, max.y, max.z
  27920. 2: min.x, min.y, max.z
  27921. 3: max.x, min.y, max.z
  27922. 4: max.x, max.y, min.z
  27923. 5: min.x, max.y, min.z
  27924. 6: min.x, min.y, min.z
  27925. 7: max.x, min.y, min.z
  27926. */
  27927. var position = this.geometry.attributes.position;
  27928. var array = position.array;
  27929. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27930. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27931. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27932. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27933. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27934. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27935. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27936. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27937. position.needsUpdate = true;
  27938. this.geometry.computeBoundingSphere();
  27939. };
  27940. BoxHelper.prototype.setFromObject = function ( object ) {
  27941. this.object = object;
  27942. this.update();
  27943. return this;
  27944. };
  27945. BoxHelper.prototype.copy = function ( source ) {
  27946. LineSegments.prototype.copy.call( this, source );
  27947. this.object = source.object;
  27948. return this;
  27949. };
  27950. BoxHelper.prototype.clone = function () {
  27951. return new this.constructor().copy( this );
  27952. };
  27953. /**
  27954. * @author WestLangley / http://github.com/WestLangley
  27955. */
  27956. function Box3Helper( box, color ) {
  27957. this.type = 'Box3Helper';
  27958. this.box = box;
  27959. color = color || 0xffff00;
  27960. 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 ] );
  27961. 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 ];
  27962. var geometry = new BufferGeometry();
  27963. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27964. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27965. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27966. this.geometry.computeBoundingSphere();
  27967. }
  27968. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27969. Box3Helper.prototype.constructor = Box3Helper;
  27970. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27971. var box = this.box;
  27972. if ( box.isEmpty() ) return;
  27973. box.getCenter( this.position );
  27974. box.getSize( this.scale );
  27975. this.scale.multiplyScalar( 0.5 );
  27976. Object3D.prototype.updateMatrixWorld.call( this, force );
  27977. };
  27978. /**
  27979. * @author WestLangley / http://github.com/WestLangley
  27980. */
  27981. function PlaneHelper( plane, size, hex ) {
  27982. this.type = 'PlaneHelper';
  27983. this.plane = plane;
  27984. this.size = ( size === undefined ) ? 1 : size;
  27985. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27986. 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 ];
  27987. var geometry = new BufferGeometry();
  27988. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27989. geometry.computeBoundingSphere();
  27990. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27991. //
  27992. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27993. var geometry2 = new BufferGeometry();
  27994. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27995. geometry2.computeBoundingSphere();
  27996. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27997. }
  27998. PlaneHelper.prototype = Object.create( Line.prototype );
  27999. PlaneHelper.prototype.constructor = PlaneHelper;
  28000. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28001. var scale = - this.plane.constant;
  28002. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  28003. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28004. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28005. this.lookAt( this.plane.normal );
  28006. Object3D.prototype.updateMatrixWorld.call( this, force );
  28007. };
  28008. /**
  28009. * @author WestLangley / http://github.com/WestLangley
  28010. * @author zz85 / http://github.com/zz85
  28011. * @author bhouston / http://clara.io
  28012. *
  28013. * Creates an arrow for visualizing directions
  28014. *
  28015. * Parameters:
  28016. * dir - Vector3
  28017. * origin - Vector3
  28018. * length - Number
  28019. * color - color in hex value
  28020. * headLength - Number
  28021. * headWidth - Number
  28022. */
  28023. var _axis;
  28024. var _lineGeometry, _coneGeometry;
  28025. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28026. // dir is assumed to be normalized
  28027. Object3D.call( this );
  28028. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  28029. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  28030. if ( length === undefined ) length = 1;
  28031. if ( color === undefined ) color = 0xffff00;
  28032. if ( headLength === undefined ) headLength = 0.2 * length;
  28033. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28034. if ( _lineGeometry === undefined ) {
  28035. _lineGeometry = new BufferGeometry();
  28036. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28037. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28038. _coneGeometry.translate( 0, - 0.5, 0 );
  28039. }
  28040. this.position.copy( origin );
  28041. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28042. this.line.matrixAutoUpdate = false;
  28043. this.add( this.line );
  28044. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28045. this.cone.matrixAutoUpdate = false;
  28046. this.add( this.cone );
  28047. this.setDirection( dir );
  28048. this.setLength( length, headLength, headWidth );
  28049. }
  28050. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28051. ArrowHelper.prototype.constructor = ArrowHelper;
  28052. ArrowHelper.prototype.setDirection = function ( dir ) {
  28053. if ( _axis === undefined ) _axis = new Vector3();
  28054. // dir is assumed to be normalized
  28055. if ( dir.y > 0.99999 ) {
  28056. this.quaternion.set( 0, 0, 0, 1 );
  28057. } else if ( dir.y < - 0.99999 ) {
  28058. this.quaternion.set( 1, 0, 0, 0 );
  28059. } else {
  28060. _axis.set( dir.z, 0, - dir.x ).normalize();
  28061. var radians = Math.acos( dir.y );
  28062. this.quaternion.setFromAxisAngle( _axis, radians );
  28063. }
  28064. };
  28065. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28066. if ( headLength === undefined ) headLength = 0.2 * length;
  28067. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28068. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  28069. this.line.updateMatrix();
  28070. this.cone.scale.set( headWidth, headLength, headWidth );
  28071. this.cone.position.y = length;
  28072. this.cone.updateMatrix();
  28073. };
  28074. ArrowHelper.prototype.setColor = function ( color ) {
  28075. this.line.material.color.set( color );
  28076. this.cone.material.color.set( color );
  28077. };
  28078. ArrowHelper.prototype.copy = function ( source ) {
  28079. Object3D.prototype.copy.call( this, source, false );
  28080. this.line.copy( source.line );
  28081. this.cone.copy( source.cone );
  28082. return this;
  28083. };
  28084. ArrowHelper.prototype.clone = function () {
  28085. return new this.constructor().copy( this );
  28086. };
  28087. /**
  28088. * @author sroucheray / http://sroucheray.org/
  28089. * @author mrdoob / http://mrdoob.com/
  28090. */
  28091. function AxesHelper( size ) {
  28092. size = size || 1;
  28093. var vertices = [
  28094. 0, 0, 0, size, 0, 0,
  28095. 0, 0, 0, 0, size, 0,
  28096. 0, 0, 0, 0, 0, size
  28097. ];
  28098. var colors = [
  28099. 1, 0, 0, 1, 0.6, 0,
  28100. 0, 1, 0, 0.6, 1, 0,
  28101. 0, 0, 1, 0, 0.6, 1
  28102. ];
  28103. var geometry = new BufferGeometry();
  28104. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28105. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28106. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28107. LineSegments.call( this, geometry, material );
  28108. }
  28109. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28110. AxesHelper.prototype.constructor = AxesHelper;
  28111. /**
  28112. * @author mrdoob / http://mrdoob.com/
  28113. */
  28114. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28115. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28116. return new Face3( a, b, c, normal, color, materialIndex );
  28117. }
  28118. var LineStrip = 0;
  28119. var LinePieces = 1;
  28120. function MeshFaceMaterial( materials ) {
  28121. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28122. return materials;
  28123. }
  28124. function MultiMaterial( materials ) {
  28125. if ( materials === undefined ) materials = [];
  28126. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28127. materials.isMultiMaterial = true;
  28128. materials.materials = materials;
  28129. materials.clone = function () {
  28130. return materials.slice();
  28131. };
  28132. return materials;
  28133. }
  28134. function PointCloud( geometry, material ) {
  28135. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28136. return new Points( geometry, material );
  28137. }
  28138. function Particle( material ) {
  28139. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28140. return new Sprite( material );
  28141. }
  28142. function ParticleSystem( geometry, material ) {
  28143. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28144. return new Points( geometry, material );
  28145. }
  28146. function PointCloudMaterial( parameters ) {
  28147. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28148. return new PointsMaterial( parameters );
  28149. }
  28150. function ParticleBasicMaterial( parameters ) {
  28151. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28152. return new PointsMaterial( parameters );
  28153. }
  28154. function ParticleSystemMaterial( parameters ) {
  28155. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28156. return new PointsMaterial( parameters );
  28157. }
  28158. function Vertex( x, y, z ) {
  28159. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28160. return new Vector3( x, y, z );
  28161. }
  28162. //
  28163. function DynamicBufferAttribute( array, itemSize ) {
  28164. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28165. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28166. }
  28167. function Int8Attribute( array, itemSize ) {
  28168. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28169. return new Int8BufferAttribute( array, itemSize );
  28170. }
  28171. function Uint8Attribute( array, itemSize ) {
  28172. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28173. return new Uint8BufferAttribute( array, itemSize );
  28174. }
  28175. function Uint8ClampedAttribute( array, itemSize ) {
  28176. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28177. return new Uint8ClampedBufferAttribute( array, itemSize );
  28178. }
  28179. function Int16Attribute( array, itemSize ) {
  28180. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28181. return new Int16BufferAttribute( array, itemSize );
  28182. }
  28183. function Uint16Attribute( array, itemSize ) {
  28184. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28185. return new Uint16BufferAttribute( array, itemSize );
  28186. }
  28187. function Int32Attribute( array, itemSize ) {
  28188. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28189. return new Int32BufferAttribute( array, itemSize );
  28190. }
  28191. function Uint32Attribute( array, itemSize ) {
  28192. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28193. return new Uint32BufferAttribute( array, itemSize );
  28194. }
  28195. function Float32Attribute( array, itemSize ) {
  28196. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28197. return new Float32BufferAttribute( array, itemSize );
  28198. }
  28199. function Float64Attribute( array, itemSize ) {
  28200. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28201. return new Float64BufferAttribute( array, itemSize );
  28202. }
  28203. //
  28204. Curve.create = function ( construct, getPoint ) {
  28205. console.log( 'THREE.Curve.create() has been deprecated' );
  28206. construct.prototype = Object.create( Curve.prototype );
  28207. construct.prototype.constructor = construct;
  28208. construct.prototype.getPoint = getPoint;
  28209. return construct;
  28210. };
  28211. //
  28212. Object.assign( CurvePath.prototype, {
  28213. createPointsGeometry: function ( divisions ) {
  28214. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28215. // generate geometry from path points (for Line or Points objects)
  28216. var pts = this.getPoints( divisions );
  28217. return this.createGeometry( pts );
  28218. },
  28219. createSpacedPointsGeometry: function ( divisions ) {
  28220. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28221. // generate geometry from equidistant sampling along the path
  28222. var pts = this.getSpacedPoints( divisions );
  28223. return this.createGeometry( pts );
  28224. },
  28225. createGeometry: function ( points ) {
  28226. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28227. var geometry = new Geometry();
  28228. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28229. var point = points[ i ];
  28230. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28231. }
  28232. return geometry;
  28233. }
  28234. } );
  28235. //
  28236. Object.assign( Path.prototype, {
  28237. fromPoints: function ( points ) {
  28238. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28239. this.setFromPoints( points );
  28240. }
  28241. } );
  28242. //
  28243. function ClosedSplineCurve3( points ) {
  28244. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28245. CatmullRomCurve3.call( this, points );
  28246. this.type = 'catmullrom';
  28247. this.closed = true;
  28248. }
  28249. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28250. //
  28251. function SplineCurve3( points ) {
  28252. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28253. CatmullRomCurve3.call( this, points );
  28254. this.type = 'catmullrom';
  28255. }
  28256. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28257. //
  28258. function Spline( points ) {
  28259. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28260. CatmullRomCurve3.call( this, points );
  28261. this.type = 'catmullrom';
  28262. }
  28263. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28264. Object.assign( Spline.prototype, {
  28265. initFromArray: function ( /* a */ ) {
  28266. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28267. },
  28268. getControlPointsArray: function ( /* optionalTarget */ ) {
  28269. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28270. },
  28271. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28272. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28273. }
  28274. } );
  28275. //
  28276. function AxisHelper( size ) {
  28277. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28278. return new AxesHelper( size );
  28279. }
  28280. function BoundingBoxHelper( object, color ) {
  28281. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28282. return new BoxHelper( object, color );
  28283. }
  28284. function EdgesHelper( object, hex ) {
  28285. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28286. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28287. }
  28288. GridHelper.prototype.setColors = function () {
  28289. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28290. };
  28291. SkeletonHelper.prototype.update = function () {
  28292. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28293. };
  28294. function WireframeHelper( object, hex ) {
  28295. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28296. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28297. }
  28298. //
  28299. Object.assign( Loader.prototype, {
  28300. extractUrlBase: function ( url ) {
  28301. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28302. return LoaderUtils.extractUrlBase( url );
  28303. }
  28304. } );
  28305. function XHRLoader( manager ) {
  28306. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28307. return new FileLoader( manager );
  28308. }
  28309. function BinaryTextureLoader( manager ) {
  28310. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28311. return new DataTextureLoader( manager );
  28312. }
  28313. Object.assign( ObjectLoader.prototype, {
  28314. setTexturePath: function ( value ) {
  28315. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28316. return this.setResourcePath( value );
  28317. }
  28318. } );
  28319. //
  28320. Object.assign( Box2.prototype, {
  28321. center: function ( optionalTarget ) {
  28322. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28323. return this.getCenter( optionalTarget );
  28324. },
  28325. empty: function () {
  28326. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28327. return this.isEmpty();
  28328. },
  28329. isIntersectionBox: function ( box ) {
  28330. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28331. return this.intersectsBox( box );
  28332. },
  28333. size: function ( optionalTarget ) {
  28334. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28335. return this.getSize( optionalTarget );
  28336. }
  28337. } );
  28338. Object.assign( Box3.prototype, {
  28339. center: function ( optionalTarget ) {
  28340. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28341. return this.getCenter( optionalTarget );
  28342. },
  28343. empty: function () {
  28344. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28345. return this.isEmpty();
  28346. },
  28347. isIntersectionBox: function ( box ) {
  28348. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28349. return this.intersectsBox( box );
  28350. },
  28351. isIntersectionSphere: function ( sphere ) {
  28352. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28353. return this.intersectsSphere( sphere );
  28354. },
  28355. size: function ( optionalTarget ) {
  28356. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28357. return this.getSize( optionalTarget );
  28358. }
  28359. } );
  28360. Line3.prototype.center = function ( optionalTarget ) {
  28361. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28362. return this.getCenter( optionalTarget );
  28363. };
  28364. Object.assign( _Math, {
  28365. random16: function () {
  28366. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28367. return Math.random();
  28368. },
  28369. nearestPowerOfTwo: function ( value ) {
  28370. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28371. return _Math.floorPowerOfTwo( value );
  28372. },
  28373. nextPowerOfTwo: function ( value ) {
  28374. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28375. return _Math.ceilPowerOfTwo( value );
  28376. }
  28377. } );
  28378. Object.assign( Matrix3.prototype, {
  28379. flattenToArrayOffset: function ( array, offset ) {
  28380. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28381. return this.toArray( array, offset );
  28382. },
  28383. multiplyVector3: function ( vector ) {
  28384. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28385. return vector.applyMatrix3( this );
  28386. },
  28387. multiplyVector3Array: function ( /* a */ ) {
  28388. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28389. },
  28390. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28391. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28392. return this.applyToBufferAttribute( buffer );
  28393. },
  28394. applyToVector3Array: function ( /* array, offset, length */ ) {
  28395. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28396. }
  28397. } );
  28398. Object.assign( Matrix4.prototype, {
  28399. extractPosition: function ( m ) {
  28400. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28401. return this.copyPosition( m );
  28402. },
  28403. flattenToArrayOffset: function ( array, offset ) {
  28404. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28405. return this.toArray( array, offset );
  28406. },
  28407. getPosition: function () {
  28408. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28409. return new Vector3().setFromMatrixColumn( this, 3 );
  28410. },
  28411. setRotationFromQuaternion: function ( q ) {
  28412. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28413. return this.makeRotationFromQuaternion( q );
  28414. },
  28415. multiplyToArray: function () {
  28416. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28417. },
  28418. multiplyVector3: function ( vector ) {
  28419. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28420. return vector.applyMatrix4( this );
  28421. },
  28422. multiplyVector4: function ( vector ) {
  28423. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28424. return vector.applyMatrix4( this );
  28425. },
  28426. multiplyVector3Array: function ( /* a */ ) {
  28427. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28428. },
  28429. rotateAxis: function ( v ) {
  28430. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28431. v.transformDirection( this );
  28432. },
  28433. crossVector: function ( vector ) {
  28434. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28435. return vector.applyMatrix4( this );
  28436. },
  28437. translate: function () {
  28438. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28439. },
  28440. rotateX: function () {
  28441. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28442. },
  28443. rotateY: function () {
  28444. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28445. },
  28446. rotateZ: function () {
  28447. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28448. },
  28449. rotateByAxis: function () {
  28450. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28451. },
  28452. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28453. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28454. return this.applyToBufferAttribute( buffer );
  28455. },
  28456. applyToVector3Array: function ( /* array, offset, length */ ) {
  28457. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28458. },
  28459. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28460. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28461. return this.makePerspective( left, right, top, bottom, near, far );
  28462. }
  28463. } );
  28464. Plane.prototype.isIntersectionLine = function ( line ) {
  28465. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28466. return this.intersectsLine( line );
  28467. };
  28468. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28469. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28470. return vector.applyQuaternion( this );
  28471. };
  28472. Object.assign( Ray.prototype, {
  28473. isIntersectionBox: function ( box ) {
  28474. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28475. return this.intersectsBox( box );
  28476. },
  28477. isIntersectionPlane: function ( plane ) {
  28478. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28479. return this.intersectsPlane( plane );
  28480. },
  28481. isIntersectionSphere: function ( sphere ) {
  28482. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28483. return this.intersectsSphere( sphere );
  28484. }
  28485. } );
  28486. Object.assign( Triangle.prototype, {
  28487. area: function () {
  28488. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28489. return this.getArea();
  28490. },
  28491. barycoordFromPoint: function ( point, target ) {
  28492. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28493. return this.getBarycoord( point, target );
  28494. },
  28495. midpoint: function ( target ) {
  28496. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28497. return this.getMidpoint( target );
  28498. },
  28499. normal: function ( target ) {
  28500. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28501. return this.getNormal( target );
  28502. },
  28503. plane: function ( target ) {
  28504. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28505. return this.getPlane( target );
  28506. }
  28507. } );
  28508. Object.assign( Triangle, {
  28509. barycoordFromPoint: function ( point, a, b, c, target ) {
  28510. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28511. return Triangle.getBarycoord( point, a, b, c, target );
  28512. },
  28513. normal: function ( a, b, c, target ) {
  28514. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28515. return Triangle.getNormal( a, b, c, target );
  28516. }
  28517. } );
  28518. Object.assign( Shape.prototype, {
  28519. extractAllPoints: function ( divisions ) {
  28520. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28521. return this.extractPoints( divisions );
  28522. },
  28523. extrude: function ( options ) {
  28524. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28525. return new ExtrudeGeometry( this, options );
  28526. },
  28527. makeGeometry: function ( options ) {
  28528. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28529. return new ShapeGeometry( this, options );
  28530. }
  28531. } );
  28532. Object.assign( Vector2.prototype, {
  28533. fromAttribute: function ( attribute, index, offset ) {
  28534. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28535. return this.fromBufferAttribute( attribute, index, offset );
  28536. },
  28537. distanceToManhattan: function ( v ) {
  28538. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28539. return this.manhattanDistanceTo( v );
  28540. },
  28541. lengthManhattan: function () {
  28542. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28543. return this.manhattanLength();
  28544. }
  28545. } );
  28546. Object.assign( Vector3.prototype, {
  28547. setEulerFromRotationMatrix: function () {
  28548. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28549. },
  28550. setEulerFromQuaternion: function () {
  28551. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28552. },
  28553. getPositionFromMatrix: function ( m ) {
  28554. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28555. return this.setFromMatrixPosition( m );
  28556. },
  28557. getScaleFromMatrix: function ( m ) {
  28558. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28559. return this.setFromMatrixScale( m );
  28560. },
  28561. getColumnFromMatrix: function ( index, matrix ) {
  28562. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28563. return this.setFromMatrixColumn( matrix, index );
  28564. },
  28565. applyProjection: function ( m ) {
  28566. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28567. return this.applyMatrix4( m );
  28568. },
  28569. fromAttribute: function ( attribute, index, offset ) {
  28570. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28571. return this.fromBufferAttribute( attribute, index, offset );
  28572. },
  28573. distanceToManhattan: function ( v ) {
  28574. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28575. return this.manhattanDistanceTo( v );
  28576. },
  28577. lengthManhattan: function () {
  28578. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28579. return this.manhattanLength();
  28580. }
  28581. } );
  28582. Object.assign( Vector4.prototype, {
  28583. fromAttribute: function ( attribute, index, offset ) {
  28584. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28585. return this.fromBufferAttribute( attribute, index, offset );
  28586. },
  28587. lengthManhattan: function () {
  28588. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28589. return this.manhattanLength();
  28590. }
  28591. } );
  28592. //
  28593. Object.assign( Geometry.prototype, {
  28594. computeTangents: function () {
  28595. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28596. },
  28597. computeLineDistances: function () {
  28598. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28599. }
  28600. } );
  28601. Object.assign( Object3D.prototype, {
  28602. getChildByName: function ( name ) {
  28603. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28604. return this.getObjectByName( name );
  28605. },
  28606. renderDepth: function () {
  28607. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28608. },
  28609. translate: function ( distance, axis ) {
  28610. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28611. return this.translateOnAxis( axis, distance );
  28612. },
  28613. getWorldRotation: function () {
  28614. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28615. }
  28616. } );
  28617. Object.defineProperties( Object3D.prototype, {
  28618. eulerOrder: {
  28619. get: function () {
  28620. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28621. return this.rotation.order;
  28622. },
  28623. set: function ( value ) {
  28624. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28625. this.rotation.order = value;
  28626. }
  28627. },
  28628. useQuaternion: {
  28629. get: function () {
  28630. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28631. },
  28632. set: function () {
  28633. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28634. }
  28635. }
  28636. } );
  28637. Object.defineProperties( LOD.prototype, {
  28638. objects: {
  28639. get: function () {
  28640. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28641. return this.levels;
  28642. }
  28643. }
  28644. } );
  28645. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28646. get: function () {
  28647. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28648. },
  28649. set: function () {
  28650. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28651. }
  28652. } );
  28653. SkinnedMesh.prototype.initBones = function () {
  28654. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28655. };
  28656. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28657. get: function () {
  28658. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28659. return this.arcLengthDivisions;
  28660. },
  28661. set: function ( value ) {
  28662. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28663. this.arcLengthDivisions = value;
  28664. }
  28665. } );
  28666. //
  28667. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28668. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28669. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28670. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28671. this.setFocalLength( focalLength );
  28672. };
  28673. //
  28674. Object.defineProperties( Light.prototype, {
  28675. onlyShadow: {
  28676. set: function () {
  28677. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28678. }
  28679. },
  28680. shadowCameraFov: {
  28681. set: function ( value ) {
  28682. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28683. this.shadow.camera.fov = value;
  28684. }
  28685. },
  28686. shadowCameraLeft: {
  28687. set: function ( value ) {
  28688. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28689. this.shadow.camera.left = value;
  28690. }
  28691. },
  28692. shadowCameraRight: {
  28693. set: function ( value ) {
  28694. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28695. this.shadow.camera.right = value;
  28696. }
  28697. },
  28698. shadowCameraTop: {
  28699. set: function ( value ) {
  28700. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28701. this.shadow.camera.top = value;
  28702. }
  28703. },
  28704. shadowCameraBottom: {
  28705. set: function ( value ) {
  28706. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28707. this.shadow.camera.bottom = value;
  28708. }
  28709. },
  28710. shadowCameraNear: {
  28711. set: function ( value ) {
  28712. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28713. this.shadow.camera.near = value;
  28714. }
  28715. },
  28716. shadowCameraFar: {
  28717. set: function ( value ) {
  28718. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28719. this.shadow.camera.far = value;
  28720. }
  28721. },
  28722. shadowCameraVisible: {
  28723. set: function () {
  28724. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28725. }
  28726. },
  28727. shadowBias: {
  28728. set: function ( value ) {
  28729. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28730. this.shadow.bias = value;
  28731. }
  28732. },
  28733. shadowDarkness: {
  28734. set: function () {
  28735. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28736. }
  28737. },
  28738. shadowMapWidth: {
  28739. set: function ( value ) {
  28740. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28741. this.shadow.mapSize.width = value;
  28742. }
  28743. },
  28744. shadowMapHeight: {
  28745. set: function ( value ) {
  28746. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28747. this.shadow.mapSize.height = value;
  28748. }
  28749. }
  28750. } );
  28751. //
  28752. Object.defineProperties( BufferAttribute.prototype, {
  28753. length: {
  28754. get: function () {
  28755. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28756. return this.array.length;
  28757. }
  28758. },
  28759. copyIndicesArray: function ( /* indices */ ) {
  28760. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28761. }
  28762. } );
  28763. Object.assign( BufferGeometry.prototype, {
  28764. addIndex: function ( index ) {
  28765. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28766. this.setIndex( index );
  28767. },
  28768. addDrawCall: function ( start, count, indexOffset ) {
  28769. if ( indexOffset !== undefined ) {
  28770. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28771. }
  28772. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28773. this.addGroup( start, count );
  28774. },
  28775. clearDrawCalls: function () {
  28776. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28777. this.clearGroups();
  28778. },
  28779. computeTangents: function () {
  28780. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28781. },
  28782. computeOffsets: function () {
  28783. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28784. }
  28785. } );
  28786. Object.defineProperties( BufferGeometry.prototype, {
  28787. drawcalls: {
  28788. get: function () {
  28789. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28790. return this.groups;
  28791. }
  28792. },
  28793. offsets: {
  28794. get: function () {
  28795. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28796. return this.groups;
  28797. }
  28798. }
  28799. } );
  28800. //
  28801. Object.assign( ExtrudeBufferGeometry.prototype, {
  28802. getArrays: function () {
  28803. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28804. },
  28805. addShapeList: function () {
  28806. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28807. },
  28808. addShape: function () {
  28809. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28810. }
  28811. } );
  28812. //
  28813. Object.defineProperties( Uniform.prototype, {
  28814. dynamic: {
  28815. set: function () {
  28816. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28817. }
  28818. },
  28819. onUpdate: {
  28820. value: function () {
  28821. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28822. return this;
  28823. }
  28824. }
  28825. } );
  28826. //
  28827. Object.defineProperties( Material.prototype, {
  28828. wrapAround: {
  28829. get: function () {
  28830. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28831. },
  28832. set: function () {
  28833. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28834. }
  28835. },
  28836. overdraw: {
  28837. get: function () {
  28838. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28839. },
  28840. set: function () {
  28841. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28842. }
  28843. },
  28844. wrapRGB: {
  28845. get: function () {
  28846. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28847. return new Color();
  28848. }
  28849. },
  28850. shading: {
  28851. get: function () {
  28852. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28853. },
  28854. set: function ( value ) {
  28855. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28856. this.flatShading = ( value === FlatShading );
  28857. }
  28858. }
  28859. } );
  28860. Object.defineProperties( MeshPhongMaterial.prototype, {
  28861. metal: {
  28862. get: function () {
  28863. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28864. return false;
  28865. },
  28866. set: function () {
  28867. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28868. }
  28869. }
  28870. } );
  28871. Object.defineProperties( ShaderMaterial.prototype, {
  28872. derivatives: {
  28873. get: function () {
  28874. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28875. return this.extensions.derivatives;
  28876. },
  28877. set: function ( value ) {
  28878. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28879. this.extensions.derivatives = value;
  28880. }
  28881. }
  28882. } );
  28883. //
  28884. Object.assign( WebGLRenderer.prototype, {
  28885. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28886. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28887. this.setRenderTarget( renderTarget );
  28888. this.clear( color, depth, stencil );
  28889. },
  28890. animate: function ( callback ) {
  28891. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28892. this.setAnimationLoop( callback );
  28893. },
  28894. getCurrentRenderTarget: function () {
  28895. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28896. return this.getRenderTarget();
  28897. },
  28898. getMaxAnisotropy: function () {
  28899. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28900. return this.capabilities.getMaxAnisotropy();
  28901. },
  28902. getPrecision: function () {
  28903. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28904. return this.capabilities.precision;
  28905. },
  28906. resetGLState: function () {
  28907. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28908. return this.state.reset();
  28909. },
  28910. supportsFloatTextures: function () {
  28911. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28912. return this.extensions.get( 'OES_texture_float' );
  28913. },
  28914. supportsHalfFloatTextures: function () {
  28915. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28916. return this.extensions.get( 'OES_texture_half_float' );
  28917. },
  28918. supportsStandardDerivatives: function () {
  28919. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28920. return this.extensions.get( 'OES_standard_derivatives' );
  28921. },
  28922. supportsCompressedTextureS3TC: function () {
  28923. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28924. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28925. },
  28926. supportsCompressedTexturePVRTC: function () {
  28927. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28928. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28929. },
  28930. supportsBlendMinMax: function () {
  28931. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28932. return this.extensions.get( 'EXT_blend_minmax' );
  28933. },
  28934. supportsVertexTextures: function () {
  28935. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28936. return this.capabilities.vertexTextures;
  28937. },
  28938. supportsInstancedArrays: function () {
  28939. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28940. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28941. },
  28942. enableScissorTest: function ( boolean ) {
  28943. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28944. this.setScissorTest( boolean );
  28945. },
  28946. initMaterial: function () {
  28947. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28948. },
  28949. addPrePlugin: function () {
  28950. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28951. },
  28952. addPostPlugin: function () {
  28953. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28954. },
  28955. updateShadowMap: function () {
  28956. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28957. },
  28958. setFaceCulling: function () {
  28959. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28960. },
  28961. allocTextureUnit: function () {
  28962. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28963. },
  28964. setTexture: function () {
  28965. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28966. },
  28967. setTexture2D: function () {
  28968. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28969. },
  28970. setTextureCube: function () {
  28971. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28972. },
  28973. getActiveMipMapLevel: function () {
  28974. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  28975. return this.getActiveMipmapLevel();
  28976. }
  28977. } );
  28978. Object.defineProperties( WebGLRenderer.prototype, {
  28979. shadowMapEnabled: {
  28980. get: function () {
  28981. return this.shadowMap.enabled;
  28982. },
  28983. set: function ( value ) {
  28984. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28985. this.shadowMap.enabled = value;
  28986. }
  28987. },
  28988. shadowMapType: {
  28989. get: function () {
  28990. return this.shadowMap.type;
  28991. },
  28992. set: function ( value ) {
  28993. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28994. this.shadowMap.type = value;
  28995. }
  28996. },
  28997. shadowMapCullFace: {
  28998. get: function () {
  28999. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29000. return undefined;
  29001. },
  29002. set: function ( /* value */ ) {
  29003. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29004. }
  29005. },
  29006. context: {
  29007. get: function () {
  29008. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29009. return this.getContext();
  29010. }
  29011. }
  29012. } );
  29013. Object.defineProperties( WebGLShadowMap.prototype, {
  29014. cullFace: {
  29015. get: function () {
  29016. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29017. return undefined;
  29018. },
  29019. set: function ( /* cullFace */ ) {
  29020. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29021. }
  29022. },
  29023. renderReverseSided: {
  29024. get: function () {
  29025. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29026. return undefined;
  29027. },
  29028. set: function () {
  29029. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29030. }
  29031. },
  29032. renderSingleSided: {
  29033. get: function () {
  29034. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29035. return undefined;
  29036. },
  29037. set: function () {
  29038. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29039. }
  29040. }
  29041. } );
  29042. //
  29043. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29044. activeCubeFace: {
  29045. set: function ( /* value */ ) {
  29046. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29047. }
  29048. },
  29049. activeMipMapLevel: {
  29050. set: function ( /* value */ ) {
  29051. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29052. }
  29053. }
  29054. } );
  29055. //
  29056. Object.defineProperties( WebGLRenderTarget.prototype, {
  29057. wrapS: {
  29058. get: function () {
  29059. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29060. return this.texture.wrapS;
  29061. },
  29062. set: function ( value ) {
  29063. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29064. this.texture.wrapS = value;
  29065. }
  29066. },
  29067. wrapT: {
  29068. get: function () {
  29069. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29070. return this.texture.wrapT;
  29071. },
  29072. set: function ( value ) {
  29073. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29074. this.texture.wrapT = value;
  29075. }
  29076. },
  29077. magFilter: {
  29078. get: function () {
  29079. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29080. return this.texture.magFilter;
  29081. },
  29082. set: function ( value ) {
  29083. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29084. this.texture.magFilter = value;
  29085. }
  29086. },
  29087. minFilter: {
  29088. get: function () {
  29089. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29090. return this.texture.minFilter;
  29091. },
  29092. set: function ( value ) {
  29093. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29094. this.texture.minFilter = value;
  29095. }
  29096. },
  29097. anisotropy: {
  29098. get: function () {
  29099. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29100. return this.texture.anisotropy;
  29101. },
  29102. set: function ( value ) {
  29103. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29104. this.texture.anisotropy = value;
  29105. }
  29106. },
  29107. offset: {
  29108. get: function () {
  29109. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29110. return this.texture.offset;
  29111. },
  29112. set: function ( value ) {
  29113. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29114. this.texture.offset = value;
  29115. }
  29116. },
  29117. repeat: {
  29118. get: function () {
  29119. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29120. return this.texture.repeat;
  29121. },
  29122. set: function ( value ) {
  29123. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29124. this.texture.repeat = value;
  29125. }
  29126. },
  29127. format: {
  29128. get: function () {
  29129. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29130. return this.texture.format;
  29131. },
  29132. set: function ( value ) {
  29133. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29134. this.texture.format = value;
  29135. }
  29136. },
  29137. type: {
  29138. get: function () {
  29139. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29140. return this.texture.type;
  29141. },
  29142. set: function ( value ) {
  29143. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29144. this.texture.type = value;
  29145. }
  29146. },
  29147. generateMipmaps: {
  29148. get: function () {
  29149. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29150. return this.texture.generateMipmaps;
  29151. },
  29152. set: function ( value ) {
  29153. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29154. this.texture.generateMipmaps = value;
  29155. }
  29156. }
  29157. } );
  29158. //
  29159. Object.defineProperties( WebVRManager.prototype, {
  29160. standing: {
  29161. set: function ( /* value */ ) {
  29162. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29163. }
  29164. },
  29165. userHeight: {
  29166. set: function ( /* value */ ) {
  29167. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29168. }
  29169. }
  29170. } );
  29171. //
  29172. Audio.prototype.load = function ( file ) {
  29173. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29174. var scope = this;
  29175. var audioLoader = new AudioLoader();
  29176. audioLoader.load( file, function ( buffer ) {
  29177. scope.setBuffer( buffer );
  29178. } );
  29179. return this;
  29180. };
  29181. AudioAnalyser.prototype.getData = function () {
  29182. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29183. return this.getFrequencyData();
  29184. };
  29185. //
  29186. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29187. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29188. return this.update( renderer, scene );
  29189. };
  29190. //
  29191. var GeometryUtils = {
  29192. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29193. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29194. var matrix;
  29195. if ( geometry2.isMesh ) {
  29196. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29197. matrix = geometry2.matrix;
  29198. geometry2 = geometry2.geometry;
  29199. }
  29200. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29201. },
  29202. center: function ( geometry ) {
  29203. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29204. return geometry.center();
  29205. }
  29206. };
  29207. ImageUtils.crossOrigin = undefined;
  29208. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29209. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29210. var loader = new TextureLoader();
  29211. loader.setCrossOrigin( this.crossOrigin );
  29212. var texture = loader.load( url, onLoad, undefined, onError );
  29213. if ( mapping ) texture.mapping = mapping;
  29214. return texture;
  29215. };
  29216. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29217. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29218. var loader = new CubeTextureLoader();
  29219. loader.setCrossOrigin( this.crossOrigin );
  29220. var texture = loader.load( urls, onLoad, undefined, onError );
  29221. if ( mapping ) texture.mapping = mapping;
  29222. return texture;
  29223. };
  29224. ImageUtils.loadCompressedTexture = function () {
  29225. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29226. };
  29227. ImageUtils.loadCompressedTextureCube = function () {
  29228. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29229. };
  29230. //
  29231. function CanvasRenderer() {
  29232. console.error( 'THREE.CanvasRenderer has been removed' );
  29233. }
  29234. //
  29235. function JSONLoader() {
  29236. console.error( 'THREE.JSONLoader has been removed.' );
  29237. }
  29238. //
  29239. var SceneUtils = {
  29240. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29241. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29242. },
  29243. detach: function ( /* child, parent, scene */ ) {
  29244. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29245. },
  29246. attach: function ( /* child, scene, parent */ ) {
  29247. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29248. }
  29249. };
  29250. //
  29251. function LensFlare() {
  29252. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29253. }
  29254. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29255. exports.AddEquation = AddEquation;
  29256. exports.AddOperation = AddOperation;
  29257. exports.AdditiveBlending = AdditiveBlending;
  29258. exports.AlphaFormat = AlphaFormat;
  29259. exports.AlwaysDepth = AlwaysDepth;
  29260. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29261. exports.AmbientLight = AmbientLight;
  29262. exports.AmbientLightProbe = AmbientLightProbe;
  29263. exports.AnimationClip = AnimationClip;
  29264. exports.AnimationLoader = AnimationLoader;
  29265. exports.AnimationMixer = AnimationMixer;
  29266. exports.AnimationObjectGroup = AnimationObjectGroup;
  29267. exports.AnimationUtils = AnimationUtils;
  29268. exports.ArcCurve = ArcCurve;
  29269. exports.ArrayCamera = ArrayCamera;
  29270. exports.ArrowHelper = ArrowHelper;
  29271. exports.Audio = Audio;
  29272. exports.AudioAnalyser = AudioAnalyser;
  29273. exports.AudioContext = AudioContext;
  29274. exports.AudioListener = AudioListener;
  29275. exports.AudioLoader = AudioLoader;
  29276. exports.AxesHelper = AxesHelper;
  29277. exports.AxisHelper = AxisHelper;
  29278. exports.BackSide = BackSide;
  29279. exports.BasicDepthPacking = BasicDepthPacking;
  29280. exports.BasicShadowMap = BasicShadowMap;
  29281. exports.BinaryTextureLoader = BinaryTextureLoader;
  29282. exports.Bone = Bone;
  29283. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29284. exports.BoundingBoxHelper = BoundingBoxHelper;
  29285. exports.Box2 = Box2;
  29286. exports.Box3 = Box3;
  29287. exports.Box3Helper = Box3Helper;
  29288. exports.BoxBufferGeometry = BoxBufferGeometry;
  29289. exports.BoxGeometry = BoxGeometry;
  29290. exports.BoxHelper = BoxHelper;
  29291. exports.BufferAttribute = BufferAttribute;
  29292. exports.BufferGeometry = BufferGeometry;
  29293. exports.BufferGeometryLoader = BufferGeometryLoader;
  29294. exports.ByteType = ByteType;
  29295. exports.Cache = Cache;
  29296. exports.Camera = Camera;
  29297. exports.CameraHelper = CameraHelper;
  29298. exports.CanvasRenderer = CanvasRenderer;
  29299. exports.CanvasTexture = CanvasTexture;
  29300. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29301. exports.CineonToneMapping = CineonToneMapping;
  29302. exports.CircleBufferGeometry = CircleBufferGeometry;
  29303. exports.CircleGeometry = CircleGeometry;
  29304. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29305. exports.Clock = Clock;
  29306. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29307. exports.Color = Color;
  29308. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29309. exports.CompressedTexture = CompressedTexture;
  29310. exports.CompressedTextureLoader = CompressedTextureLoader;
  29311. exports.ConeBufferGeometry = ConeBufferGeometry;
  29312. exports.ConeGeometry = ConeGeometry;
  29313. exports.CubeCamera = CubeCamera;
  29314. exports.CubeGeometry = BoxGeometry;
  29315. exports.CubeReflectionMapping = CubeReflectionMapping;
  29316. exports.CubeRefractionMapping = CubeRefractionMapping;
  29317. exports.CubeTexture = CubeTexture;
  29318. exports.CubeTextureLoader = CubeTextureLoader;
  29319. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29320. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29321. exports.CubicBezierCurve = CubicBezierCurve;
  29322. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29323. exports.CubicInterpolant = CubicInterpolant;
  29324. exports.CullFaceBack = CullFaceBack;
  29325. exports.CullFaceFront = CullFaceFront;
  29326. exports.CullFaceFrontBack = CullFaceFrontBack;
  29327. exports.CullFaceNone = CullFaceNone;
  29328. exports.Curve = Curve;
  29329. exports.CurvePath = CurvePath;
  29330. exports.CustomBlending = CustomBlending;
  29331. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29332. exports.CylinderGeometry = CylinderGeometry;
  29333. exports.Cylindrical = Cylindrical;
  29334. exports.DataTexture = DataTexture;
  29335. exports.DataTexture2DArray = DataTexture2DArray;
  29336. exports.DataTexture3D = DataTexture3D;
  29337. exports.DataTextureLoader = DataTextureLoader;
  29338. exports.DecrementStencilOp = DecrementStencilOp;
  29339. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29340. exports.DefaultLoadingManager = DefaultLoadingManager;
  29341. exports.DepthFormat = DepthFormat;
  29342. exports.DepthStencilFormat = DepthStencilFormat;
  29343. exports.DepthTexture = DepthTexture;
  29344. exports.DirectionalLight = DirectionalLight;
  29345. exports.DirectionalLightHelper = DirectionalLightHelper;
  29346. exports.DirectionalLightShadow = DirectionalLightShadow;
  29347. exports.DiscreteInterpolant = DiscreteInterpolant;
  29348. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29349. exports.DodecahedronGeometry = DodecahedronGeometry;
  29350. exports.DoubleSide = DoubleSide;
  29351. exports.DstAlphaFactor = DstAlphaFactor;
  29352. exports.DstColorFactor = DstColorFactor;
  29353. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29354. exports.EdgesGeometry = EdgesGeometry;
  29355. exports.EdgesHelper = EdgesHelper;
  29356. exports.EllipseCurve = EllipseCurve;
  29357. exports.EqualDepth = EqualDepth;
  29358. exports.EqualStencilFunc = EqualStencilFunc;
  29359. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29360. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29361. exports.Euler = Euler;
  29362. exports.EventDispatcher = EventDispatcher;
  29363. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29364. exports.ExtrudeGeometry = ExtrudeGeometry;
  29365. exports.Face3 = Face3;
  29366. exports.Face4 = Face4;
  29367. exports.FaceColors = FaceColors;
  29368. exports.FaceNormalsHelper = FaceNormalsHelper;
  29369. exports.FileLoader = FileLoader;
  29370. exports.FlatShading = FlatShading;
  29371. exports.Float32Attribute = Float32Attribute;
  29372. exports.Float32BufferAttribute = Float32BufferAttribute;
  29373. exports.Float64Attribute = Float64Attribute;
  29374. exports.Float64BufferAttribute = Float64BufferAttribute;
  29375. exports.FloatType = FloatType;
  29376. exports.Fog = Fog;
  29377. exports.FogExp2 = FogExp2;
  29378. exports.Font = Font;
  29379. exports.FontLoader = FontLoader;
  29380. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29381. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29382. exports.FrontSide = FrontSide;
  29383. exports.Frustum = Frustum;
  29384. exports.GammaEncoding = GammaEncoding;
  29385. exports.Geometry = Geometry;
  29386. exports.GeometryUtils = GeometryUtils;
  29387. exports.GreaterDepth = GreaterDepth;
  29388. exports.GreaterEqualDepth = GreaterEqualDepth;
  29389. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29390. exports.GreaterStencilFunc = GreaterStencilFunc;
  29391. exports.GridHelper = GridHelper;
  29392. exports.Group = Group;
  29393. exports.HalfFloatType = HalfFloatType;
  29394. exports.HemisphereLight = HemisphereLight;
  29395. exports.HemisphereLightHelper = HemisphereLightHelper;
  29396. exports.HemisphereLightProbe = HemisphereLightProbe;
  29397. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29398. exports.IcosahedronGeometry = IcosahedronGeometry;
  29399. exports.ImageBitmapLoader = ImageBitmapLoader;
  29400. exports.ImageLoader = ImageLoader;
  29401. exports.ImageUtils = ImageUtils;
  29402. exports.ImmediateRenderObject = ImmediateRenderObject;
  29403. exports.IncrementStencilOp = IncrementStencilOp;
  29404. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29405. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29406. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29407. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29408. exports.Int16Attribute = Int16Attribute;
  29409. exports.Int16BufferAttribute = Int16BufferAttribute;
  29410. exports.Int32Attribute = Int32Attribute;
  29411. exports.Int32BufferAttribute = Int32BufferAttribute;
  29412. exports.Int8Attribute = Int8Attribute;
  29413. exports.Int8BufferAttribute = Int8BufferAttribute;
  29414. exports.IntType = IntType;
  29415. exports.InterleavedBuffer = InterleavedBuffer;
  29416. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29417. exports.Interpolant = Interpolant;
  29418. exports.InterpolateDiscrete = InterpolateDiscrete;
  29419. exports.InterpolateLinear = InterpolateLinear;
  29420. exports.InterpolateSmooth = InterpolateSmooth;
  29421. exports.InvertStencilOp = InvertStencilOp;
  29422. exports.JSONLoader = JSONLoader;
  29423. exports.KeepStencilOp = KeepStencilOp;
  29424. exports.KeyframeTrack = KeyframeTrack;
  29425. exports.LOD = LOD;
  29426. exports.LatheBufferGeometry = LatheBufferGeometry;
  29427. exports.LatheGeometry = LatheGeometry;
  29428. exports.Layers = Layers;
  29429. exports.LensFlare = LensFlare;
  29430. exports.LessDepth = LessDepth;
  29431. exports.LessEqualDepth = LessEqualDepth;
  29432. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29433. exports.LessStencilFunc = LessStencilFunc;
  29434. exports.Light = Light;
  29435. exports.LightProbe = LightProbe;
  29436. exports.LightProbeHelper = LightProbeHelper;
  29437. exports.LightShadow = LightShadow;
  29438. exports.Line = Line;
  29439. exports.Line3 = Line3;
  29440. exports.LineBasicMaterial = LineBasicMaterial;
  29441. exports.LineCurve = LineCurve;
  29442. exports.LineCurve3 = LineCurve3;
  29443. exports.LineDashedMaterial = LineDashedMaterial;
  29444. exports.LineLoop = LineLoop;
  29445. exports.LinePieces = LinePieces;
  29446. exports.LineSegments = LineSegments;
  29447. exports.LineStrip = LineStrip;
  29448. exports.LinearEncoding = LinearEncoding;
  29449. exports.LinearFilter = LinearFilter;
  29450. exports.LinearInterpolant = LinearInterpolant;
  29451. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29452. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29453. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29454. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29455. exports.LinearToneMapping = LinearToneMapping;
  29456. exports.Loader = Loader;
  29457. exports.LoaderUtils = LoaderUtils;
  29458. exports.LoadingManager = LoadingManager;
  29459. exports.LogLuvEncoding = LogLuvEncoding;
  29460. exports.LoopOnce = LoopOnce;
  29461. exports.LoopPingPong = LoopPingPong;
  29462. exports.LoopRepeat = LoopRepeat;
  29463. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29464. exports.LuminanceFormat = LuminanceFormat;
  29465. exports.MOUSE = MOUSE;
  29466. exports.Material = Material;
  29467. exports.MaterialLoader = MaterialLoader;
  29468. exports.Math = _Math;
  29469. exports.Matrix3 = Matrix3;
  29470. exports.Matrix4 = Matrix4;
  29471. exports.MaxEquation = MaxEquation;
  29472. exports.Mesh = Mesh;
  29473. exports.MeshBasicMaterial = MeshBasicMaterial;
  29474. exports.MeshDepthMaterial = MeshDepthMaterial;
  29475. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29476. exports.MeshFaceMaterial = MeshFaceMaterial;
  29477. exports.MeshLambertMaterial = MeshLambertMaterial;
  29478. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29479. exports.MeshNormalMaterial = MeshNormalMaterial;
  29480. exports.MeshPhongMaterial = MeshPhongMaterial;
  29481. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29482. exports.MeshStandardMaterial = MeshStandardMaterial;
  29483. exports.MeshToonMaterial = MeshToonMaterial;
  29484. exports.MinEquation = MinEquation;
  29485. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29486. exports.MixOperation = MixOperation;
  29487. exports.MultiMaterial = MultiMaterial;
  29488. exports.MultiplyBlending = MultiplyBlending;
  29489. exports.MultiplyOperation = MultiplyOperation;
  29490. exports.NearestFilter = NearestFilter;
  29491. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29492. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29493. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29494. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29495. exports.NeverDepth = NeverDepth;
  29496. exports.NeverStencilFunc = NeverStencilFunc;
  29497. exports.NoBlending = NoBlending;
  29498. exports.NoColors = NoColors;
  29499. exports.NoToneMapping = NoToneMapping;
  29500. exports.NormalBlending = NormalBlending;
  29501. exports.NotEqualDepth = NotEqualDepth;
  29502. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29503. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29504. exports.Object3D = Object3D;
  29505. exports.ObjectLoader = ObjectLoader;
  29506. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29507. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29508. exports.OctahedronGeometry = OctahedronGeometry;
  29509. exports.OneFactor = OneFactor;
  29510. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29511. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29512. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29513. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29514. exports.OrthographicCamera = OrthographicCamera;
  29515. exports.PCFShadowMap = PCFShadowMap;
  29516. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29517. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29518. exports.ParametricGeometry = ParametricGeometry;
  29519. exports.Particle = Particle;
  29520. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29521. exports.ParticleSystem = ParticleSystem;
  29522. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29523. exports.Path = Path;
  29524. exports.PerspectiveCamera = PerspectiveCamera;
  29525. exports.Plane = Plane;
  29526. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29527. exports.PlaneGeometry = PlaneGeometry;
  29528. exports.PlaneHelper = PlaneHelper;
  29529. exports.PointCloud = PointCloud;
  29530. exports.PointCloudMaterial = PointCloudMaterial;
  29531. exports.PointLight = PointLight;
  29532. exports.PointLightHelper = PointLightHelper;
  29533. exports.Points = Points;
  29534. exports.PointsMaterial = PointsMaterial;
  29535. exports.PolarGridHelper = PolarGridHelper;
  29536. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29537. exports.PolyhedronGeometry = PolyhedronGeometry;
  29538. exports.PositionalAudio = PositionalAudio;
  29539. exports.PositionalAudioHelper = PositionalAudioHelper;
  29540. exports.PropertyBinding = PropertyBinding;
  29541. exports.PropertyMixer = PropertyMixer;
  29542. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29543. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29544. exports.Quaternion = Quaternion;
  29545. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29546. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29547. exports.REVISION = REVISION;
  29548. exports.RGBADepthPacking = RGBADepthPacking;
  29549. exports.RGBAFormat = RGBAFormat;
  29550. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29551. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29552. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29553. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29554. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29555. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29556. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29557. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29558. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29559. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29560. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29561. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29562. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29563. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29564. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29565. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29566. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29567. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29568. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29569. exports.RGBDEncoding = RGBDEncoding;
  29570. exports.RGBEEncoding = RGBEEncoding;
  29571. exports.RGBEFormat = RGBEFormat;
  29572. exports.RGBFormat = RGBFormat;
  29573. exports.RGBM16Encoding = RGBM16Encoding;
  29574. exports.RGBM7Encoding = RGBM7Encoding;
  29575. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29576. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29577. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29578. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29579. exports.RawShaderMaterial = RawShaderMaterial;
  29580. exports.Ray = Ray;
  29581. exports.Raycaster = Raycaster;
  29582. exports.RectAreaLight = RectAreaLight;
  29583. exports.RectAreaLightHelper = RectAreaLightHelper;
  29584. exports.RedFormat = RedFormat;
  29585. exports.ReinhardToneMapping = ReinhardToneMapping;
  29586. exports.RepeatWrapping = RepeatWrapping;
  29587. exports.ReplaceStencilOp = ReplaceStencilOp;
  29588. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29589. exports.RingBufferGeometry = RingBufferGeometry;
  29590. exports.RingGeometry = RingGeometry;
  29591. exports.Scene = Scene;
  29592. exports.SceneUtils = SceneUtils;
  29593. exports.ShaderChunk = ShaderChunk;
  29594. exports.ShaderLib = ShaderLib;
  29595. exports.ShaderMaterial = ShaderMaterial;
  29596. exports.ShadowMaterial = ShadowMaterial;
  29597. exports.Shape = Shape;
  29598. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29599. exports.ShapeGeometry = ShapeGeometry;
  29600. exports.ShapePath = ShapePath;
  29601. exports.ShapeUtils = ShapeUtils;
  29602. exports.ShortType = ShortType;
  29603. exports.Skeleton = Skeleton;
  29604. exports.SkeletonHelper = SkeletonHelper;
  29605. exports.SkinnedMesh = SkinnedMesh;
  29606. exports.SmoothShading = SmoothShading;
  29607. exports.Sphere = Sphere;
  29608. exports.SphereBufferGeometry = SphereBufferGeometry;
  29609. exports.SphereGeometry = SphereGeometry;
  29610. exports.Spherical = Spherical;
  29611. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29612. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29613. exports.Spline = Spline;
  29614. exports.SplineCurve = SplineCurve;
  29615. exports.SplineCurve3 = SplineCurve3;
  29616. exports.SpotLight = SpotLight;
  29617. exports.SpotLightHelper = SpotLightHelper;
  29618. exports.SpotLightShadow = SpotLightShadow;
  29619. exports.Sprite = Sprite;
  29620. exports.SpriteMaterial = SpriteMaterial;
  29621. exports.SrcAlphaFactor = SrcAlphaFactor;
  29622. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29623. exports.SrcColorFactor = SrcColorFactor;
  29624. exports.StereoCamera = StereoCamera;
  29625. exports.StringKeyframeTrack = StringKeyframeTrack;
  29626. exports.SubtractEquation = SubtractEquation;
  29627. exports.SubtractiveBlending = SubtractiveBlending;
  29628. exports.TOUCH = TOUCH;
  29629. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29630. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29631. exports.TetrahedronGeometry = TetrahedronGeometry;
  29632. exports.TextBufferGeometry = TextBufferGeometry;
  29633. exports.TextGeometry = TextGeometry;
  29634. exports.Texture = Texture;
  29635. exports.TextureLoader = TextureLoader;
  29636. exports.TorusBufferGeometry = TorusBufferGeometry;
  29637. exports.TorusGeometry = TorusGeometry;
  29638. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29639. exports.TorusKnotGeometry = TorusKnotGeometry;
  29640. exports.Triangle = Triangle;
  29641. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29642. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29643. exports.TrianglesDrawMode = TrianglesDrawMode;
  29644. exports.TubeBufferGeometry = TubeBufferGeometry;
  29645. exports.TubeGeometry = TubeGeometry;
  29646. exports.UVMapping = UVMapping;
  29647. exports.Uint16Attribute = Uint16Attribute;
  29648. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29649. exports.Uint32Attribute = Uint32Attribute;
  29650. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29651. exports.Uint8Attribute = Uint8Attribute;
  29652. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29653. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29654. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29655. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29656. exports.Uniform = Uniform;
  29657. exports.UniformsLib = UniformsLib;
  29658. exports.UniformsUtils = UniformsUtils;
  29659. exports.UnsignedByteType = UnsignedByteType;
  29660. exports.UnsignedInt248Type = UnsignedInt248Type;
  29661. exports.UnsignedIntType = UnsignedIntType;
  29662. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29663. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29664. exports.UnsignedShort565Type = UnsignedShort565Type;
  29665. exports.UnsignedShortType = UnsignedShortType;
  29666. exports.Vector2 = Vector2;
  29667. exports.Vector3 = Vector3;
  29668. exports.Vector4 = Vector4;
  29669. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29670. exports.Vertex = Vertex;
  29671. exports.VertexColors = VertexColors;
  29672. exports.VertexNormalsHelper = VertexNormalsHelper;
  29673. exports.VideoTexture = VideoTexture;
  29674. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29675. exports.WebGLRenderTarget = WebGLRenderTarget;
  29676. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29677. exports.WebGLRenderer = WebGLRenderer;
  29678. exports.WebGLUtils = WebGLUtils;
  29679. exports.WireframeGeometry = WireframeGeometry;
  29680. exports.WireframeHelper = WireframeHelper;
  29681. exports.WrapAroundEnding = WrapAroundEnding;
  29682. exports.XHRLoader = XHRLoader;
  29683. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29684. exports.ZeroFactor = ZeroFactor;
  29685. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29686. exports.ZeroStencilOp = ZeroStencilOp;
  29687. exports.sRGBEncoding = sRGBEncoding;
  29688. Object.defineProperty(exports, '__esModule', { value: true });
  29689. }));