three.js 1.1 MB

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  1. // threejs.org/license
  2. (function (global, factory) {
  3. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  4. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  5. (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
  6. }(this, (function (exports) { 'use strict';
  7. // Polyfills
  8. if (Number.EPSILON === undefined) {
  9. Number.EPSILON = Math.pow(2, -52);
  10. }
  11. if (Number.isInteger === undefined) {
  12. // Missing in IE
  13. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  14. Number.isInteger = function (value) {
  15. return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;
  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 get() {
  29. return this.toString().match(/^\s*function\s*([^\(\s]*)/)[1];
  30. }
  31. });
  32. }
  33. if (Object.assign === undefined) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function (target) {
  37. if (target === undefined || target === null) {
  38. throw new TypeError('Cannot convert undefined or null to object');
  39. }
  40. var output = Object(target);
  41. for (var index = 1; index < arguments.length; index++) {
  42. var source = arguments[index];
  43. if (source !== undefined && source !== null) {
  44. for (var nextKey in source) {
  45. if (Object.prototype.hasOwnProperty.call(source, nextKey)) {
  46. output[nextKey] = source[nextKey];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '125dev';
  55. var MOUSE = {
  56. LEFT: 0,
  57. MIDDLE: 1,
  58. RIGHT: 2,
  59. ROTATE: 0,
  60. DOLLY: 1,
  61. PAN: 2
  62. };
  63. var TOUCH = {
  64. ROTATE: 0,
  65. PAN: 1,
  66. DOLLY_PAN: 2,
  67. DOLLY_ROTATE: 3
  68. };
  69. var CullFaceNone = 0;
  70. var CullFaceBack = 1;
  71. var CullFaceFront = 2;
  72. var CullFaceFrontBack = 3;
  73. var BasicShadowMap = 0;
  74. var PCFShadowMap = 1;
  75. var PCFSoftShadowMap = 2;
  76. var VSMShadowMap = 3;
  77. var FrontSide = 0;
  78. var BackSide = 1;
  79. var DoubleSide = 2;
  80. var FlatShading = 1;
  81. var SmoothShading = 2;
  82. var NoBlending = 0;
  83. var NormalBlending = 1;
  84. var AdditiveBlending = 2;
  85. var SubtractiveBlending = 3;
  86. var MultiplyBlending = 4;
  87. var CustomBlending = 5;
  88. var AddEquation = 100;
  89. var SubtractEquation = 101;
  90. var ReverseSubtractEquation = 102;
  91. var MinEquation = 103;
  92. var MaxEquation = 104;
  93. var ZeroFactor = 200;
  94. var OneFactor = 201;
  95. var SrcColorFactor = 202;
  96. var OneMinusSrcColorFactor = 203;
  97. var SrcAlphaFactor = 204;
  98. var OneMinusSrcAlphaFactor = 205;
  99. var DstAlphaFactor = 206;
  100. var OneMinusDstAlphaFactor = 207;
  101. var DstColorFactor = 208;
  102. var OneMinusDstColorFactor = 209;
  103. var SrcAlphaSaturateFactor = 210;
  104. var NeverDepth = 0;
  105. var AlwaysDepth = 1;
  106. var LessDepth = 2;
  107. var LessEqualDepth = 3;
  108. var EqualDepth = 4;
  109. var GreaterEqualDepth = 5;
  110. var GreaterDepth = 6;
  111. var NotEqualDepth = 7;
  112. var MultiplyOperation = 0;
  113. var MixOperation = 1;
  114. var AddOperation = 2;
  115. var NoToneMapping = 0;
  116. var LinearToneMapping = 1;
  117. var ReinhardToneMapping = 2;
  118. var CineonToneMapping = 3;
  119. var ACESFilmicToneMapping = 4;
  120. var CustomToneMapping = 5;
  121. var UVMapping = 300;
  122. var CubeReflectionMapping = 301;
  123. var CubeRefractionMapping = 302;
  124. var EquirectangularReflectionMapping = 303;
  125. var EquirectangularRefractionMapping = 304;
  126. var CubeUVReflectionMapping = 306;
  127. var CubeUVRefractionMapping = 307;
  128. var RepeatWrapping = 1000;
  129. var ClampToEdgeWrapping = 1001;
  130. var MirroredRepeatWrapping = 1002;
  131. var NearestFilter = 1003;
  132. var NearestMipmapNearestFilter = 1004;
  133. var NearestMipMapNearestFilter = 1004;
  134. var NearestMipmapLinearFilter = 1005;
  135. var NearestMipMapLinearFilter = 1005;
  136. var LinearFilter = 1006;
  137. var LinearMipmapNearestFilter = 1007;
  138. var LinearMipMapNearestFilter = 1007;
  139. var LinearMipmapLinearFilter = 1008;
  140. var LinearMipMapLinearFilter = 1008;
  141. var UnsignedByteType = 1009;
  142. var ByteType = 1010;
  143. var ShortType = 1011;
  144. var UnsignedShortType = 1012;
  145. var IntType = 1013;
  146. var UnsignedIntType = 1014;
  147. var FloatType = 1015;
  148. var HalfFloatType = 1016;
  149. var UnsignedShort4444Type = 1017;
  150. var UnsignedShort5551Type = 1018;
  151. var UnsignedShort565Type = 1019;
  152. var UnsignedInt248Type = 1020;
  153. var AlphaFormat = 1021;
  154. var RGBFormat = 1022;
  155. var RGBAFormat = 1023;
  156. var LuminanceFormat = 1024;
  157. var LuminanceAlphaFormat = 1025;
  158. var RGBEFormat = RGBAFormat;
  159. var DepthFormat = 1026;
  160. var DepthStencilFormat = 1027;
  161. var RedFormat = 1028;
  162. var RedIntegerFormat = 1029;
  163. var RGFormat = 1030;
  164. var RGIntegerFormat = 1031;
  165. var RGBIntegerFormat = 1032;
  166. var RGBAIntegerFormat = 1033;
  167. var RGB_S3TC_DXT1_Format = 33776;
  168. var RGBA_S3TC_DXT1_Format = 33777;
  169. var RGBA_S3TC_DXT3_Format = 33778;
  170. var RGBA_S3TC_DXT5_Format = 33779;
  171. var RGB_PVRTC_4BPPV1_Format = 35840;
  172. var RGB_PVRTC_2BPPV1_Format = 35841;
  173. var RGBA_PVRTC_4BPPV1_Format = 35842;
  174. var RGBA_PVRTC_2BPPV1_Format = 35843;
  175. var RGB_ETC1_Format = 36196;
  176. var RGB_ETC2_Format = 37492;
  177. var RGBA_ETC2_EAC_Format = 37496;
  178. var RGBA_ASTC_4x4_Format = 37808;
  179. var RGBA_ASTC_5x4_Format = 37809;
  180. var RGBA_ASTC_5x5_Format = 37810;
  181. var RGBA_ASTC_6x5_Format = 37811;
  182. var RGBA_ASTC_6x6_Format = 37812;
  183. var RGBA_ASTC_8x5_Format = 37813;
  184. var RGBA_ASTC_8x6_Format = 37814;
  185. var RGBA_ASTC_8x8_Format = 37815;
  186. var RGBA_ASTC_10x5_Format = 37816;
  187. var RGBA_ASTC_10x6_Format = 37817;
  188. var RGBA_ASTC_10x8_Format = 37818;
  189. var RGBA_ASTC_10x10_Format = 37819;
  190. var RGBA_ASTC_12x10_Format = 37820;
  191. var RGBA_ASTC_12x12_Format = 37821;
  192. var RGBA_BPTC_Format = 36492;
  193. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  194. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  195. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  196. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  197. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  198. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  199. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  200. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  201. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  202. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  203. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  204. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  205. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  206. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  207. var LoopOnce = 2200;
  208. var LoopRepeat = 2201;
  209. var LoopPingPong = 2202;
  210. var InterpolateDiscrete = 2300;
  211. var InterpolateLinear = 2301;
  212. var InterpolateSmooth = 2302;
  213. var ZeroCurvatureEnding = 2400;
  214. var ZeroSlopeEnding = 2401;
  215. var WrapAroundEnding = 2402;
  216. var NormalAnimationBlendMode = 2500;
  217. var AdditiveAnimationBlendMode = 2501;
  218. var TrianglesDrawMode = 0;
  219. var TriangleStripDrawMode = 1;
  220. var TriangleFanDrawMode = 2;
  221. var LinearEncoding = 3000;
  222. var sRGBEncoding = 3001;
  223. var GammaEncoding = 3007;
  224. var RGBEEncoding = 3002;
  225. var LogLuvEncoding = 3003;
  226. var RGBM7Encoding = 3004;
  227. var RGBM16Encoding = 3005;
  228. var RGBDEncoding = 3006;
  229. var BasicDepthPacking = 3200;
  230. var RGBADepthPacking = 3201;
  231. var TangentSpaceNormalMap = 0;
  232. var ObjectSpaceNormalMap = 1;
  233. var ZeroStencilOp = 0;
  234. var KeepStencilOp = 7680;
  235. var ReplaceStencilOp = 7681;
  236. var IncrementStencilOp = 7682;
  237. var DecrementStencilOp = 7683;
  238. var IncrementWrapStencilOp = 34055;
  239. var DecrementWrapStencilOp = 34056;
  240. var InvertStencilOp = 5386;
  241. var NeverStencilFunc = 512;
  242. var LessStencilFunc = 513;
  243. var EqualStencilFunc = 514;
  244. var LessEqualStencilFunc = 515;
  245. var GreaterStencilFunc = 516;
  246. var NotEqualStencilFunc = 517;
  247. var GreaterEqualStencilFunc = 518;
  248. var AlwaysStencilFunc = 519;
  249. var StaticDrawUsage = 35044;
  250. var DynamicDrawUsage = 35048;
  251. var StreamDrawUsage = 35040;
  252. var StaticReadUsage = 35045;
  253. var DynamicReadUsage = 35049;
  254. var StreamReadUsage = 35041;
  255. var StaticCopyUsage = 35046;
  256. var DynamicCopyUsage = 35050;
  257. var StreamCopyUsage = 35042;
  258. var GLSL1 = '100';
  259. var GLSL3 = '300 es';
  260. function _defineProperties(target, props) {
  261. for (var i = 0; i < props.length; i++) {
  262. var descriptor = props[i];
  263. descriptor.enumerable = descriptor.enumerable || false;
  264. descriptor.configurable = true;
  265. if ("value" in descriptor) descriptor.writable = true;
  266. Object.defineProperty(target, descriptor.key, descriptor);
  267. }
  268. }
  269. function _createClass(Constructor, protoProps, staticProps) {
  270. if (protoProps) _defineProperties(Constructor.prototype, protoProps);
  271. if (staticProps) _defineProperties(Constructor, staticProps);
  272. return Constructor;
  273. }
  274. function _inheritsLoose(subClass, superClass) {
  275. subClass.prototype = Object.create(superClass.prototype);
  276. subClass.prototype.constructor = subClass;
  277. subClass.__proto__ = superClass;
  278. }
  279. function _assertThisInitialized(self) {
  280. if (self === void 0) {
  281. throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
  282. }
  283. return self;
  284. }
  285. /**
  286. * https://github.com/mrdoob/eventdispatcher.js/
  287. */
  288. function EventDispatcher() {}
  289. Object.assign(EventDispatcher.prototype, {
  290. addEventListener: function addEventListener(type, listener) {
  291. if (this._listeners === undefined) this._listeners = {};
  292. var listeners = this._listeners;
  293. if (listeners[type] === undefined) {
  294. listeners[type] = [];
  295. }
  296. if (listeners[type].indexOf(listener) === -1) {
  297. listeners[type].push(listener);
  298. }
  299. },
  300. hasEventListener: function hasEventListener(type, listener) {
  301. if (this._listeners === undefined) return false;
  302. var listeners = this._listeners;
  303. return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
  304. },
  305. removeEventListener: function removeEventListener(type, listener) {
  306. if (this._listeners === undefined) return;
  307. var listeners = this._listeners;
  308. var listenerArray = listeners[type];
  309. if (listenerArray !== undefined) {
  310. var index = listenerArray.indexOf(listener);
  311. if (index !== -1) {
  312. listenerArray.splice(index, 1);
  313. }
  314. }
  315. },
  316. dispatchEvent: function dispatchEvent(event) {
  317. if (this._listeners === undefined) return;
  318. var listeners = this._listeners;
  319. var listenerArray = listeners[event.type];
  320. if (listenerArray !== undefined) {
  321. event.target = this; // Make a copy, in case listeners are removed while iterating.
  322. var array = listenerArray.slice(0);
  323. for (var i = 0, l = array.length; i < l; i++) {
  324. array[i].call(this, event);
  325. }
  326. }
  327. }
  328. });
  329. var _lut = [];
  330. for (var i = 0; i < 256; i++) {
  331. _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
  332. }
  333. var _seed = 1234567;
  334. var MathUtils = {
  335. DEG2RAD: Math.PI / 180,
  336. RAD2DEG: 180 / Math.PI,
  337. generateUUID: function generateUUID() {
  338. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  339. var d0 = Math.random() * 0xffffffff | 0;
  340. var d1 = Math.random() * 0xffffffff | 0;
  341. var d2 = Math.random() * 0xffffffff | 0;
  342. var d3 = Math.random() * 0xffffffff | 0;
  343. var uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; // .toUpperCase() here flattens concatenated strings to save heap memory space.
  344. return uuid.toUpperCase();
  345. },
  346. clamp: function clamp(value, min, max) {
  347. return Math.max(min, Math.min(max, value));
  348. },
  349. // compute euclidian modulo of m % n
  350. // https://en.wikipedia.org/wiki/Modulo_operation
  351. euclideanModulo: function euclideanModulo(n, m) {
  352. return (n % m + m) % m;
  353. },
  354. // Linear mapping from range <a1, a2> to range <b1, b2>
  355. mapLinear: function mapLinear(x, a1, a2, b1, b2) {
  356. return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
  357. },
  358. // https://en.wikipedia.org/wiki/Linear_interpolation
  359. lerp: function lerp(x, y, t) {
  360. return (1 - t) * x + t * y;
  361. },
  362. // http://en.wikipedia.org/wiki/Smoothstep
  363. smoothstep: function smoothstep(x, min, max) {
  364. if (x <= min) return 0;
  365. if (x >= max) return 1;
  366. x = (x - min) / (max - min);
  367. return x * x * (3 - 2 * x);
  368. },
  369. smootherstep: function smootherstep(x, min, max) {
  370. if (x <= min) return 0;
  371. if (x >= max) return 1;
  372. x = (x - min) / (max - min);
  373. return x * x * x * (x * (x * 6 - 15) + 10);
  374. },
  375. // Random integer from <low, high> interval
  376. randInt: function randInt(low, high) {
  377. return low + Math.floor(Math.random() * (high - low + 1));
  378. },
  379. // Random float from <low, high> interval
  380. randFloat: function randFloat(low, high) {
  381. return low + Math.random() * (high - low);
  382. },
  383. // Random float from <-range/2, range/2> interval
  384. randFloatSpread: function randFloatSpread(range) {
  385. return range * (0.5 - Math.random());
  386. },
  387. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  388. seededRandom: function seededRandom(s) {
  389. if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm
  390. _seed = _seed * 16807 % 2147483647;
  391. return (_seed - 1) / 2147483646;
  392. },
  393. degToRad: function degToRad(degrees) {
  394. return degrees * MathUtils.DEG2RAD;
  395. },
  396. radToDeg: function radToDeg(radians) {
  397. return radians * MathUtils.RAD2DEG;
  398. },
  399. isPowerOfTwo: function isPowerOfTwo(value) {
  400. return (value & value - 1) === 0 && value !== 0;
  401. },
  402. ceilPowerOfTwo: function ceilPowerOfTwo(value) {
  403. return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
  404. },
  405. floorPowerOfTwo: function floorPowerOfTwo(value) {
  406. return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
  407. },
  408. setQuaternionFromProperEuler: function setQuaternionFromProperEuler(q, a, b, c, order) {
  409. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  410. // rotations are applied to the axes in the order specified by 'order'
  411. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  412. // angles are in radians
  413. var cos = Math.cos;
  414. var sin = Math.sin;
  415. var c2 = cos(b / 2);
  416. var s2 = sin(b / 2);
  417. var c13 = cos((a + c) / 2);
  418. var s13 = sin((a + c) / 2);
  419. var c1_3 = cos((a - c) / 2);
  420. var s1_3 = sin((a - c) / 2);
  421. var c3_1 = cos((c - a) / 2);
  422. var s3_1 = sin((c - a) / 2);
  423. switch (order) {
  424. case 'XYX':
  425. q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
  426. break;
  427. case 'YZY':
  428. q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
  429. break;
  430. case 'ZXZ':
  431. q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
  432. break;
  433. case 'XZX':
  434. q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
  435. break;
  436. case 'YXY':
  437. q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
  438. break;
  439. case 'ZYZ':
  440. q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
  441. break;
  442. default:
  443. console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
  444. }
  445. }
  446. };
  447. var Vector2 = /*#__PURE__*/function () {
  448. function Vector2(x, y) {
  449. if (x === void 0) {
  450. x = 0;
  451. }
  452. if (y === void 0) {
  453. y = 0;
  454. }
  455. Object.defineProperty(this, 'isVector2', {
  456. value: true
  457. });
  458. this.x = x;
  459. this.y = y;
  460. }
  461. var _proto = Vector2.prototype;
  462. _proto.set = function set(x, y) {
  463. this.x = x;
  464. this.y = y;
  465. return this;
  466. };
  467. _proto.setScalar = function setScalar(scalar) {
  468. this.x = scalar;
  469. this.y = scalar;
  470. return this;
  471. };
  472. _proto.setX = function setX(x) {
  473. this.x = x;
  474. return this;
  475. };
  476. _proto.setY = function setY(y) {
  477. this.y = y;
  478. return this;
  479. };
  480. _proto.setComponent = function setComponent(index, value) {
  481. switch (index) {
  482. case 0:
  483. this.x = value;
  484. break;
  485. case 1:
  486. this.y = value;
  487. break;
  488. default:
  489. throw new Error('index is out of range: ' + index);
  490. }
  491. return this;
  492. };
  493. _proto.getComponent = function getComponent(index) {
  494. switch (index) {
  495. case 0:
  496. return this.x;
  497. case 1:
  498. return this.y;
  499. default:
  500. throw new Error('index is out of range: ' + index);
  501. }
  502. };
  503. _proto.clone = function clone() {
  504. return new this.constructor(this.x, this.y);
  505. };
  506. _proto.copy = function copy(v) {
  507. this.x = v.x;
  508. this.y = v.y;
  509. return this;
  510. };
  511. _proto.add = function add(v, w) {
  512. if (w !== undefined) {
  513. console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  514. return this.addVectors(v, w);
  515. }
  516. this.x += v.x;
  517. this.y += v.y;
  518. return this;
  519. };
  520. _proto.addScalar = function addScalar(s) {
  521. this.x += s;
  522. this.y += s;
  523. return this;
  524. };
  525. _proto.addVectors = function addVectors(a, b) {
  526. this.x = a.x + b.x;
  527. this.y = a.y + b.y;
  528. return this;
  529. };
  530. _proto.addScaledVector = function addScaledVector(v, s) {
  531. this.x += v.x * s;
  532. this.y += v.y * s;
  533. return this;
  534. };
  535. _proto.sub = function sub(v, w) {
  536. if (w !== undefined) {
  537. console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  538. return this.subVectors(v, w);
  539. }
  540. this.x -= v.x;
  541. this.y -= v.y;
  542. return this;
  543. };
  544. _proto.subScalar = function subScalar(s) {
  545. this.x -= s;
  546. this.y -= s;
  547. return this;
  548. };
  549. _proto.subVectors = function subVectors(a, b) {
  550. this.x = a.x - b.x;
  551. this.y = a.y - b.y;
  552. return this;
  553. };
  554. _proto.multiply = function multiply(v) {
  555. this.x *= v.x;
  556. this.y *= v.y;
  557. return this;
  558. };
  559. _proto.multiplyScalar = function multiplyScalar(scalar) {
  560. this.x *= scalar;
  561. this.y *= scalar;
  562. return this;
  563. };
  564. _proto.divide = function divide(v) {
  565. this.x /= v.x;
  566. this.y /= v.y;
  567. return this;
  568. };
  569. _proto.divideScalar = function divideScalar(scalar) {
  570. return this.multiplyScalar(1 / scalar);
  571. };
  572. _proto.applyMatrix3 = function applyMatrix3(m) {
  573. var x = this.x,
  574. y = this.y;
  575. var e = m.elements;
  576. this.x = e[0] * x + e[3] * y + e[6];
  577. this.y = e[1] * x + e[4] * y + e[7];
  578. return this;
  579. };
  580. _proto.min = function min(v) {
  581. this.x = Math.min(this.x, v.x);
  582. this.y = Math.min(this.y, v.y);
  583. return this;
  584. };
  585. _proto.max = function max(v) {
  586. this.x = Math.max(this.x, v.x);
  587. this.y = Math.max(this.y, v.y);
  588. return this;
  589. };
  590. _proto.clamp = function clamp(min, max) {
  591. // assumes min < max, componentwise
  592. this.x = Math.max(min.x, Math.min(max.x, this.x));
  593. this.y = Math.max(min.y, Math.min(max.y, this.y));
  594. return this;
  595. };
  596. _proto.clampScalar = function clampScalar(minVal, maxVal) {
  597. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  598. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  599. return this;
  600. };
  601. _proto.clampLength = function clampLength(min, max) {
  602. var length = this.length();
  603. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  604. };
  605. _proto.floor = function floor() {
  606. this.x = Math.floor(this.x);
  607. this.y = Math.floor(this.y);
  608. return this;
  609. };
  610. _proto.ceil = function ceil() {
  611. this.x = Math.ceil(this.x);
  612. this.y = Math.ceil(this.y);
  613. return this;
  614. };
  615. _proto.round = function round() {
  616. this.x = Math.round(this.x);
  617. this.y = Math.round(this.y);
  618. return this;
  619. };
  620. _proto.roundToZero = function roundToZero() {
  621. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  622. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  623. return this;
  624. };
  625. _proto.negate = function negate() {
  626. this.x = -this.x;
  627. this.y = -this.y;
  628. return this;
  629. };
  630. _proto.dot = function dot(v) {
  631. return this.x * v.x + this.y * v.y;
  632. };
  633. _proto.cross = function cross(v) {
  634. return this.x * v.y - this.y * v.x;
  635. };
  636. _proto.lengthSq = function lengthSq() {
  637. return this.x * this.x + this.y * this.y;
  638. };
  639. _proto.length = function length() {
  640. return Math.sqrt(this.x * this.x + this.y * this.y);
  641. };
  642. _proto.manhattanLength = function manhattanLength() {
  643. return Math.abs(this.x) + Math.abs(this.y);
  644. };
  645. _proto.normalize = function normalize() {
  646. return this.divideScalar(this.length() || 1);
  647. };
  648. _proto.angle = function angle() {
  649. // computes the angle in radians with respect to the positive x-axis
  650. var angle = Math.atan2(-this.y, -this.x) + Math.PI;
  651. return angle;
  652. };
  653. _proto.distanceTo = function distanceTo(v) {
  654. return Math.sqrt(this.distanceToSquared(v));
  655. };
  656. _proto.distanceToSquared = function distanceToSquared(v) {
  657. var dx = this.x - v.x,
  658. dy = this.y - v.y;
  659. return dx * dx + dy * dy;
  660. };
  661. _proto.manhattanDistanceTo = function manhattanDistanceTo(v) {
  662. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
  663. };
  664. _proto.setLength = function setLength(length) {
  665. return this.normalize().multiplyScalar(length);
  666. };
  667. _proto.lerp = function lerp(v, alpha) {
  668. this.x += (v.x - this.x) * alpha;
  669. this.y += (v.y - this.y) * alpha;
  670. return this;
  671. };
  672. _proto.lerpVectors = function lerpVectors(v1, v2, alpha) {
  673. this.x = v1.x + (v2.x - v1.x) * alpha;
  674. this.y = v1.y + (v2.y - v1.y) * alpha;
  675. return this;
  676. };
  677. _proto.equals = function equals(v) {
  678. return v.x === this.x && v.y === this.y;
  679. };
  680. _proto.fromArray = function fromArray(array, offset) {
  681. if (offset === void 0) {
  682. offset = 0;
  683. }
  684. this.x = array[offset];
  685. this.y = array[offset + 1];
  686. return this;
  687. };
  688. _proto.toArray = function toArray(array, offset) {
  689. if (array === void 0) {
  690. array = [];
  691. }
  692. if (offset === void 0) {
  693. offset = 0;
  694. }
  695. array[offset] = this.x;
  696. array[offset + 1] = this.y;
  697. return array;
  698. };
  699. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index, offset) {
  700. if (offset !== undefined) {
  701. console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
  702. }
  703. this.x = attribute.getX(index);
  704. this.y = attribute.getY(index);
  705. return this;
  706. };
  707. _proto.rotateAround = function rotateAround(center, angle) {
  708. var c = Math.cos(angle),
  709. s = Math.sin(angle);
  710. var x = this.x - center.x;
  711. var y = this.y - center.y;
  712. this.x = x * c - y * s + center.x;
  713. this.y = x * s + y * c + center.y;
  714. return this;
  715. };
  716. _proto.random = function random() {
  717. this.x = Math.random();
  718. this.y = Math.random();
  719. return this;
  720. };
  721. _createClass(Vector2, [{
  722. key: "width",
  723. get: function get() {
  724. return this.x;
  725. },
  726. set: function set(value) {
  727. this.x = value;
  728. }
  729. }, {
  730. key: "height",
  731. get: function get() {
  732. return this.y;
  733. },
  734. set: function set(value) {
  735. this.y = value;
  736. }
  737. }]);
  738. return Vector2;
  739. }();
  740. var Matrix3 = /*#__PURE__*/function () {
  741. function Matrix3() {
  742. Object.defineProperty(this, 'isMatrix3', {
  743. value: true
  744. });
  745. this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  746. if (arguments.length > 0) {
  747. console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
  748. }
  749. }
  750. var _proto = Matrix3.prototype;
  751. _proto.set = function set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
  752. var te = this.elements;
  753. te[0] = n11;
  754. te[1] = n21;
  755. te[2] = n31;
  756. te[3] = n12;
  757. te[4] = n22;
  758. te[5] = n32;
  759. te[6] = n13;
  760. te[7] = n23;
  761. te[8] = n33;
  762. return this;
  763. };
  764. _proto.identity = function identity() {
  765. this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
  766. return this;
  767. };
  768. _proto.clone = function clone() {
  769. return new this.constructor().fromArray(this.elements);
  770. };
  771. _proto.copy = function copy(m) {
  772. var te = this.elements;
  773. var me = m.elements;
  774. te[0] = me[0];
  775. te[1] = me[1];
  776. te[2] = me[2];
  777. te[3] = me[3];
  778. te[4] = me[4];
  779. te[5] = me[5];
  780. te[6] = me[6];
  781. te[7] = me[7];
  782. te[8] = me[8];
  783. return this;
  784. };
  785. _proto.extractBasis = function extractBasis(xAxis, yAxis, zAxis) {
  786. xAxis.setFromMatrix3Column(this, 0);
  787. yAxis.setFromMatrix3Column(this, 1);
  788. zAxis.setFromMatrix3Column(this, 2);
  789. return this;
  790. };
  791. _proto.setFromMatrix4 = function setFromMatrix4(m) {
  792. var me = m.elements;
  793. this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
  794. return this;
  795. };
  796. _proto.multiply = function multiply(m) {
  797. return this.multiplyMatrices(this, m);
  798. };
  799. _proto.premultiply = function premultiply(m) {
  800. return this.multiplyMatrices(m, this);
  801. };
  802. _proto.multiplyMatrices = function multiplyMatrices(a, b) {
  803. var ae = a.elements;
  804. var be = b.elements;
  805. var te = this.elements;
  806. var a11 = ae[0],
  807. a12 = ae[3],
  808. a13 = ae[6];
  809. var a21 = ae[1],
  810. a22 = ae[4],
  811. a23 = ae[7];
  812. var a31 = ae[2],
  813. a32 = ae[5],
  814. a33 = ae[8];
  815. var b11 = be[0],
  816. b12 = be[3],
  817. b13 = be[6];
  818. var b21 = be[1],
  819. b22 = be[4],
  820. b23 = be[7];
  821. var b31 = be[2],
  822. b32 = be[5],
  823. b33 = be[8];
  824. te[0] = a11 * b11 + a12 * b21 + a13 * b31;
  825. te[3] = a11 * b12 + a12 * b22 + a13 * b32;
  826. te[6] = a11 * b13 + a12 * b23 + a13 * b33;
  827. te[1] = a21 * b11 + a22 * b21 + a23 * b31;
  828. te[4] = a21 * b12 + a22 * b22 + a23 * b32;
  829. te[7] = a21 * b13 + a22 * b23 + a23 * b33;
  830. te[2] = a31 * b11 + a32 * b21 + a33 * b31;
  831. te[5] = a31 * b12 + a32 * b22 + a33 * b32;
  832. te[8] = a31 * b13 + a32 * b23 + a33 * b33;
  833. return this;
  834. };
  835. _proto.multiplyScalar = function multiplyScalar(s) {
  836. var te = this.elements;
  837. te[0] *= s;
  838. te[3] *= s;
  839. te[6] *= s;
  840. te[1] *= s;
  841. te[4] *= s;
  842. te[7] *= s;
  843. te[2] *= s;
  844. te[5] *= s;
  845. te[8] *= s;
  846. return this;
  847. };
  848. _proto.determinant = function determinant() {
  849. var te = this.elements;
  850. var a = te[0],
  851. b = te[1],
  852. c = te[2],
  853. d = te[3],
  854. e = te[4],
  855. f = te[5],
  856. g = te[6],
  857. h = te[7],
  858. i = te[8];
  859. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  860. };
  861. _proto.invert = function invert() {
  862. var te = this.elements,
  863. n11 = te[0],
  864. n21 = te[1],
  865. n31 = te[2],
  866. n12 = te[3],
  867. n22 = te[4],
  868. n32 = te[5],
  869. n13 = te[6],
  870. n23 = te[7],
  871. n33 = te[8],
  872. t11 = n33 * n22 - n32 * n23,
  873. t12 = n32 * n13 - n33 * n12,
  874. t13 = n23 * n12 - n22 * n13,
  875. det = n11 * t11 + n21 * t12 + n31 * t13;
  876. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
  877. var detInv = 1 / det;
  878. te[0] = t11 * detInv;
  879. te[1] = (n31 * n23 - n33 * n21) * detInv;
  880. te[2] = (n32 * n21 - n31 * n22) * detInv;
  881. te[3] = t12 * detInv;
  882. te[4] = (n33 * n11 - n31 * n13) * detInv;
  883. te[5] = (n31 * n12 - n32 * n11) * detInv;
  884. te[6] = t13 * detInv;
  885. te[7] = (n21 * n13 - n23 * n11) * detInv;
  886. te[8] = (n22 * n11 - n21 * n12) * detInv;
  887. return this;
  888. };
  889. _proto.transpose = function transpose() {
  890. var tmp;
  891. var m = this.elements;
  892. tmp = m[1];
  893. m[1] = m[3];
  894. m[3] = tmp;
  895. tmp = m[2];
  896. m[2] = m[6];
  897. m[6] = tmp;
  898. tmp = m[5];
  899. m[5] = m[7];
  900. m[7] = tmp;
  901. return this;
  902. };
  903. _proto.getNormalMatrix = function getNormalMatrix(matrix4) {
  904. return this.setFromMatrix4(matrix4).copy(this).invert().transpose();
  905. };
  906. _proto.transposeIntoArray = function transposeIntoArray(r) {
  907. var m = this.elements;
  908. r[0] = m[0];
  909. r[1] = m[3];
  910. r[2] = m[6];
  911. r[3] = m[1];
  912. r[4] = m[4];
  913. r[5] = m[7];
  914. r[6] = m[2];
  915. r[7] = m[5];
  916. r[8] = m[8];
  917. return this;
  918. };
  919. _proto.setUvTransform = function setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
  920. var c = Math.cos(rotation);
  921. var s = Math.sin(rotation);
  922. this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);
  923. return this;
  924. };
  925. _proto.scale = function scale(sx, sy) {
  926. var te = this.elements;
  927. te[0] *= sx;
  928. te[3] *= sx;
  929. te[6] *= sx;
  930. te[1] *= sy;
  931. te[4] *= sy;
  932. te[7] *= sy;
  933. return this;
  934. };
  935. _proto.rotate = function rotate(theta) {
  936. var c = Math.cos(theta);
  937. var s = Math.sin(theta);
  938. var te = this.elements;
  939. var a11 = te[0],
  940. a12 = te[3],
  941. a13 = te[6];
  942. var a21 = te[1],
  943. a22 = te[4],
  944. a23 = te[7];
  945. te[0] = c * a11 + s * a21;
  946. te[3] = c * a12 + s * a22;
  947. te[6] = c * a13 + s * a23;
  948. te[1] = -s * a11 + c * a21;
  949. te[4] = -s * a12 + c * a22;
  950. te[7] = -s * a13 + c * a23;
  951. return this;
  952. };
  953. _proto.translate = function translate(tx, ty) {
  954. var te = this.elements;
  955. te[0] += tx * te[2];
  956. te[3] += tx * te[5];
  957. te[6] += tx * te[8];
  958. te[1] += ty * te[2];
  959. te[4] += ty * te[5];
  960. te[7] += ty * te[8];
  961. return this;
  962. };
  963. _proto.equals = function equals(matrix) {
  964. var te = this.elements;
  965. var me = matrix.elements;
  966. for (var i = 0; i < 9; i++) {
  967. if (te[i] !== me[i]) return false;
  968. }
  969. return true;
  970. };
  971. _proto.fromArray = function fromArray(array, offset) {
  972. if (offset === void 0) {
  973. offset = 0;
  974. }
  975. for (var i = 0; i < 9; i++) {
  976. this.elements[i] = array[i + offset];
  977. }
  978. return this;
  979. };
  980. _proto.toArray = function toArray(array, offset) {
  981. if (array === void 0) {
  982. array = [];
  983. }
  984. if (offset === void 0) {
  985. offset = 0;
  986. }
  987. var te = this.elements;
  988. array[offset] = te[0];
  989. array[offset + 1] = te[1];
  990. array[offset + 2] = te[2];
  991. array[offset + 3] = te[3];
  992. array[offset + 4] = te[4];
  993. array[offset + 5] = te[5];
  994. array[offset + 6] = te[6];
  995. array[offset + 7] = te[7];
  996. array[offset + 8] = te[8];
  997. return array;
  998. };
  999. return Matrix3;
  1000. }();
  1001. var _canvas;
  1002. var ImageUtils = {
  1003. getDataURL: function getDataURL(image) {
  1004. if (/^data:/i.test(image.src)) {
  1005. return image.src;
  1006. }
  1007. if (typeof HTMLCanvasElement == 'undefined') {
  1008. return image.src;
  1009. }
  1010. var canvas;
  1011. if (image instanceof HTMLCanvasElement) {
  1012. canvas = image;
  1013. } else {
  1014. if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  1015. _canvas.width = image.width;
  1016. _canvas.height = image.height;
  1017. var context = _canvas.getContext('2d');
  1018. if (image instanceof ImageData) {
  1019. context.putImageData(image, 0, 0);
  1020. } else {
  1021. context.drawImage(image, 0, 0, image.width, image.height);
  1022. }
  1023. canvas = _canvas;
  1024. }
  1025. if (canvas.width > 2048 || canvas.height > 2048) {
  1026. return canvas.toDataURL('image/jpeg', 0.6);
  1027. } else {
  1028. return canvas.toDataURL('image/png');
  1029. }
  1030. }
  1031. };
  1032. var textureId = 0;
  1033. function Texture(image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  1034. if (image === void 0) {
  1035. image = Texture.DEFAULT_IMAGE;
  1036. }
  1037. if (mapping === void 0) {
  1038. mapping = Texture.DEFAULT_MAPPING;
  1039. }
  1040. if (wrapS === void 0) {
  1041. wrapS = ClampToEdgeWrapping;
  1042. }
  1043. if (wrapT === void 0) {
  1044. wrapT = ClampToEdgeWrapping;
  1045. }
  1046. if (magFilter === void 0) {
  1047. magFilter = LinearFilter;
  1048. }
  1049. if (minFilter === void 0) {
  1050. minFilter = LinearMipmapLinearFilter;
  1051. }
  1052. if (format === void 0) {
  1053. format = RGBAFormat;
  1054. }
  1055. if (type === void 0) {
  1056. type = UnsignedByteType;
  1057. }
  1058. if (anisotropy === void 0) {
  1059. anisotropy = 1;
  1060. }
  1061. if (encoding === void 0) {
  1062. encoding = LinearEncoding;
  1063. }
  1064. Object.defineProperty(this, 'id', {
  1065. value: textureId++
  1066. });
  1067. this.uuid = MathUtils.generateUUID();
  1068. this.name = '';
  1069. this.image = image;
  1070. this.mipmaps = [];
  1071. this.mapping = mapping;
  1072. this.wrapS = wrapS;
  1073. this.wrapT = wrapT;
  1074. this.magFilter = magFilter;
  1075. this.minFilter = minFilter;
  1076. this.anisotropy = anisotropy;
  1077. this.format = format;
  1078. this.internalFormat = null;
  1079. this.type = type;
  1080. this.offset = new Vector2(0, 0);
  1081. this.repeat = new Vector2(1, 1);
  1082. this.center = new Vector2(0, 0);
  1083. this.rotation = 0;
  1084. this.matrixAutoUpdate = true;
  1085. this.matrix = new Matrix3();
  1086. this.generateMipmaps = true;
  1087. this.premultiplyAlpha = false;
  1088. this.flipY = true;
  1089. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1090. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1091. //
  1092. // Also changing the encoding after already used by a Material will not automatically make the Material
  1093. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1094. this.encoding = encoding;
  1095. this.version = 0;
  1096. this.onUpdate = null;
  1097. }
  1098. Texture.DEFAULT_IMAGE = undefined;
  1099. Texture.DEFAULT_MAPPING = UVMapping;
  1100. Texture.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  1101. constructor: Texture,
  1102. isTexture: true,
  1103. updateMatrix: function updateMatrix() {
  1104. this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
  1105. },
  1106. clone: function clone() {
  1107. return new this.constructor().copy(this);
  1108. },
  1109. copy: function copy(source) {
  1110. this.name = source.name;
  1111. this.image = source.image;
  1112. this.mipmaps = source.mipmaps.slice(0);
  1113. this.mapping = source.mapping;
  1114. this.wrapS = source.wrapS;
  1115. this.wrapT = source.wrapT;
  1116. this.magFilter = source.magFilter;
  1117. this.minFilter = source.minFilter;
  1118. this.anisotropy = source.anisotropy;
  1119. this.format = source.format;
  1120. this.internalFormat = source.internalFormat;
  1121. this.type = source.type;
  1122. this.offset.copy(source.offset);
  1123. this.repeat.copy(source.repeat);
  1124. this.center.copy(source.center);
  1125. this.rotation = source.rotation;
  1126. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1127. this.matrix.copy(source.matrix);
  1128. this.generateMipmaps = source.generateMipmaps;
  1129. this.premultiplyAlpha = source.premultiplyAlpha;
  1130. this.flipY = source.flipY;
  1131. this.unpackAlignment = source.unpackAlignment;
  1132. this.encoding = source.encoding;
  1133. return this;
  1134. },
  1135. toJSON: function toJSON(meta) {
  1136. var isRootObject = meta === undefined || typeof meta === 'string';
  1137. if (!isRootObject && meta.textures[this.uuid] !== undefined) {
  1138. return meta.textures[this.uuid];
  1139. }
  1140. var output = {
  1141. metadata: {
  1142. version: 4.5,
  1143. type: 'Texture',
  1144. generator: 'Texture.toJSON'
  1145. },
  1146. uuid: this.uuid,
  1147. name: this.name,
  1148. mapping: this.mapping,
  1149. repeat: [this.repeat.x, this.repeat.y],
  1150. offset: [this.offset.x, this.offset.y],
  1151. center: [this.center.x, this.center.y],
  1152. rotation: this.rotation,
  1153. wrap: [this.wrapS, this.wrapT],
  1154. format: this.format,
  1155. type: this.type,
  1156. encoding: this.encoding,
  1157. minFilter: this.minFilter,
  1158. magFilter: this.magFilter,
  1159. anisotropy: this.anisotropy,
  1160. flipY: this.flipY,
  1161. premultiplyAlpha: this.premultiplyAlpha,
  1162. unpackAlignment: this.unpackAlignment
  1163. };
  1164. if (this.image !== undefined) {
  1165. // TODO: Move to THREE.Image
  1166. var image = this.image;
  1167. if (image.uuid === undefined) {
  1168. image.uuid = MathUtils.generateUUID(); // UGH
  1169. }
  1170. if (!isRootObject && meta.images[image.uuid] === undefined) {
  1171. var url;
  1172. if (Array.isArray(image)) {
  1173. // process array of images e.g. CubeTexture
  1174. url = [];
  1175. for (var i = 0, l = image.length; i < l; i++) {
  1176. // check cube texture with data textures
  1177. if (image[i].isDataTexture) {
  1178. url.push(serializeImage(image[i].image));
  1179. } else {
  1180. url.push(serializeImage(image[i]));
  1181. }
  1182. }
  1183. } else {
  1184. // process single image
  1185. url = serializeImage(image);
  1186. }
  1187. meta.images[image.uuid] = {
  1188. uuid: image.uuid,
  1189. url: url
  1190. };
  1191. }
  1192. output.image = image.uuid;
  1193. }
  1194. if (!isRootObject) {
  1195. meta.textures[this.uuid] = output;
  1196. }
  1197. return output;
  1198. },
  1199. dispose: function dispose() {
  1200. this.dispatchEvent({
  1201. type: 'dispose'
  1202. });
  1203. },
  1204. transformUv: function transformUv(uv) {
  1205. if (this.mapping !== UVMapping) return uv;
  1206. uv.applyMatrix3(this.matrix);
  1207. if (uv.x < 0 || uv.x > 1) {
  1208. switch (this.wrapS) {
  1209. case RepeatWrapping:
  1210. uv.x = uv.x - Math.floor(uv.x);
  1211. break;
  1212. case ClampToEdgeWrapping:
  1213. uv.x = uv.x < 0 ? 0 : 1;
  1214. break;
  1215. case MirroredRepeatWrapping:
  1216. if (Math.abs(Math.floor(uv.x) % 2) === 1) {
  1217. uv.x = Math.ceil(uv.x) - uv.x;
  1218. } else {
  1219. uv.x = uv.x - Math.floor(uv.x);
  1220. }
  1221. break;
  1222. }
  1223. }
  1224. if (uv.y < 0 || uv.y > 1) {
  1225. switch (this.wrapT) {
  1226. case RepeatWrapping:
  1227. uv.y = uv.y - Math.floor(uv.y);
  1228. break;
  1229. case ClampToEdgeWrapping:
  1230. uv.y = uv.y < 0 ? 0 : 1;
  1231. break;
  1232. case MirroredRepeatWrapping:
  1233. if (Math.abs(Math.floor(uv.y) % 2) === 1) {
  1234. uv.y = Math.ceil(uv.y) - uv.y;
  1235. } else {
  1236. uv.y = uv.y - Math.floor(uv.y);
  1237. }
  1238. break;
  1239. }
  1240. }
  1241. if (this.flipY) {
  1242. uv.y = 1 - uv.y;
  1243. }
  1244. return uv;
  1245. }
  1246. });
  1247. Object.defineProperty(Texture.prototype, 'needsUpdate', {
  1248. set: function set(value) {
  1249. if (value === true) this.version++;
  1250. }
  1251. });
  1252. function serializeImage(image) {
  1253. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  1254. // default images
  1255. return ImageUtils.getDataURL(image);
  1256. } else {
  1257. if (image.data) {
  1258. // images of DataTexture
  1259. return {
  1260. data: Array.prototype.slice.call(image.data),
  1261. width: image.width,
  1262. height: image.height,
  1263. type: image.data.constructor.name
  1264. };
  1265. } else {
  1266. console.warn('THREE.Texture: Unable to serialize Texture.');
  1267. return {};
  1268. }
  1269. }
  1270. }
  1271. var Vector4 = /*#__PURE__*/function () {
  1272. function Vector4(x, y, z, w) {
  1273. if (x === void 0) {
  1274. x = 0;
  1275. }
  1276. if (y === void 0) {
  1277. y = 0;
  1278. }
  1279. if (z === void 0) {
  1280. z = 0;
  1281. }
  1282. if (w === void 0) {
  1283. w = 1;
  1284. }
  1285. Object.defineProperty(this, 'isVector4', {
  1286. value: true
  1287. });
  1288. this.x = x;
  1289. this.y = y;
  1290. this.z = z;
  1291. this.w = w;
  1292. }
  1293. var _proto = Vector4.prototype;
  1294. _proto.set = function set(x, y, z, w) {
  1295. this.x = x;
  1296. this.y = y;
  1297. this.z = z;
  1298. this.w = w;
  1299. return this;
  1300. };
  1301. _proto.setScalar = function setScalar(scalar) {
  1302. this.x = scalar;
  1303. this.y = scalar;
  1304. this.z = scalar;
  1305. this.w = scalar;
  1306. return this;
  1307. };
  1308. _proto.setX = function setX(x) {
  1309. this.x = x;
  1310. return this;
  1311. };
  1312. _proto.setY = function setY(y) {
  1313. this.y = y;
  1314. return this;
  1315. };
  1316. _proto.setZ = function setZ(z) {
  1317. this.z = z;
  1318. return this;
  1319. };
  1320. _proto.setW = function setW(w) {
  1321. this.w = w;
  1322. return this;
  1323. };
  1324. _proto.setComponent = function setComponent(index, value) {
  1325. switch (index) {
  1326. case 0:
  1327. this.x = value;
  1328. break;
  1329. case 1:
  1330. this.y = value;
  1331. break;
  1332. case 2:
  1333. this.z = value;
  1334. break;
  1335. case 3:
  1336. this.w = value;
  1337. break;
  1338. default:
  1339. throw new Error('index is out of range: ' + index);
  1340. }
  1341. return this;
  1342. };
  1343. _proto.getComponent = function getComponent(index) {
  1344. switch (index) {
  1345. case 0:
  1346. return this.x;
  1347. case 1:
  1348. return this.y;
  1349. case 2:
  1350. return this.z;
  1351. case 3:
  1352. return this.w;
  1353. default:
  1354. throw new Error('index is out of range: ' + index);
  1355. }
  1356. };
  1357. _proto.clone = function clone() {
  1358. return new this.constructor(this.x, this.y, this.z, this.w);
  1359. };
  1360. _proto.copy = function copy(v) {
  1361. this.x = v.x;
  1362. this.y = v.y;
  1363. this.z = v.z;
  1364. this.w = v.w !== undefined ? v.w : 1;
  1365. return this;
  1366. };
  1367. _proto.add = function add(v, w) {
  1368. if (w !== undefined) {
  1369. console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  1370. return this.addVectors(v, w);
  1371. }
  1372. this.x += v.x;
  1373. this.y += v.y;
  1374. this.z += v.z;
  1375. this.w += v.w;
  1376. return this;
  1377. };
  1378. _proto.addScalar = function addScalar(s) {
  1379. this.x += s;
  1380. this.y += s;
  1381. this.z += s;
  1382. this.w += s;
  1383. return this;
  1384. };
  1385. _proto.addVectors = function addVectors(a, b) {
  1386. this.x = a.x + b.x;
  1387. this.y = a.y + b.y;
  1388. this.z = a.z + b.z;
  1389. this.w = a.w + b.w;
  1390. return this;
  1391. };
  1392. _proto.addScaledVector = function addScaledVector(v, s) {
  1393. this.x += v.x * s;
  1394. this.y += v.y * s;
  1395. this.z += v.z * s;
  1396. this.w += v.w * s;
  1397. return this;
  1398. };
  1399. _proto.sub = function sub(v, w) {
  1400. if (w !== undefined) {
  1401. console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  1402. return this.subVectors(v, w);
  1403. }
  1404. this.x -= v.x;
  1405. this.y -= v.y;
  1406. this.z -= v.z;
  1407. this.w -= v.w;
  1408. return this;
  1409. };
  1410. _proto.subScalar = function subScalar(s) {
  1411. this.x -= s;
  1412. this.y -= s;
  1413. this.z -= s;
  1414. this.w -= s;
  1415. return this;
  1416. };
  1417. _proto.subVectors = function subVectors(a, b) {
  1418. this.x = a.x - b.x;
  1419. this.y = a.y - b.y;
  1420. this.z = a.z - b.z;
  1421. this.w = a.w - b.w;
  1422. return this;
  1423. };
  1424. _proto.multiply = function multiply(v) {
  1425. this.x *= v.x;
  1426. this.y *= v.y;
  1427. this.z *= v.z;
  1428. this.w *= v.w;
  1429. return this;
  1430. };
  1431. _proto.multiplyScalar = function multiplyScalar(scalar) {
  1432. this.x *= scalar;
  1433. this.y *= scalar;
  1434. this.z *= scalar;
  1435. this.w *= scalar;
  1436. return this;
  1437. };
  1438. _proto.applyMatrix4 = function applyMatrix4(m) {
  1439. var x = this.x,
  1440. y = this.y,
  1441. z = this.z,
  1442. w = this.w;
  1443. var e = m.elements;
  1444. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1445. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1446. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1447. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1448. return this;
  1449. };
  1450. _proto.divideScalar = function divideScalar(scalar) {
  1451. return this.multiplyScalar(1 / scalar);
  1452. };
  1453. _proto.setAxisAngleFromQuaternion = function setAxisAngleFromQuaternion(q) {
  1454. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1455. // q is assumed to be normalized
  1456. this.w = 2 * Math.acos(q.w);
  1457. var s = Math.sqrt(1 - q.w * q.w);
  1458. if (s < 0.0001) {
  1459. this.x = 1;
  1460. this.y = 0;
  1461. this.z = 0;
  1462. } else {
  1463. this.x = q.x / s;
  1464. this.y = q.y / s;
  1465. this.z = q.z / s;
  1466. }
  1467. return this;
  1468. };
  1469. _proto.setAxisAngleFromRotationMatrix = function setAxisAngleFromRotationMatrix(m) {
  1470. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1471. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1472. var angle, x, y, z; // variables for result
  1473. var epsilon = 0.01,
  1474. // margin to allow for rounding errors
  1475. epsilon2 = 0.1,
  1476. // margin to distinguish between 0 and 180 degrees
  1477. te = m.elements,
  1478. m11 = te[0],
  1479. m12 = te[4],
  1480. m13 = te[8],
  1481. m21 = te[1],
  1482. m22 = te[5],
  1483. m23 = te[9],
  1484. m31 = te[2],
  1485. m32 = te[6],
  1486. m33 = te[10];
  1487. if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
  1488. // singularity found
  1489. // first check for identity matrix which must have +1 for all terms
  1490. // in leading diagonal and zero in other terms
  1491. if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
  1492. // this singularity is identity matrix so angle = 0
  1493. this.set(1, 0, 0, 0);
  1494. return this; // zero angle, arbitrary axis
  1495. } // otherwise this singularity is angle = 180
  1496. angle = Math.PI;
  1497. var xx = (m11 + 1) / 2;
  1498. var yy = (m22 + 1) / 2;
  1499. var zz = (m33 + 1) / 2;
  1500. var xy = (m12 + m21) / 4;
  1501. var xz = (m13 + m31) / 4;
  1502. var yz = (m23 + m32) / 4;
  1503. if (xx > yy && xx > zz) {
  1504. // m11 is the largest diagonal term
  1505. if (xx < epsilon) {
  1506. x = 0;
  1507. y = 0.707106781;
  1508. z = 0.707106781;
  1509. } else {
  1510. x = Math.sqrt(xx);
  1511. y = xy / x;
  1512. z = xz / x;
  1513. }
  1514. } else if (yy > zz) {
  1515. // m22 is the largest diagonal term
  1516. if (yy < epsilon) {
  1517. x = 0.707106781;
  1518. y = 0;
  1519. z = 0.707106781;
  1520. } else {
  1521. y = Math.sqrt(yy);
  1522. x = xy / y;
  1523. z = yz / y;
  1524. }
  1525. } else {
  1526. // m33 is the largest diagonal term so base result on this
  1527. if (zz < epsilon) {
  1528. x = 0.707106781;
  1529. y = 0.707106781;
  1530. z = 0;
  1531. } else {
  1532. z = Math.sqrt(zz);
  1533. x = xz / z;
  1534. y = yz / z;
  1535. }
  1536. }
  1537. this.set(x, y, z, angle);
  1538. return this; // return 180 deg rotation
  1539. } // as we have reached here there are no singularities so we can handle normally
  1540. var s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize
  1541. if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1542. // caught by singularity test above, but I've left it in just in case
  1543. this.x = (m32 - m23) / s;
  1544. this.y = (m13 - m31) / s;
  1545. this.z = (m21 - m12) / s;
  1546. this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
  1547. return this;
  1548. };
  1549. _proto.min = function min(v) {
  1550. this.x = Math.min(this.x, v.x);
  1551. this.y = Math.min(this.y, v.y);
  1552. this.z = Math.min(this.z, v.z);
  1553. this.w = Math.min(this.w, v.w);
  1554. return this;
  1555. };
  1556. _proto.max = function max(v) {
  1557. this.x = Math.max(this.x, v.x);
  1558. this.y = Math.max(this.y, v.y);
  1559. this.z = Math.max(this.z, v.z);
  1560. this.w = Math.max(this.w, v.w);
  1561. return this;
  1562. };
  1563. _proto.clamp = function clamp(min, max) {
  1564. // assumes min < max, componentwise
  1565. this.x = Math.max(min.x, Math.min(max.x, this.x));
  1566. this.y = Math.max(min.y, Math.min(max.y, this.y));
  1567. this.z = Math.max(min.z, Math.min(max.z, this.z));
  1568. this.w = Math.max(min.w, Math.min(max.w, this.w));
  1569. return this;
  1570. };
  1571. _proto.clampScalar = function clampScalar(minVal, maxVal) {
  1572. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  1573. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  1574. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  1575. this.w = Math.max(minVal, Math.min(maxVal, this.w));
  1576. return this;
  1577. };
  1578. _proto.clampLength = function clampLength(min, max) {
  1579. var length = this.length();
  1580. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  1581. };
  1582. _proto.floor = function floor() {
  1583. this.x = Math.floor(this.x);
  1584. this.y = Math.floor(this.y);
  1585. this.z = Math.floor(this.z);
  1586. this.w = Math.floor(this.w);
  1587. return this;
  1588. };
  1589. _proto.ceil = function ceil() {
  1590. this.x = Math.ceil(this.x);
  1591. this.y = Math.ceil(this.y);
  1592. this.z = Math.ceil(this.z);
  1593. this.w = Math.ceil(this.w);
  1594. return this;
  1595. };
  1596. _proto.round = function round() {
  1597. this.x = Math.round(this.x);
  1598. this.y = Math.round(this.y);
  1599. this.z = Math.round(this.z);
  1600. this.w = Math.round(this.w);
  1601. return this;
  1602. };
  1603. _proto.roundToZero = function roundToZero() {
  1604. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  1605. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  1606. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  1607. this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);
  1608. return this;
  1609. };
  1610. _proto.negate = function negate() {
  1611. this.x = -this.x;
  1612. this.y = -this.y;
  1613. this.z = -this.z;
  1614. this.w = -this.w;
  1615. return this;
  1616. };
  1617. _proto.dot = function dot(v) {
  1618. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1619. };
  1620. _proto.lengthSq = function lengthSq() {
  1621. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1622. };
  1623. _proto.length = function length() {
  1624. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  1625. };
  1626. _proto.manhattanLength = function manhattanLength() {
  1627. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
  1628. };
  1629. _proto.normalize = function normalize() {
  1630. return this.divideScalar(this.length() || 1);
  1631. };
  1632. _proto.setLength = function setLength(length) {
  1633. return this.normalize().multiplyScalar(length);
  1634. };
  1635. _proto.lerp = function lerp(v, alpha) {
  1636. this.x += (v.x - this.x) * alpha;
  1637. this.y += (v.y - this.y) * alpha;
  1638. this.z += (v.z - this.z) * alpha;
  1639. this.w += (v.w - this.w) * alpha;
  1640. return this;
  1641. };
  1642. _proto.lerpVectors = function lerpVectors(v1, v2, alpha) {
  1643. this.x = v1.x + (v2.x - v1.x) * alpha;
  1644. this.y = v1.y + (v2.y - v1.y) * alpha;
  1645. this.z = v1.z + (v2.z - v1.z) * alpha;
  1646. this.w = v1.w + (v2.w - v1.w) * alpha;
  1647. return this;
  1648. };
  1649. _proto.equals = function equals(v) {
  1650. return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
  1651. };
  1652. _proto.fromArray = function fromArray(array, offset) {
  1653. if (offset === void 0) {
  1654. offset = 0;
  1655. }
  1656. this.x = array[offset];
  1657. this.y = array[offset + 1];
  1658. this.z = array[offset + 2];
  1659. this.w = array[offset + 3];
  1660. return this;
  1661. };
  1662. _proto.toArray = function toArray(array, offset) {
  1663. if (array === void 0) {
  1664. array = [];
  1665. }
  1666. if (offset === void 0) {
  1667. offset = 0;
  1668. }
  1669. array[offset] = this.x;
  1670. array[offset + 1] = this.y;
  1671. array[offset + 2] = this.z;
  1672. array[offset + 3] = this.w;
  1673. return array;
  1674. };
  1675. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index, offset) {
  1676. if (offset !== undefined) {
  1677. console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
  1678. }
  1679. this.x = attribute.getX(index);
  1680. this.y = attribute.getY(index);
  1681. this.z = attribute.getZ(index);
  1682. this.w = attribute.getW(index);
  1683. return this;
  1684. };
  1685. _proto.random = function random() {
  1686. this.x = Math.random();
  1687. this.y = Math.random();
  1688. this.z = Math.random();
  1689. this.w = Math.random();
  1690. return this;
  1691. };
  1692. _createClass(Vector4, [{
  1693. key: "width",
  1694. get: function get() {
  1695. return this.z;
  1696. },
  1697. set: function set(value) {
  1698. this.z = value;
  1699. }
  1700. }, {
  1701. key: "height",
  1702. get: function get() {
  1703. return this.w;
  1704. },
  1705. set: function set(value) {
  1706. this.w = value;
  1707. }
  1708. }]);
  1709. return Vector4;
  1710. }();
  1711. /*
  1712. In options, we can specify:
  1713. * Texture parameters for an auto-generated target texture
  1714. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1715. */
  1716. var WebGLRenderTarget = /*#__PURE__*/function (_EventDispatcher) {
  1717. _inheritsLoose(WebGLRenderTarget, _EventDispatcher);
  1718. function WebGLRenderTarget(width, height, options) {
  1719. var _this;
  1720. _this = _EventDispatcher.call(this) || this;
  1721. Object.defineProperty(_assertThisInitialized(_this), 'isWebGLRenderTarget', {
  1722. value: true
  1723. });
  1724. _this.width = width;
  1725. _this.height = height;
  1726. _this.scissor = new Vector4(0, 0, width, height);
  1727. _this.scissorTest = false;
  1728. _this.viewport = new Vector4(0, 0, width, height);
  1729. options = options || {};
  1730. _this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  1731. _this.texture.image = {};
  1732. _this.texture.image.width = width;
  1733. _this.texture.image.height = height;
  1734. _this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1735. _this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1736. _this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1737. _this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
  1738. _this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1739. return _this;
  1740. }
  1741. var _proto = WebGLRenderTarget.prototype;
  1742. _proto.setSize = function setSize(width, height) {
  1743. if (this.width !== width || this.height !== height) {
  1744. this.width = width;
  1745. this.height = height;
  1746. this.texture.image.width = width;
  1747. this.texture.image.height = height;
  1748. this.dispose();
  1749. }
  1750. this.viewport.set(0, 0, width, height);
  1751. this.scissor.set(0, 0, width, height);
  1752. };
  1753. _proto.clone = function clone() {
  1754. return new this.constructor().copy(this);
  1755. };
  1756. _proto.copy = function copy(source) {
  1757. this.width = source.width;
  1758. this.height = source.height;
  1759. this.viewport.copy(source.viewport);
  1760. this.texture = source.texture.clone();
  1761. this.depthBuffer = source.depthBuffer;
  1762. this.stencilBuffer = source.stencilBuffer;
  1763. this.depthTexture = source.depthTexture;
  1764. return this;
  1765. };
  1766. _proto.dispose = function dispose() {
  1767. this.dispatchEvent({
  1768. type: 'dispose'
  1769. });
  1770. };
  1771. return WebGLRenderTarget;
  1772. }(EventDispatcher);
  1773. var WebGLMultisampleRenderTarget = /*#__PURE__*/function (_WebGLRenderTarget) {
  1774. _inheritsLoose(WebGLMultisampleRenderTarget, _WebGLRenderTarget);
  1775. function WebGLMultisampleRenderTarget(width, height, options) {
  1776. var _this;
  1777. _this = _WebGLRenderTarget.call(this, width, height, options) || this;
  1778. Object.defineProperty(_assertThisInitialized(_this), 'isWebGLMultisampleRenderTarget', {
  1779. value: true
  1780. });
  1781. _this.samples = 4;
  1782. return _this;
  1783. }
  1784. var _proto = WebGLMultisampleRenderTarget.prototype;
  1785. _proto.copy = function copy(source) {
  1786. _WebGLRenderTarget.prototype.copy.call(this, source);
  1787. this.samples = source.samples;
  1788. return this;
  1789. };
  1790. return WebGLMultisampleRenderTarget;
  1791. }(WebGLRenderTarget);
  1792. var Quaternion = /*#__PURE__*/function () {
  1793. function Quaternion(x, y, z, w) {
  1794. if (x === void 0) {
  1795. x = 0;
  1796. }
  1797. if (y === void 0) {
  1798. y = 0;
  1799. }
  1800. if (z === void 0) {
  1801. z = 0;
  1802. }
  1803. if (w === void 0) {
  1804. w = 1;
  1805. }
  1806. Object.defineProperty(this, 'isQuaternion', {
  1807. value: true
  1808. });
  1809. this._x = x;
  1810. this._y = y;
  1811. this._z = z;
  1812. this._w = w;
  1813. }
  1814. Quaternion.slerp = function slerp(qa, qb, qm, t) {
  1815. return qm.copy(qa).slerp(qb, t);
  1816. };
  1817. Quaternion.slerpFlat = function slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
  1818. // fuzz-free, array-based Quaternion SLERP operation
  1819. var x0 = src0[srcOffset0 + 0],
  1820. y0 = src0[srcOffset0 + 1],
  1821. z0 = src0[srcOffset0 + 2],
  1822. w0 = src0[srcOffset0 + 3];
  1823. var x1 = src1[srcOffset1 + 0],
  1824. y1 = src1[srcOffset1 + 1],
  1825. z1 = src1[srcOffset1 + 2],
  1826. w1 = src1[srcOffset1 + 3];
  1827. if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
  1828. var s = 1 - t;
  1829. var cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1830. dir = cos >= 0 ? 1 : -1,
  1831. sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:
  1832. if (sqrSin > Number.EPSILON) {
  1833. var sin = Math.sqrt(sqrSin),
  1834. len = Math.atan2(sin, cos * dir);
  1835. s = Math.sin(s * len) / sin;
  1836. t = Math.sin(t * len) / sin;
  1837. }
  1838. var tDir = t * dir;
  1839. x0 = x0 * s + x1 * tDir;
  1840. y0 = y0 * s + y1 * tDir;
  1841. z0 = z0 * s + z1 * tDir;
  1842. w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:
  1843. if (s === 1 - t) {
  1844. var f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
  1845. x0 *= f;
  1846. y0 *= f;
  1847. z0 *= f;
  1848. w0 *= f;
  1849. }
  1850. }
  1851. dst[dstOffset] = x0;
  1852. dst[dstOffset + 1] = y0;
  1853. dst[dstOffset + 2] = z0;
  1854. dst[dstOffset + 3] = w0;
  1855. };
  1856. Quaternion.multiplyQuaternionsFlat = function multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
  1857. var x0 = src0[srcOffset0];
  1858. var y0 = src0[srcOffset0 + 1];
  1859. var z0 = src0[srcOffset0 + 2];
  1860. var w0 = src0[srcOffset0 + 3];
  1861. var x1 = src1[srcOffset1];
  1862. var y1 = src1[srcOffset1 + 1];
  1863. var z1 = src1[srcOffset1 + 2];
  1864. var w1 = src1[srcOffset1 + 3];
  1865. dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1866. dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1867. dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1868. dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1869. return dst;
  1870. };
  1871. var _proto = Quaternion.prototype;
  1872. _proto.set = function set(x, y, z, w) {
  1873. this._x = x;
  1874. this._y = y;
  1875. this._z = z;
  1876. this._w = w;
  1877. this._onChangeCallback();
  1878. return this;
  1879. };
  1880. _proto.clone = function clone() {
  1881. return new this.constructor(this._x, this._y, this._z, this._w);
  1882. };
  1883. _proto.copy = function copy(quaternion) {
  1884. this._x = quaternion.x;
  1885. this._y = quaternion.y;
  1886. this._z = quaternion.z;
  1887. this._w = quaternion.w;
  1888. this._onChangeCallback();
  1889. return this;
  1890. };
  1891. _proto.setFromEuler = function setFromEuler(euler, update) {
  1892. if (!(euler && euler.isEuler)) {
  1893. throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
  1894. }
  1895. var x = euler._x,
  1896. y = euler._y,
  1897. z = euler._z,
  1898. order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/
  1899. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1900. // content/SpinCalc.m
  1901. var cos = Math.cos;
  1902. var sin = Math.sin;
  1903. var c1 = cos(x / 2);
  1904. var c2 = cos(y / 2);
  1905. var c3 = cos(z / 2);
  1906. var s1 = sin(x / 2);
  1907. var s2 = sin(y / 2);
  1908. var s3 = sin(z / 2);
  1909. switch (order) {
  1910. case 'XYZ':
  1911. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1912. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1913. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1914. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1915. break;
  1916. case 'YXZ':
  1917. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1918. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1919. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1920. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1921. break;
  1922. case 'ZXY':
  1923. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1924. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1925. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1926. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1927. break;
  1928. case 'ZYX':
  1929. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1930. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1931. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1932. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1933. break;
  1934. case 'YZX':
  1935. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1936. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1937. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1938. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1939. break;
  1940. case 'XZY':
  1941. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1942. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1943. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1944. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1945. break;
  1946. default:
  1947. console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
  1948. }
  1949. if (update !== false) this._onChangeCallback();
  1950. return this;
  1951. };
  1952. _proto.setFromAxisAngle = function setFromAxisAngle(axis, angle) {
  1953. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1954. // assumes axis is normalized
  1955. var halfAngle = angle / 2,
  1956. s = Math.sin(halfAngle);
  1957. this._x = axis.x * s;
  1958. this._y = axis.y * s;
  1959. this._z = axis.z * s;
  1960. this._w = Math.cos(halfAngle);
  1961. this._onChangeCallback();
  1962. return this;
  1963. };
  1964. _proto.setFromRotationMatrix = function setFromRotationMatrix(m) {
  1965. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1966. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1967. var te = m.elements,
  1968. m11 = te[0],
  1969. m12 = te[4],
  1970. m13 = te[8],
  1971. m21 = te[1],
  1972. m22 = te[5],
  1973. m23 = te[9],
  1974. m31 = te[2],
  1975. m32 = te[6],
  1976. m33 = te[10],
  1977. trace = m11 + m22 + m33;
  1978. if (trace > 0) {
  1979. var s = 0.5 / Math.sqrt(trace + 1.0);
  1980. this._w = 0.25 / s;
  1981. this._x = (m32 - m23) * s;
  1982. this._y = (m13 - m31) * s;
  1983. this._z = (m21 - m12) * s;
  1984. } else if (m11 > m22 && m11 > m33) {
  1985. var _s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1986. this._w = (m32 - m23) / _s;
  1987. this._x = 0.25 * _s;
  1988. this._y = (m12 + m21) / _s;
  1989. this._z = (m13 + m31) / _s;
  1990. } else if (m22 > m33) {
  1991. var _s2 = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1992. this._w = (m13 - m31) / _s2;
  1993. this._x = (m12 + m21) / _s2;
  1994. this._y = 0.25 * _s2;
  1995. this._z = (m23 + m32) / _s2;
  1996. } else {
  1997. var _s3 = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1998. this._w = (m21 - m12) / _s3;
  1999. this._x = (m13 + m31) / _s3;
  2000. this._y = (m23 + m32) / _s3;
  2001. this._z = 0.25 * _s3;
  2002. }
  2003. this._onChangeCallback();
  2004. return this;
  2005. };
  2006. _proto.setFromUnitVectors = function setFromUnitVectors(vFrom, vTo) {
  2007. // assumes direction vectors vFrom and vTo are normalized
  2008. var EPS = 0.000001;
  2009. var r = vFrom.dot(vTo) + 1;
  2010. if (r < EPS) {
  2011. r = 0;
  2012. if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
  2013. this._x = -vFrom.y;
  2014. this._y = vFrom.x;
  2015. this._z = 0;
  2016. this._w = r;
  2017. } else {
  2018. this._x = 0;
  2019. this._y = -vFrom.z;
  2020. this._z = vFrom.y;
  2021. this._w = r;
  2022. }
  2023. } else {
  2024. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2025. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2026. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2027. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2028. this._w = r;
  2029. }
  2030. return this.normalize();
  2031. };
  2032. _proto.angleTo = function angleTo(q) {
  2033. return 2 * Math.acos(Math.abs(MathUtils.clamp(this.dot(q), -1, 1)));
  2034. };
  2035. _proto.rotateTowards = function rotateTowards(q, step) {
  2036. var angle = this.angleTo(q);
  2037. if (angle === 0) return this;
  2038. var t = Math.min(1, step / angle);
  2039. this.slerp(q, t);
  2040. return this;
  2041. };
  2042. _proto.identity = function identity() {
  2043. return this.set(0, 0, 0, 1);
  2044. };
  2045. _proto.invert = function invert() {
  2046. // quaternion is assumed to have unit length
  2047. return this.conjugate();
  2048. };
  2049. _proto.conjugate = function conjugate() {
  2050. this._x *= -1;
  2051. this._y *= -1;
  2052. this._z *= -1;
  2053. this._onChangeCallback();
  2054. return this;
  2055. };
  2056. _proto.dot = function dot(v) {
  2057. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2058. };
  2059. _proto.lengthSq = function lengthSq() {
  2060. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2061. };
  2062. _proto.length = function length() {
  2063. return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
  2064. };
  2065. _proto.normalize = function normalize() {
  2066. var l = this.length();
  2067. if (l === 0) {
  2068. this._x = 0;
  2069. this._y = 0;
  2070. this._z = 0;
  2071. this._w = 1;
  2072. } else {
  2073. l = 1 / l;
  2074. this._x = this._x * l;
  2075. this._y = this._y * l;
  2076. this._z = this._z * l;
  2077. this._w = this._w * l;
  2078. }
  2079. this._onChangeCallback();
  2080. return this;
  2081. };
  2082. _proto.multiply = function multiply(q, p) {
  2083. if (p !== undefined) {
  2084. console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
  2085. return this.multiplyQuaternions(q, p);
  2086. }
  2087. return this.multiplyQuaternions(this, q);
  2088. };
  2089. _proto.premultiply = function premultiply(q) {
  2090. return this.multiplyQuaternions(q, this);
  2091. };
  2092. _proto.multiplyQuaternions = function multiplyQuaternions(a, b) {
  2093. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2094. var qax = a._x,
  2095. qay = a._y,
  2096. qaz = a._z,
  2097. qaw = a._w;
  2098. var qbx = b._x,
  2099. qby = b._y,
  2100. qbz = b._z,
  2101. qbw = b._w;
  2102. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2103. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2104. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2105. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2106. this._onChangeCallback();
  2107. return this;
  2108. };
  2109. _proto.slerp = function slerp(qb, t) {
  2110. if (t === 0) return this;
  2111. if (t === 1) return this.copy(qb);
  2112. var x = this._x,
  2113. y = this._y,
  2114. z = this._z,
  2115. w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2116. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2117. if (cosHalfTheta < 0) {
  2118. this._w = -qb._w;
  2119. this._x = -qb._x;
  2120. this._y = -qb._y;
  2121. this._z = -qb._z;
  2122. cosHalfTheta = -cosHalfTheta;
  2123. } else {
  2124. this.copy(qb);
  2125. }
  2126. if (cosHalfTheta >= 1.0) {
  2127. this._w = w;
  2128. this._x = x;
  2129. this._y = y;
  2130. this._z = z;
  2131. return this;
  2132. }
  2133. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2134. if (sqrSinHalfTheta <= Number.EPSILON) {
  2135. var s = 1 - t;
  2136. this._w = s * w + t * this._w;
  2137. this._x = s * x + t * this._x;
  2138. this._y = s * y + t * this._y;
  2139. this._z = s * z + t * this._z;
  2140. this.normalize();
  2141. this._onChangeCallback();
  2142. return this;
  2143. }
  2144. var sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
  2145. var halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
  2146. var ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
  2147. ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
  2148. this._w = w * ratioA + this._w * ratioB;
  2149. this._x = x * ratioA + this._x * ratioB;
  2150. this._y = y * ratioA + this._y * ratioB;
  2151. this._z = z * ratioA + this._z * ratioB;
  2152. this._onChangeCallback();
  2153. return this;
  2154. };
  2155. _proto.equals = function equals(quaternion) {
  2156. return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
  2157. };
  2158. _proto.fromArray = function fromArray(array, offset) {
  2159. if (offset === void 0) {
  2160. offset = 0;
  2161. }
  2162. this._x = array[offset];
  2163. this._y = array[offset + 1];
  2164. this._z = array[offset + 2];
  2165. this._w = array[offset + 3];
  2166. this._onChangeCallback();
  2167. return this;
  2168. };
  2169. _proto.toArray = function toArray(array, offset) {
  2170. if (array === void 0) {
  2171. array = [];
  2172. }
  2173. if (offset === void 0) {
  2174. offset = 0;
  2175. }
  2176. array[offset] = this._x;
  2177. array[offset + 1] = this._y;
  2178. array[offset + 2] = this._z;
  2179. array[offset + 3] = this._w;
  2180. return array;
  2181. };
  2182. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index) {
  2183. this._x = attribute.getX(index);
  2184. this._y = attribute.getY(index);
  2185. this._z = attribute.getZ(index);
  2186. this._w = attribute.getW(index);
  2187. return this;
  2188. };
  2189. _proto._onChange = function _onChange(callback) {
  2190. this._onChangeCallback = callback;
  2191. return this;
  2192. };
  2193. _proto._onChangeCallback = function _onChangeCallback() {};
  2194. _createClass(Quaternion, [{
  2195. key: "x",
  2196. get: function get() {
  2197. return this._x;
  2198. },
  2199. set: function set(value) {
  2200. this._x = value;
  2201. this._onChangeCallback();
  2202. }
  2203. }, {
  2204. key: "y",
  2205. get: function get() {
  2206. return this._y;
  2207. },
  2208. set: function set(value) {
  2209. this._y = value;
  2210. this._onChangeCallback();
  2211. }
  2212. }, {
  2213. key: "z",
  2214. get: function get() {
  2215. return this._z;
  2216. },
  2217. set: function set(value) {
  2218. this._z = value;
  2219. this._onChangeCallback();
  2220. }
  2221. }, {
  2222. key: "w",
  2223. get: function get() {
  2224. return this._w;
  2225. },
  2226. set: function set(value) {
  2227. this._w = value;
  2228. this._onChangeCallback();
  2229. }
  2230. }]);
  2231. return Quaternion;
  2232. }();
  2233. var Vector3 = /*#__PURE__*/function () {
  2234. function Vector3(x, y, z) {
  2235. if (x === void 0) {
  2236. x = 0;
  2237. }
  2238. if (y === void 0) {
  2239. y = 0;
  2240. }
  2241. if (z === void 0) {
  2242. z = 0;
  2243. }
  2244. Object.defineProperty(this, 'isVector3', {
  2245. value: true
  2246. });
  2247. this.x = x;
  2248. this.y = y;
  2249. this.z = z;
  2250. }
  2251. var _proto = Vector3.prototype;
  2252. _proto.set = function set(x, y, z) {
  2253. if (z === undefined) z = this.z; // sprite.scale.set(x,y)
  2254. this.x = x;
  2255. this.y = y;
  2256. this.z = z;
  2257. return this;
  2258. };
  2259. _proto.setScalar = function setScalar(scalar) {
  2260. this.x = scalar;
  2261. this.y = scalar;
  2262. this.z = scalar;
  2263. return this;
  2264. };
  2265. _proto.setX = function setX(x) {
  2266. this.x = x;
  2267. return this;
  2268. };
  2269. _proto.setY = function setY(y) {
  2270. this.y = y;
  2271. return this;
  2272. };
  2273. _proto.setZ = function setZ(z) {
  2274. this.z = z;
  2275. return this;
  2276. };
  2277. _proto.setComponent = function setComponent(index, value) {
  2278. switch (index) {
  2279. case 0:
  2280. this.x = value;
  2281. break;
  2282. case 1:
  2283. this.y = value;
  2284. break;
  2285. case 2:
  2286. this.z = value;
  2287. break;
  2288. default:
  2289. throw new Error('index is out of range: ' + index);
  2290. }
  2291. return this;
  2292. };
  2293. _proto.getComponent = function getComponent(index) {
  2294. switch (index) {
  2295. case 0:
  2296. return this.x;
  2297. case 1:
  2298. return this.y;
  2299. case 2:
  2300. return this.z;
  2301. default:
  2302. throw new Error('index is out of range: ' + index);
  2303. }
  2304. };
  2305. _proto.clone = function clone() {
  2306. return new this.constructor(this.x, this.y, this.z);
  2307. };
  2308. _proto.copy = function copy(v) {
  2309. this.x = v.x;
  2310. this.y = v.y;
  2311. this.z = v.z;
  2312. return this;
  2313. };
  2314. _proto.add = function add(v, w) {
  2315. if (w !== undefined) {
  2316. console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  2317. return this.addVectors(v, w);
  2318. }
  2319. this.x += v.x;
  2320. this.y += v.y;
  2321. this.z += v.z;
  2322. return this;
  2323. };
  2324. _proto.addScalar = function addScalar(s) {
  2325. this.x += s;
  2326. this.y += s;
  2327. this.z += s;
  2328. return this;
  2329. };
  2330. _proto.addVectors = function addVectors(a, b) {
  2331. this.x = a.x + b.x;
  2332. this.y = a.y + b.y;
  2333. this.z = a.z + b.z;
  2334. return this;
  2335. };
  2336. _proto.addScaledVector = function addScaledVector(v, s) {
  2337. this.x += v.x * s;
  2338. this.y += v.y * s;
  2339. this.z += v.z * s;
  2340. return this;
  2341. };
  2342. _proto.sub = function sub(v, w) {
  2343. if (w !== undefined) {
  2344. console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  2345. return this.subVectors(v, w);
  2346. }
  2347. this.x -= v.x;
  2348. this.y -= v.y;
  2349. this.z -= v.z;
  2350. return this;
  2351. };
  2352. _proto.subScalar = function subScalar(s) {
  2353. this.x -= s;
  2354. this.y -= s;
  2355. this.z -= s;
  2356. return this;
  2357. };
  2358. _proto.subVectors = function subVectors(a, b) {
  2359. this.x = a.x - b.x;
  2360. this.y = a.y - b.y;
  2361. this.z = a.z - b.z;
  2362. return this;
  2363. };
  2364. _proto.multiply = function multiply(v, w) {
  2365. if (w !== undefined) {
  2366. console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
  2367. return this.multiplyVectors(v, w);
  2368. }
  2369. this.x *= v.x;
  2370. this.y *= v.y;
  2371. this.z *= v.z;
  2372. return this;
  2373. };
  2374. _proto.multiplyScalar = function multiplyScalar(scalar) {
  2375. this.x *= scalar;
  2376. this.y *= scalar;
  2377. this.z *= scalar;
  2378. return this;
  2379. };
  2380. _proto.multiplyVectors = function multiplyVectors(a, b) {
  2381. this.x = a.x * b.x;
  2382. this.y = a.y * b.y;
  2383. this.z = a.z * b.z;
  2384. return this;
  2385. };
  2386. _proto.applyEuler = function applyEuler(euler) {
  2387. if (!(euler && euler.isEuler)) {
  2388. console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
  2389. }
  2390. return this.applyQuaternion(_quaternion.setFromEuler(euler));
  2391. };
  2392. _proto.applyAxisAngle = function applyAxisAngle(axis, angle) {
  2393. return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle));
  2394. };
  2395. _proto.applyMatrix3 = function applyMatrix3(m) {
  2396. var x = this.x,
  2397. y = this.y,
  2398. z = this.z;
  2399. var e = m.elements;
  2400. this.x = e[0] * x + e[3] * y + e[6] * z;
  2401. this.y = e[1] * x + e[4] * y + e[7] * z;
  2402. this.z = e[2] * x + e[5] * y + e[8] * z;
  2403. return this;
  2404. };
  2405. _proto.applyNormalMatrix = function applyNormalMatrix(m) {
  2406. return this.applyMatrix3(m).normalize();
  2407. };
  2408. _proto.applyMatrix4 = function applyMatrix4(m) {
  2409. var x = this.x,
  2410. y = this.y,
  2411. z = this.z;
  2412. var e = m.elements;
  2413. var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
  2414. this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
  2415. this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
  2416. this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
  2417. return this;
  2418. };
  2419. _proto.applyQuaternion = function applyQuaternion(q) {
  2420. var x = this.x,
  2421. y = this.y,
  2422. z = this.z;
  2423. var qx = q.x,
  2424. qy = q.y,
  2425. qz = q.z,
  2426. qw = q.w; // calculate quat * vector
  2427. var ix = qw * x + qy * z - qz * y;
  2428. var iy = qw * y + qz * x - qx * z;
  2429. var iz = qw * z + qx * y - qy * x;
  2430. var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
  2431. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  2432. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  2433. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  2434. return this;
  2435. };
  2436. _proto.project = function project(camera) {
  2437. return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
  2438. };
  2439. _proto.unproject = function unproject(camera) {
  2440. return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
  2441. };
  2442. _proto.transformDirection = function transformDirection(m) {
  2443. // input: THREE.Matrix4 affine matrix
  2444. // vector interpreted as a direction
  2445. var x = this.x,
  2446. y = this.y,
  2447. z = this.z;
  2448. var e = m.elements;
  2449. this.x = e[0] * x + e[4] * y + e[8] * z;
  2450. this.y = e[1] * x + e[5] * y + e[9] * z;
  2451. this.z = e[2] * x + e[6] * y + e[10] * z;
  2452. return this.normalize();
  2453. };
  2454. _proto.divide = function divide(v) {
  2455. this.x /= v.x;
  2456. this.y /= v.y;
  2457. this.z /= v.z;
  2458. return this;
  2459. };
  2460. _proto.divideScalar = function divideScalar(scalar) {
  2461. return this.multiplyScalar(1 / scalar);
  2462. };
  2463. _proto.min = function min(v) {
  2464. this.x = Math.min(this.x, v.x);
  2465. this.y = Math.min(this.y, v.y);
  2466. this.z = Math.min(this.z, v.z);
  2467. return this;
  2468. };
  2469. _proto.max = function max(v) {
  2470. this.x = Math.max(this.x, v.x);
  2471. this.y = Math.max(this.y, v.y);
  2472. this.z = Math.max(this.z, v.z);
  2473. return this;
  2474. };
  2475. _proto.clamp = function clamp(min, max) {
  2476. // assumes min < max, componentwise
  2477. this.x = Math.max(min.x, Math.min(max.x, this.x));
  2478. this.y = Math.max(min.y, Math.min(max.y, this.y));
  2479. this.z = Math.max(min.z, Math.min(max.z, this.z));
  2480. return this;
  2481. };
  2482. _proto.clampScalar = function clampScalar(minVal, maxVal) {
  2483. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  2484. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  2485. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  2486. return this;
  2487. };
  2488. _proto.clampLength = function clampLength(min, max) {
  2489. var length = this.length();
  2490. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  2491. };
  2492. _proto.floor = function floor() {
  2493. this.x = Math.floor(this.x);
  2494. this.y = Math.floor(this.y);
  2495. this.z = Math.floor(this.z);
  2496. return this;
  2497. };
  2498. _proto.ceil = function ceil() {
  2499. this.x = Math.ceil(this.x);
  2500. this.y = Math.ceil(this.y);
  2501. this.z = Math.ceil(this.z);
  2502. return this;
  2503. };
  2504. _proto.round = function round() {
  2505. this.x = Math.round(this.x);
  2506. this.y = Math.round(this.y);
  2507. this.z = Math.round(this.z);
  2508. return this;
  2509. };
  2510. _proto.roundToZero = function roundToZero() {
  2511. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  2512. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  2513. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  2514. return this;
  2515. };
  2516. _proto.negate = function negate() {
  2517. this.x = -this.x;
  2518. this.y = -this.y;
  2519. this.z = -this.z;
  2520. return this;
  2521. };
  2522. _proto.dot = function dot(v) {
  2523. return this.x * v.x + this.y * v.y + this.z * v.z;
  2524. } // TODO lengthSquared?
  2525. ;
  2526. _proto.lengthSq = function lengthSq() {
  2527. return this.x * this.x + this.y * this.y + this.z * this.z;
  2528. };
  2529. _proto.length = function length() {
  2530. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  2531. };
  2532. _proto.manhattanLength = function manhattanLength() {
  2533. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
  2534. };
  2535. _proto.normalize = function normalize() {
  2536. return this.divideScalar(this.length() || 1);
  2537. };
  2538. _proto.setLength = function setLength(length) {
  2539. return this.normalize().multiplyScalar(length);
  2540. };
  2541. _proto.lerp = function lerp(v, alpha) {
  2542. this.x += (v.x - this.x) * alpha;
  2543. this.y += (v.y - this.y) * alpha;
  2544. this.z += (v.z - this.z) * alpha;
  2545. return this;
  2546. };
  2547. _proto.lerpVectors = function lerpVectors(v1, v2, alpha) {
  2548. this.x = v1.x + (v2.x - v1.x) * alpha;
  2549. this.y = v1.y + (v2.y - v1.y) * alpha;
  2550. this.z = v1.z + (v2.z - v1.z) * alpha;
  2551. return this;
  2552. };
  2553. _proto.cross = function cross(v, w) {
  2554. if (w !== undefined) {
  2555. console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
  2556. return this.crossVectors(v, w);
  2557. }
  2558. return this.crossVectors(this, v);
  2559. };
  2560. _proto.crossVectors = function crossVectors(a, b) {
  2561. var ax = a.x,
  2562. ay = a.y,
  2563. az = a.z;
  2564. var bx = b.x,
  2565. by = b.y,
  2566. bz = b.z;
  2567. this.x = ay * bz - az * by;
  2568. this.y = az * bx - ax * bz;
  2569. this.z = ax * by - ay * bx;
  2570. return this;
  2571. };
  2572. _proto.projectOnVector = function projectOnVector(v) {
  2573. var denominator = v.lengthSq();
  2574. if (denominator === 0) return this.set(0, 0, 0);
  2575. var scalar = v.dot(this) / denominator;
  2576. return this.copy(v).multiplyScalar(scalar);
  2577. };
  2578. _proto.projectOnPlane = function projectOnPlane(planeNormal) {
  2579. _vector.copy(this).projectOnVector(planeNormal);
  2580. return this.sub(_vector);
  2581. };
  2582. _proto.reflect = function reflect(normal) {
  2583. // reflect incident vector off plane orthogonal to normal
  2584. // normal is assumed to have unit length
  2585. return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));
  2586. };
  2587. _proto.angleTo = function angleTo(v) {
  2588. var denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
  2589. if (denominator === 0) return Math.PI / 2;
  2590. var theta = this.dot(v) / denominator; // clamp, to handle numerical problems
  2591. return Math.acos(MathUtils.clamp(theta, -1, 1));
  2592. };
  2593. _proto.distanceTo = function distanceTo(v) {
  2594. return Math.sqrt(this.distanceToSquared(v));
  2595. };
  2596. _proto.distanceToSquared = function distanceToSquared(v) {
  2597. var dx = this.x - v.x,
  2598. dy = this.y - v.y,
  2599. dz = this.z - v.z;
  2600. return dx * dx + dy * dy + dz * dz;
  2601. };
  2602. _proto.manhattanDistanceTo = function manhattanDistanceTo(v) {
  2603. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
  2604. };
  2605. _proto.setFromSpherical = function setFromSpherical(s) {
  2606. return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
  2607. };
  2608. _proto.setFromSphericalCoords = function setFromSphericalCoords(radius, phi, theta) {
  2609. var sinPhiRadius = Math.sin(phi) * radius;
  2610. this.x = sinPhiRadius * Math.sin(theta);
  2611. this.y = Math.cos(phi) * radius;
  2612. this.z = sinPhiRadius * Math.cos(theta);
  2613. return this;
  2614. };
  2615. _proto.setFromCylindrical = function setFromCylindrical(c) {
  2616. return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
  2617. };
  2618. _proto.setFromCylindricalCoords = function setFromCylindricalCoords(radius, theta, y) {
  2619. this.x = radius * Math.sin(theta);
  2620. this.y = y;
  2621. this.z = radius * Math.cos(theta);
  2622. return this;
  2623. };
  2624. _proto.setFromMatrixPosition = function setFromMatrixPosition(m) {
  2625. var e = m.elements;
  2626. this.x = e[12];
  2627. this.y = e[13];
  2628. this.z = e[14];
  2629. return this;
  2630. };
  2631. _proto.setFromMatrixScale = function setFromMatrixScale(m) {
  2632. var sx = this.setFromMatrixColumn(m, 0).length();
  2633. var sy = this.setFromMatrixColumn(m, 1).length();
  2634. var sz = this.setFromMatrixColumn(m, 2).length();
  2635. this.x = sx;
  2636. this.y = sy;
  2637. this.z = sz;
  2638. return this;
  2639. };
  2640. _proto.setFromMatrixColumn = function setFromMatrixColumn(m, index) {
  2641. return this.fromArray(m.elements, index * 4);
  2642. };
  2643. _proto.setFromMatrix3Column = function setFromMatrix3Column(m, index) {
  2644. return this.fromArray(m.elements, index * 3);
  2645. };
  2646. _proto.equals = function equals(v) {
  2647. return v.x === this.x && v.y === this.y && v.z === this.z;
  2648. };
  2649. _proto.fromArray = function fromArray(array, offset) {
  2650. if (offset === void 0) {
  2651. offset = 0;
  2652. }
  2653. this.x = array[offset];
  2654. this.y = array[offset + 1];
  2655. this.z = array[offset + 2];
  2656. return this;
  2657. };
  2658. _proto.toArray = function toArray(array, offset) {
  2659. if (array === void 0) {
  2660. array = [];
  2661. }
  2662. if (offset === void 0) {
  2663. offset = 0;
  2664. }
  2665. array[offset] = this.x;
  2666. array[offset + 1] = this.y;
  2667. array[offset + 2] = this.z;
  2668. return array;
  2669. };
  2670. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index, offset) {
  2671. if (offset !== undefined) {
  2672. console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
  2673. }
  2674. this.x = attribute.getX(index);
  2675. this.y = attribute.getY(index);
  2676. this.z = attribute.getZ(index);
  2677. return this;
  2678. };
  2679. _proto.random = function random() {
  2680. this.x = Math.random();
  2681. this.y = Math.random();
  2682. this.z = Math.random();
  2683. return this;
  2684. };
  2685. return Vector3;
  2686. }();
  2687. var _vector = /*@__PURE__*/new Vector3();
  2688. var _quaternion = /*@__PURE__*/new Quaternion();
  2689. var Box3 = /*#__PURE__*/function () {
  2690. function Box3(min, max) {
  2691. Object.defineProperty(this, 'isBox3', {
  2692. value: true
  2693. });
  2694. this.min = min !== undefined ? min : new Vector3(+Infinity, +Infinity, +Infinity);
  2695. this.max = max !== undefined ? max : new Vector3(-Infinity, -Infinity, -Infinity);
  2696. }
  2697. var _proto = Box3.prototype;
  2698. _proto.set = function set(min, max) {
  2699. this.min.copy(min);
  2700. this.max.copy(max);
  2701. return this;
  2702. };
  2703. _proto.setFromArray = function setFromArray(array) {
  2704. var minX = +Infinity;
  2705. var minY = +Infinity;
  2706. var minZ = +Infinity;
  2707. var maxX = -Infinity;
  2708. var maxY = -Infinity;
  2709. var maxZ = -Infinity;
  2710. for (var i = 0, l = array.length; i < l; i += 3) {
  2711. var x = array[i];
  2712. var y = array[i + 1];
  2713. var z = array[i + 2];
  2714. if (x < minX) minX = x;
  2715. if (y < minY) minY = y;
  2716. if (z < minZ) minZ = z;
  2717. if (x > maxX) maxX = x;
  2718. if (y > maxY) maxY = y;
  2719. if (z > maxZ) maxZ = z;
  2720. }
  2721. this.min.set(minX, minY, minZ);
  2722. this.max.set(maxX, maxY, maxZ);
  2723. return this;
  2724. };
  2725. _proto.setFromBufferAttribute = function setFromBufferAttribute(attribute) {
  2726. var minX = +Infinity;
  2727. var minY = +Infinity;
  2728. var minZ = +Infinity;
  2729. var maxX = -Infinity;
  2730. var maxY = -Infinity;
  2731. var maxZ = -Infinity;
  2732. for (var i = 0, l = attribute.count; i < l; i++) {
  2733. var x = attribute.getX(i);
  2734. var y = attribute.getY(i);
  2735. var z = attribute.getZ(i);
  2736. if (x < minX) minX = x;
  2737. if (y < minY) minY = y;
  2738. if (z < minZ) minZ = z;
  2739. if (x > maxX) maxX = x;
  2740. if (y > maxY) maxY = y;
  2741. if (z > maxZ) maxZ = z;
  2742. }
  2743. this.min.set(minX, minY, minZ);
  2744. this.max.set(maxX, maxY, maxZ);
  2745. return this;
  2746. };
  2747. _proto.setFromPoints = function setFromPoints(points) {
  2748. this.makeEmpty();
  2749. for (var i = 0, il = points.length; i < il; i++) {
  2750. this.expandByPoint(points[i]);
  2751. }
  2752. return this;
  2753. };
  2754. _proto.setFromCenterAndSize = function setFromCenterAndSize(center, size) {
  2755. var halfSize = _vector$1.copy(size).multiplyScalar(0.5);
  2756. this.min.copy(center).sub(halfSize);
  2757. this.max.copy(center).add(halfSize);
  2758. return this;
  2759. };
  2760. _proto.setFromObject = function setFromObject(object) {
  2761. this.makeEmpty();
  2762. return this.expandByObject(object);
  2763. };
  2764. _proto.clone = function clone() {
  2765. return new this.constructor().copy(this);
  2766. };
  2767. _proto.copy = function copy(box) {
  2768. this.min.copy(box.min);
  2769. this.max.copy(box.max);
  2770. return this;
  2771. };
  2772. _proto.makeEmpty = function makeEmpty() {
  2773. this.min.x = this.min.y = this.min.z = +Infinity;
  2774. this.max.x = this.max.y = this.max.z = -Infinity;
  2775. return this;
  2776. };
  2777. _proto.isEmpty = function isEmpty() {
  2778. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2779. return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;
  2780. };
  2781. _proto.getCenter = function getCenter(target) {
  2782. if (target === undefined) {
  2783. console.warn('THREE.Box3: .getCenter() target is now required');
  2784. target = new Vector3();
  2785. }
  2786. return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  2787. };
  2788. _proto.getSize = function getSize(target) {
  2789. if (target === undefined) {
  2790. console.warn('THREE.Box3: .getSize() target is now required');
  2791. target = new Vector3();
  2792. }
  2793. return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
  2794. };
  2795. _proto.expandByPoint = function expandByPoint(point) {
  2796. this.min.min(point);
  2797. this.max.max(point);
  2798. return this;
  2799. };
  2800. _proto.expandByVector = function expandByVector(vector) {
  2801. this.min.sub(vector);
  2802. this.max.add(vector);
  2803. return this;
  2804. };
  2805. _proto.expandByScalar = function expandByScalar(scalar) {
  2806. this.min.addScalar(-scalar);
  2807. this.max.addScalar(scalar);
  2808. return this;
  2809. };
  2810. _proto.expandByObject = function expandByObject(object) {
  2811. // Computes the world-axis-aligned bounding box of an object (including its children),
  2812. // accounting for both the object's, and children's, world transforms
  2813. object.updateWorldMatrix(false, false);
  2814. var geometry = object.geometry;
  2815. if (geometry !== undefined) {
  2816. if (geometry.boundingBox === null) {
  2817. geometry.computeBoundingBox();
  2818. }
  2819. _box.copy(geometry.boundingBox);
  2820. _box.applyMatrix4(object.matrixWorld);
  2821. this.union(_box);
  2822. }
  2823. var children = object.children;
  2824. for (var i = 0, l = children.length; i < l; i++) {
  2825. this.expandByObject(children[i]);
  2826. }
  2827. return this;
  2828. };
  2829. _proto.containsPoint = function containsPoint(point) {
  2830. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;
  2831. };
  2832. _proto.containsBox = function containsBox(box) {
  2833. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
  2834. };
  2835. _proto.getParameter = function getParameter(point, target) {
  2836. // This can potentially have a divide by zero if the box
  2837. // has a size dimension of 0.
  2838. if (target === undefined) {
  2839. console.warn('THREE.Box3: .getParameter() target is now required');
  2840. target = new Vector3();
  2841. }
  2842. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));
  2843. };
  2844. _proto.intersectsBox = function intersectsBox(box) {
  2845. // using 6 splitting planes to rule out intersections.
  2846. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2847. };
  2848. _proto.intersectsSphere = function intersectsSphere(sphere) {
  2849. // Find the point on the AABB closest to the sphere center.
  2850. this.clampPoint(sphere.center, _vector$1); // If that point is inside the sphere, the AABB and sphere intersect.
  2851. return _vector$1.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
  2852. };
  2853. _proto.intersectsPlane = function intersectsPlane(plane) {
  2854. // We compute the minimum and maximum dot product values. If those values
  2855. // are on the same side (back or front) of the plane, then there is no intersection.
  2856. var min, max;
  2857. if (plane.normal.x > 0) {
  2858. min = plane.normal.x * this.min.x;
  2859. max = plane.normal.x * this.max.x;
  2860. } else {
  2861. min = plane.normal.x * this.max.x;
  2862. max = plane.normal.x * this.min.x;
  2863. }
  2864. if (plane.normal.y > 0) {
  2865. min += plane.normal.y * this.min.y;
  2866. max += plane.normal.y * this.max.y;
  2867. } else {
  2868. min += plane.normal.y * this.max.y;
  2869. max += plane.normal.y * this.min.y;
  2870. }
  2871. if (plane.normal.z > 0) {
  2872. min += plane.normal.z * this.min.z;
  2873. max += plane.normal.z * this.max.z;
  2874. } else {
  2875. min += plane.normal.z * this.max.z;
  2876. max += plane.normal.z * this.min.z;
  2877. }
  2878. return min <= -plane.constant && max >= -plane.constant;
  2879. };
  2880. _proto.intersectsTriangle = function intersectsTriangle(triangle) {
  2881. if (this.isEmpty()) {
  2882. return false;
  2883. } // compute box center and extents
  2884. this.getCenter(_center);
  2885. _extents.subVectors(this.max, _center); // translate triangle to aabb origin
  2886. _v0.subVectors(triangle.a, _center);
  2887. _v1.subVectors(triangle.b, _center);
  2888. _v2.subVectors(triangle.c, _center); // compute edge vectors for triangle
  2889. _f0.subVectors(_v1, _v0);
  2890. _f1.subVectors(_v2, _v1);
  2891. _f2.subVectors(_v0, _v2); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2892. // 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
  2893. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2894. var axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0];
  2895. if (!satForAxes(axes, _v0, _v1, _v2, _extents)) {
  2896. return false;
  2897. } // test 3 face normals from the aabb
  2898. axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  2899. if (!satForAxes(axes, _v0, _v1, _v2, _extents)) {
  2900. return false;
  2901. } // finally testing the face normal of the triangle
  2902. // use already existing triangle edge vectors here
  2903. _triangleNormal.crossVectors(_f0, _f1);
  2904. axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
  2905. return satForAxes(axes, _v0, _v1, _v2, _extents);
  2906. };
  2907. _proto.clampPoint = function clampPoint(point, target) {
  2908. if (target === undefined) {
  2909. console.warn('THREE.Box3: .clampPoint() target is now required');
  2910. target = new Vector3();
  2911. }
  2912. return target.copy(point).clamp(this.min, this.max);
  2913. };
  2914. _proto.distanceToPoint = function distanceToPoint(point) {
  2915. var clampedPoint = _vector$1.copy(point).clamp(this.min, this.max);
  2916. return clampedPoint.sub(point).length();
  2917. };
  2918. _proto.getBoundingSphere = function getBoundingSphere(target) {
  2919. if (target === undefined) {
  2920. console.error('THREE.Box3: .getBoundingSphere() target is now required'); //target = new Sphere(); // removed to avoid cyclic dependency
  2921. }
  2922. this.getCenter(target.center);
  2923. target.radius = this.getSize(_vector$1).length() * 0.5;
  2924. return target;
  2925. };
  2926. _proto.intersect = function intersect(box) {
  2927. this.min.max(box.min);
  2928. this.max.min(box.max); // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  2929. if (this.isEmpty()) this.makeEmpty();
  2930. return this;
  2931. };
  2932. _proto.union = function union(box) {
  2933. this.min.min(box.min);
  2934. this.max.max(box.max);
  2935. return this;
  2936. };
  2937. _proto.applyMatrix4 = function applyMatrix4(matrix) {
  2938. // transform of empty box is an empty box.
  2939. if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2940. _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
  2941. _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
  2942. _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
  2943. _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
  2944. _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
  2945. _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
  2946. _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
  2947. _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
  2948. this.setFromPoints(_points);
  2949. return this;
  2950. };
  2951. _proto.translate = function translate(offset) {
  2952. this.min.add(offset);
  2953. this.max.add(offset);
  2954. return this;
  2955. };
  2956. _proto.equals = function equals(box) {
  2957. return box.min.equals(this.min) && box.max.equals(this.max);
  2958. };
  2959. return Box3;
  2960. }();
  2961. function satForAxes(axes, v0, v1, v2, extents) {
  2962. for (var i = 0, j = axes.length - 3; i <= j; i += 3) {
  2963. _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis
  2964. var r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); // project all 3 vertices of the triangle onto the seperating axis
  2965. var p0 = v0.dot(_testAxis);
  2966. var p1 = v1.dot(_testAxis);
  2967. var p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r
  2968. if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
  2969. // points of the projected triangle are outside the projected half-length of the aabb
  2970. // the axis is seperating and we can exit
  2971. return false;
  2972. }
  2973. }
  2974. return true;
  2975. }
  2976. var _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()];
  2977. var _vector$1 = /*@__PURE__*/new Vector3();
  2978. var _box = /*@__PURE__*/new Box3(); // triangle centered vertices
  2979. var _v0 = /*@__PURE__*/new Vector3();
  2980. var _v1 = /*@__PURE__*/new Vector3();
  2981. var _v2 = /*@__PURE__*/new Vector3(); // triangle edge vectors
  2982. var _f0 = /*@__PURE__*/new Vector3();
  2983. var _f1 = /*@__PURE__*/new Vector3();
  2984. var _f2 = /*@__PURE__*/new Vector3();
  2985. var _center = /*@__PURE__*/new Vector3();
  2986. var _extents = /*@__PURE__*/new Vector3();
  2987. var _triangleNormal = /*@__PURE__*/new Vector3();
  2988. var _testAxis = /*@__PURE__*/new Vector3();
  2989. var _box$1 = /*@__PURE__*/new Box3();
  2990. var Sphere = /*#__PURE__*/function () {
  2991. function Sphere(center, radius) {
  2992. this.center = center !== undefined ? center : new Vector3();
  2993. this.radius = radius !== undefined ? radius : -1;
  2994. }
  2995. var _proto = Sphere.prototype;
  2996. _proto.set = function set(center, radius) {
  2997. this.center.copy(center);
  2998. this.radius = radius;
  2999. return this;
  3000. };
  3001. _proto.setFromPoints = function setFromPoints(points, optionalCenter) {
  3002. var center = this.center;
  3003. if (optionalCenter !== undefined) {
  3004. center.copy(optionalCenter);
  3005. } else {
  3006. _box$1.setFromPoints(points).getCenter(center);
  3007. }
  3008. var maxRadiusSq = 0;
  3009. for (var i = 0, il = points.length; i < il; i++) {
  3010. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
  3011. }
  3012. this.radius = Math.sqrt(maxRadiusSq);
  3013. return this;
  3014. };
  3015. _proto.clone = function clone() {
  3016. return new this.constructor().copy(this);
  3017. };
  3018. _proto.copy = function copy(sphere) {
  3019. this.center.copy(sphere.center);
  3020. this.radius = sphere.radius;
  3021. return this;
  3022. };
  3023. _proto.isEmpty = function isEmpty() {
  3024. return this.radius < 0;
  3025. };
  3026. _proto.makeEmpty = function makeEmpty() {
  3027. this.center.set(0, 0, 0);
  3028. this.radius = -1;
  3029. return this;
  3030. };
  3031. _proto.containsPoint = function containsPoint(point) {
  3032. return point.distanceToSquared(this.center) <= this.radius * this.radius;
  3033. };
  3034. _proto.distanceToPoint = function distanceToPoint(point) {
  3035. return point.distanceTo(this.center) - this.radius;
  3036. };
  3037. _proto.intersectsSphere = function intersectsSphere(sphere) {
  3038. var radiusSum = this.radius + sphere.radius;
  3039. return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
  3040. };
  3041. _proto.intersectsBox = function intersectsBox(box) {
  3042. return box.intersectsSphere(this);
  3043. };
  3044. _proto.intersectsPlane = function intersectsPlane(plane) {
  3045. return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
  3046. };
  3047. _proto.clampPoint = function clampPoint(point, target) {
  3048. var deltaLengthSq = this.center.distanceToSquared(point);
  3049. if (target === undefined) {
  3050. console.warn('THREE.Sphere: .clampPoint() target is now required');
  3051. target = new Vector3();
  3052. }
  3053. target.copy(point);
  3054. if (deltaLengthSq > this.radius * this.radius) {
  3055. target.sub(this.center).normalize();
  3056. target.multiplyScalar(this.radius).add(this.center);
  3057. }
  3058. return target;
  3059. };
  3060. _proto.getBoundingBox = function getBoundingBox(target) {
  3061. if (target === undefined) {
  3062. console.warn('THREE.Sphere: .getBoundingBox() target is now required');
  3063. target = new Box3();
  3064. }
  3065. if (this.isEmpty()) {
  3066. // Empty sphere produces empty bounding box
  3067. target.makeEmpty();
  3068. return target;
  3069. }
  3070. target.set(this.center, this.center);
  3071. target.expandByScalar(this.radius);
  3072. return target;
  3073. };
  3074. _proto.applyMatrix4 = function applyMatrix4(matrix) {
  3075. this.center.applyMatrix4(matrix);
  3076. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3077. return this;
  3078. };
  3079. _proto.translate = function translate(offset) {
  3080. this.center.add(offset);
  3081. return this;
  3082. };
  3083. _proto.equals = function equals(sphere) {
  3084. return sphere.center.equals(this.center) && sphere.radius === this.radius;
  3085. };
  3086. return Sphere;
  3087. }();
  3088. var _vector$2 = /*@__PURE__*/new Vector3();
  3089. var _segCenter = /*@__PURE__*/new Vector3();
  3090. var _segDir = /*@__PURE__*/new Vector3();
  3091. var _diff = /*@__PURE__*/new Vector3();
  3092. var _edge1 = /*@__PURE__*/new Vector3();
  3093. var _edge2 = /*@__PURE__*/new Vector3();
  3094. var _normal = /*@__PURE__*/new Vector3();
  3095. var Ray = /*#__PURE__*/function () {
  3096. function Ray(origin, direction) {
  3097. this.origin = origin !== undefined ? origin : new Vector3();
  3098. this.direction = direction !== undefined ? direction : new Vector3(0, 0, -1);
  3099. }
  3100. var _proto = Ray.prototype;
  3101. _proto.set = function set(origin, direction) {
  3102. this.origin.copy(origin);
  3103. this.direction.copy(direction);
  3104. return this;
  3105. };
  3106. _proto.clone = function clone() {
  3107. return new this.constructor().copy(this);
  3108. };
  3109. _proto.copy = function copy(ray) {
  3110. this.origin.copy(ray.origin);
  3111. this.direction.copy(ray.direction);
  3112. return this;
  3113. };
  3114. _proto.at = function at(t, target) {
  3115. if (target === undefined) {
  3116. console.warn('THREE.Ray: .at() target is now required');
  3117. target = new Vector3();
  3118. }
  3119. return target.copy(this.direction).multiplyScalar(t).add(this.origin);
  3120. };
  3121. _proto.lookAt = function lookAt(v) {
  3122. this.direction.copy(v).sub(this.origin).normalize();
  3123. return this;
  3124. };
  3125. _proto.recast = function recast(t) {
  3126. this.origin.copy(this.at(t, _vector$2));
  3127. return this;
  3128. };
  3129. _proto.closestPointToPoint = function closestPointToPoint(point, target) {
  3130. if (target === undefined) {
  3131. console.warn('THREE.Ray: .closestPointToPoint() target is now required');
  3132. target = new Vector3();
  3133. }
  3134. target.subVectors(point, this.origin);
  3135. var directionDistance = target.dot(this.direction);
  3136. if (directionDistance < 0) {
  3137. return target.copy(this.origin);
  3138. }
  3139. return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3140. };
  3141. _proto.distanceToPoint = function distanceToPoint(point) {
  3142. return Math.sqrt(this.distanceSqToPoint(point));
  3143. };
  3144. _proto.distanceSqToPoint = function distanceSqToPoint(point) {
  3145. var directionDistance = _vector$2.subVectors(point, this.origin).dot(this.direction); // point behind the ray
  3146. if (directionDistance < 0) {
  3147. return this.origin.distanceToSquared(point);
  3148. }
  3149. _vector$2.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3150. return _vector$2.distanceToSquared(point);
  3151. };
  3152. _proto.distanceSqToSegment = function distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
  3153. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3154. // It returns the min distance between the ray and the segment
  3155. // defined by v0 and v1
  3156. // It can also set two optional targets :
  3157. // - The closest point on the ray
  3158. // - The closest point on the segment
  3159. _segCenter.copy(v0).add(v1).multiplyScalar(0.5);
  3160. _segDir.copy(v1).sub(v0).normalize();
  3161. _diff.copy(this.origin).sub(_segCenter);
  3162. var segExtent = v0.distanceTo(v1) * 0.5;
  3163. var a01 = -this.direction.dot(_segDir);
  3164. var b0 = _diff.dot(this.direction);
  3165. var b1 = -_diff.dot(_segDir);
  3166. var c = _diff.lengthSq();
  3167. var det = Math.abs(1 - a01 * a01);
  3168. var s0, s1, sqrDist, extDet;
  3169. if (det > 0) {
  3170. // The ray and segment are not parallel.
  3171. s0 = a01 * b1 - b0;
  3172. s1 = a01 * b0 - b1;
  3173. extDet = segExtent * det;
  3174. if (s0 >= 0) {
  3175. if (s1 >= -extDet) {
  3176. if (s1 <= extDet) {
  3177. // region 0
  3178. // Minimum at interior points of ray and segment.
  3179. var invDet = 1 / det;
  3180. s0 *= invDet;
  3181. s1 *= invDet;
  3182. sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
  3183. } else {
  3184. // region 1
  3185. s1 = segExtent;
  3186. s0 = Math.max(0, -(a01 * s1 + b0));
  3187. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3188. }
  3189. } else {
  3190. // region 5
  3191. s1 = -segExtent;
  3192. s0 = Math.max(0, -(a01 * s1 + b0));
  3193. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3194. }
  3195. } else {
  3196. if (s1 <= -extDet) {
  3197. // region 4
  3198. s0 = Math.max(0, -(-a01 * segExtent + b0));
  3199. s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3200. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3201. } else if (s1 <= extDet) {
  3202. // region 3
  3203. s0 = 0;
  3204. s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
  3205. sqrDist = s1 * (s1 + 2 * b1) + c;
  3206. } else {
  3207. // region 2
  3208. s0 = Math.max(0, -(a01 * segExtent + b0));
  3209. s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3210. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3211. }
  3212. }
  3213. } else {
  3214. // Ray and segment are parallel.
  3215. s1 = a01 > 0 ? -segExtent : segExtent;
  3216. s0 = Math.max(0, -(a01 * s1 + b0));
  3217. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3218. }
  3219. if (optionalPointOnRay) {
  3220. optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
  3221. }
  3222. if (optionalPointOnSegment) {
  3223. optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
  3224. }
  3225. return sqrDist;
  3226. };
  3227. _proto.intersectSphere = function intersectSphere(sphere, target) {
  3228. _vector$2.subVectors(sphere.center, this.origin);
  3229. var tca = _vector$2.dot(this.direction);
  3230. var d2 = _vector$2.dot(_vector$2) - tca * tca;
  3231. var radius2 = sphere.radius * sphere.radius;
  3232. if (d2 > radius2) return null;
  3233. var thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere
  3234. var t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere
  3235. var t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null
  3236. if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:
  3237. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3238. // in order to always return an intersect point that is in front of the ray.
  3239. if (t0 < 0) return this.at(t1, target); // else t0 is in front of the ray, so return the first collision point scaled by t0
  3240. return this.at(t0, target);
  3241. };
  3242. _proto.intersectsSphere = function intersectsSphere(sphere) {
  3243. return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
  3244. };
  3245. _proto.distanceToPlane = function distanceToPlane(plane) {
  3246. var denominator = plane.normal.dot(this.direction);
  3247. if (denominator === 0) {
  3248. // line is coplanar, return origin
  3249. if (plane.distanceToPoint(this.origin) === 0) {
  3250. return 0;
  3251. } // Null is preferable to undefined since undefined means.... it is undefined
  3252. return null;
  3253. }
  3254. var t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane
  3255. return t >= 0 ? t : null;
  3256. };
  3257. _proto.intersectPlane = function intersectPlane(plane, target) {
  3258. var t = this.distanceToPlane(plane);
  3259. if (t === null) {
  3260. return null;
  3261. }
  3262. return this.at(t, target);
  3263. };
  3264. _proto.intersectsPlane = function intersectsPlane(plane) {
  3265. // check if the ray lies on the plane first
  3266. var distToPoint = plane.distanceToPoint(this.origin);
  3267. if (distToPoint === 0) {
  3268. return true;
  3269. }
  3270. var denominator = plane.normal.dot(this.direction);
  3271. if (denominator * distToPoint < 0) {
  3272. return true;
  3273. } // ray origin is behind the plane (and is pointing behind it)
  3274. return false;
  3275. };
  3276. _proto.intersectBox = function intersectBox(box, target) {
  3277. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  3278. var invdirx = 1 / this.direction.x,
  3279. invdiry = 1 / this.direction.y,
  3280. invdirz = 1 / this.direction.z;
  3281. var origin = this.origin;
  3282. if (invdirx >= 0) {
  3283. tmin = (box.min.x - origin.x) * invdirx;
  3284. tmax = (box.max.x - origin.x) * invdirx;
  3285. } else {
  3286. tmin = (box.max.x - origin.x) * invdirx;
  3287. tmax = (box.min.x - origin.x) * invdirx;
  3288. }
  3289. if (invdiry >= 0) {
  3290. tymin = (box.min.y - origin.y) * invdiry;
  3291. tymax = (box.max.y - origin.y) * invdiry;
  3292. } else {
  3293. tymin = (box.max.y - origin.y) * invdiry;
  3294. tymax = (box.min.y - origin.y) * invdiry;
  3295. }
  3296. if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN
  3297. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3298. if (tymin > tmin || tmin !== tmin) tmin = tymin;
  3299. if (tymax < tmax || tmax !== tmax) tmax = tymax;
  3300. if (invdirz >= 0) {
  3301. tzmin = (box.min.z - origin.z) * invdirz;
  3302. tzmax = (box.max.z - origin.z) * invdirz;
  3303. } else {
  3304. tzmin = (box.max.z - origin.z) * invdirz;
  3305. tzmax = (box.min.z - origin.z) * invdirz;
  3306. }
  3307. if (tmin > tzmax || tzmin > tmax) return null;
  3308. if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
  3309. if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)
  3310. if (tmax < 0) return null;
  3311. return this.at(tmin >= 0 ? tmin : tmax, target);
  3312. };
  3313. _proto.intersectsBox = function intersectsBox(box) {
  3314. return this.intersectBox(box, _vector$2) !== null;
  3315. };
  3316. _proto.intersectTriangle = function intersectTriangle(a, b, c, backfaceCulling, target) {
  3317. // Compute the offset origin, edges, and normal.
  3318. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3319. _edge1.subVectors(b, a);
  3320. _edge2.subVectors(c, a);
  3321. _normal.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3322. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3323. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3324. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3325. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3326. var DdN = this.direction.dot(_normal);
  3327. var sign;
  3328. if (DdN > 0) {
  3329. if (backfaceCulling) return null;
  3330. sign = 1;
  3331. } else if (DdN < 0) {
  3332. sign = -1;
  3333. DdN = -DdN;
  3334. } else {
  3335. return null;
  3336. }
  3337. _diff.subVectors(this.origin, a);
  3338. var DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection
  3339. if (DdQxE2 < 0) {
  3340. return null;
  3341. }
  3342. var DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection
  3343. if (DdE1xQ < 0) {
  3344. return null;
  3345. } // b1+b2 > 1, no intersection
  3346. if (DdQxE2 + DdE1xQ > DdN) {
  3347. return null;
  3348. } // Line intersects triangle, check if ray does.
  3349. var QdN = -sign * _diff.dot(_normal); // t < 0, no intersection
  3350. if (QdN < 0) {
  3351. return null;
  3352. } // Ray intersects triangle.
  3353. return this.at(QdN / DdN, target);
  3354. };
  3355. _proto.applyMatrix4 = function applyMatrix4(matrix4) {
  3356. this.origin.applyMatrix4(matrix4);
  3357. this.direction.transformDirection(matrix4);
  3358. return this;
  3359. };
  3360. _proto.equals = function equals(ray) {
  3361. return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
  3362. };
  3363. return Ray;
  3364. }();
  3365. var Matrix4 = /*#__PURE__*/function () {
  3366. function Matrix4() {
  3367. Object.defineProperty(this, 'isMatrix4', {
  3368. value: true
  3369. });
  3370. this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
  3371. if (arguments.length > 0) {
  3372. console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
  3373. }
  3374. }
  3375. var _proto = Matrix4.prototype;
  3376. _proto.set = function set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
  3377. var te = this.elements;
  3378. te[0] = n11;
  3379. te[4] = n12;
  3380. te[8] = n13;
  3381. te[12] = n14;
  3382. te[1] = n21;
  3383. te[5] = n22;
  3384. te[9] = n23;
  3385. te[13] = n24;
  3386. te[2] = n31;
  3387. te[6] = n32;
  3388. te[10] = n33;
  3389. te[14] = n34;
  3390. te[3] = n41;
  3391. te[7] = n42;
  3392. te[11] = n43;
  3393. te[15] = n44;
  3394. return this;
  3395. };
  3396. _proto.identity = function identity() {
  3397. this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3398. return this;
  3399. };
  3400. _proto.clone = function clone() {
  3401. return new Matrix4().fromArray(this.elements);
  3402. };
  3403. _proto.copy = function copy(m) {
  3404. var te = this.elements;
  3405. var me = m.elements;
  3406. te[0] = me[0];
  3407. te[1] = me[1];
  3408. te[2] = me[2];
  3409. te[3] = me[3];
  3410. te[4] = me[4];
  3411. te[5] = me[5];
  3412. te[6] = me[6];
  3413. te[7] = me[7];
  3414. te[8] = me[8];
  3415. te[9] = me[9];
  3416. te[10] = me[10];
  3417. te[11] = me[11];
  3418. te[12] = me[12];
  3419. te[13] = me[13];
  3420. te[14] = me[14];
  3421. te[15] = me[15];
  3422. return this;
  3423. };
  3424. _proto.copyPosition = function copyPosition(m) {
  3425. var te = this.elements,
  3426. me = m.elements;
  3427. te[12] = me[12];
  3428. te[13] = me[13];
  3429. te[14] = me[14];
  3430. return this;
  3431. };
  3432. _proto.setFromMatrix3 = function setFromMatrix3(m) {
  3433. var me = m.elements;
  3434. this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);
  3435. return this;
  3436. };
  3437. _proto.extractBasis = function extractBasis(xAxis, yAxis, zAxis) {
  3438. xAxis.setFromMatrixColumn(this, 0);
  3439. yAxis.setFromMatrixColumn(this, 1);
  3440. zAxis.setFromMatrixColumn(this, 2);
  3441. return this;
  3442. };
  3443. _proto.makeBasis = function makeBasis(xAxis, yAxis, zAxis) {
  3444. this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);
  3445. return this;
  3446. };
  3447. _proto.extractRotation = function extractRotation(m) {
  3448. // this method does not support reflection matrices
  3449. var te = this.elements;
  3450. var me = m.elements;
  3451. var scaleX = 1 / _v1$1.setFromMatrixColumn(m, 0).length();
  3452. var scaleY = 1 / _v1$1.setFromMatrixColumn(m, 1).length();
  3453. var scaleZ = 1 / _v1$1.setFromMatrixColumn(m, 2).length();
  3454. te[0] = me[0] * scaleX;
  3455. te[1] = me[1] * scaleX;
  3456. te[2] = me[2] * scaleX;
  3457. te[3] = 0;
  3458. te[4] = me[4] * scaleY;
  3459. te[5] = me[5] * scaleY;
  3460. te[6] = me[6] * scaleY;
  3461. te[7] = 0;
  3462. te[8] = me[8] * scaleZ;
  3463. te[9] = me[9] * scaleZ;
  3464. te[10] = me[10] * scaleZ;
  3465. te[11] = 0;
  3466. te[12] = 0;
  3467. te[13] = 0;
  3468. te[14] = 0;
  3469. te[15] = 1;
  3470. return this;
  3471. };
  3472. _proto.makeRotationFromEuler = function makeRotationFromEuler(euler) {
  3473. if (!(euler && euler.isEuler)) {
  3474. console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
  3475. }
  3476. var te = this.elements;
  3477. var x = euler.x,
  3478. y = euler.y,
  3479. z = euler.z;
  3480. var a = Math.cos(x),
  3481. b = Math.sin(x);
  3482. var c = Math.cos(y),
  3483. d = Math.sin(y);
  3484. var e = Math.cos(z),
  3485. f = Math.sin(z);
  3486. if (euler.order === 'XYZ') {
  3487. var ae = a * e,
  3488. af = a * f,
  3489. be = b * e,
  3490. bf = b * f;
  3491. te[0] = c * e;
  3492. te[4] = -c * f;
  3493. te[8] = d;
  3494. te[1] = af + be * d;
  3495. te[5] = ae - bf * d;
  3496. te[9] = -b * c;
  3497. te[2] = bf - ae * d;
  3498. te[6] = be + af * d;
  3499. te[10] = a * c;
  3500. } else if (euler.order === 'YXZ') {
  3501. var ce = c * e,
  3502. cf = c * f,
  3503. de = d * e,
  3504. df = d * f;
  3505. te[0] = ce + df * b;
  3506. te[4] = de * b - cf;
  3507. te[8] = a * d;
  3508. te[1] = a * f;
  3509. te[5] = a * e;
  3510. te[9] = -b;
  3511. te[2] = cf * b - de;
  3512. te[6] = df + ce * b;
  3513. te[10] = a * c;
  3514. } else if (euler.order === 'ZXY') {
  3515. var _ce = c * e,
  3516. _cf = c * f,
  3517. _de = d * e,
  3518. _df = d * f;
  3519. te[0] = _ce - _df * b;
  3520. te[4] = -a * f;
  3521. te[8] = _de + _cf * b;
  3522. te[1] = _cf + _de * b;
  3523. te[5] = a * e;
  3524. te[9] = _df - _ce * b;
  3525. te[2] = -a * d;
  3526. te[6] = b;
  3527. te[10] = a * c;
  3528. } else if (euler.order === 'ZYX') {
  3529. var _ae = a * e,
  3530. _af = a * f,
  3531. _be = b * e,
  3532. _bf = b * f;
  3533. te[0] = c * e;
  3534. te[4] = _be * d - _af;
  3535. te[8] = _ae * d + _bf;
  3536. te[1] = c * f;
  3537. te[5] = _bf * d + _ae;
  3538. te[9] = _af * d - _be;
  3539. te[2] = -d;
  3540. te[6] = b * c;
  3541. te[10] = a * c;
  3542. } else if (euler.order === 'YZX') {
  3543. var ac = a * c,
  3544. ad = a * d,
  3545. bc = b * c,
  3546. bd = b * d;
  3547. te[0] = c * e;
  3548. te[4] = bd - ac * f;
  3549. te[8] = bc * f + ad;
  3550. te[1] = f;
  3551. te[5] = a * e;
  3552. te[9] = -b * e;
  3553. te[2] = -d * e;
  3554. te[6] = ad * f + bc;
  3555. te[10] = ac - bd * f;
  3556. } else if (euler.order === 'XZY') {
  3557. var _ac = a * c,
  3558. _ad = a * d,
  3559. _bc = b * c,
  3560. _bd = b * d;
  3561. te[0] = c * e;
  3562. te[4] = -f;
  3563. te[8] = d * e;
  3564. te[1] = _ac * f + _bd;
  3565. te[5] = a * e;
  3566. te[9] = _ad * f - _bc;
  3567. te[2] = _bc * f - _ad;
  3568. te[6] = b * e;
  3569. te[10] = _bd * f + _ac;
  3570. } // bottom row
  3571. te[3] = 0;
  3572. te[7] = 0;
  3573. te[11] = 0; // last column
  3574. te[12] = 0;
  3575. te[13] = 0;
  3576. te[14] = 0;
  3577. te[15] = 1;
  3578. return this;
  3579. };
  3580. _proto.makeRotationFromQuaternion = function makeRotationFromQuaternion(q) {
  3581. return this.compose(_zero, q, _one);
  3582. };
  3583. _proto.lookAt = function lookAt(eye, target, up) {
  3584. var te = this.elements;
  3585. _z.subVectors(eye, target);
  3586. if (_z.lengthSq() === 0) {
  3587. // eye and target are in the same position
  3588. _z.z = 1;
  3589. }
  3590. _z.normalize();
  3591. _x.crossVectors(up, _z);
  3592. if (_x.lengthSq() === 0) {
  3593. // up and z are parallel
  3594. if (Math.abs(up.z) === 1) {
  3595. _z.x += 0.0001;
  3596. } else {
  3597. _z.z += 0.0001;
  3598. }
  3599. _z.normalize();
  3600. _x.crossVectors(up, _z);
  3601. }
  3602. _x.normalize();
  3603. _y.crossVectors(_z, _x);
  3604. te[0] = _x.x;
  3605. te[4] = _y.x;
  3606. te[8] = _z.x;
  3607. te[1] = _x.y;
  3608. te[5] = _y.y;
  3609. te[9] = _z.y;
  3610. te[2] = _x.z;
  3611. te[6] = _y.z;
  3612. te[10] = _z.z;
  3613. return this;
  3614. };
  3615. _proto.multiply = function multiply(m, n) {
  3616. if (n !== undefined) {
  3617. console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
  3618. return this.multiplyMatrices(m, n);
  3619. }
  3620. return this.multiplyMatrices(this, m);
  3621. };
  3622. _proto.premultiply = function premultiply(m) {
  3623. return this.multiplyMatrices(m, this);
  3624. };
  3625. _proto.multiplyMatrices = function multiplyMatrices(a, b) {
  3626. var ae = a.elements;
  3627. var be = b.elements;
  3628. var te = this.elements;
  3629. var a11 = ae[0],
  3630. a12 = ae[4],
  3631. a13 = ae[8],
  3632. a14 = ae[12];
  3633. var a21 = ae[1],
  3634. a22 = ae[5],
  3635. a23 = ae[9],
  3636. a24 = ae[13];
  3637. var a31 = ae[2],
  3638. a32 = ae[6],
  3639. a33 = ae[10],
  3640. a34 = ae[14];
  3641. var a41 = ae[3],
  3642. a42 = ae[7],
  3643. a43 = ae[11],
  3644. a44 = ae[15];
  3645. var b11 = be[0],
  3646. b12 = be[4],
  3647. b13 = be[8],
  3648. b14 = be[12];
  3649. var b21 = be[1],
  3650. b22 = be[5],
  3651. b23 = be[9],
  3652. b24 = be[13];
  3653. var b31 = be[2],
  3654. b32 = be[6],
  3655. b33 = be[10],
  3656. b34 = be[14];
  3657. var b41 = be[3],
  3658. b42 = be[7],
  3659. b43 = be[11],
  3660. b44 = be[15];
  3661. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3662. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3663. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3664. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3665. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3666. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3667. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3668. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3669. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3670. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3671. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3672. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3673. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3674. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3675. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3676. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3677. return this;
  3678. };
  3679. _proto.multiplyScalar = function multiplyScalar(s) {
  3680. var te = this.elements;
  3681. te[0] *= s;
  3682. te[4] *= s;
  3683. te[8] *= s;
  3684. te[12] *= s;
  3685. te[1] *= s;
  3686. te[5] *= s;
  3687. te[9] *= s;
  3688. te[13] *= s;
  3689. te[2] *= s;
  3690. te[6] *= s;
  3691. te[10] *= s;
  3692. te[14] *= s;
  3693. te[3] *= s;
  3694. te[7] *= s;
  3695. te[11] *= s;
  3696. te[15] *= s;
  3697. return this;
  3698. };
  3699. _proto.determinant = function determinant() {
  3700. var te = this.elements;
  3701. var n11 = te[0],
  3702. n12 = te[4],
  3703. n13 = te[8],
  3704. n14 = te[12];
  3705. var n21 = te[1],
  3706. n22 = te[5],
  3707. n23 = te[9],
  3708. n24 = te[13];
  3709. var n31 = te[2],
  3710. n32 = te[6],
  3711. n33 = te[10],
  3712. n34 = te[14];
  3713. var n41 = te[3],
  3714. n42 = te[7],
  3715. n43 = te[11],
  3716. n44 = te[15]; //TODO: make this more efficient
  3717. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3718. return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31);
  3719. };
  3720. _proto.transpose = function transpose() {
  3721. var te = this.elements;
  3722. var tmp;
  3723. tmp = te[1];
  3724. te[1] = te[4];
  3725. te[4] = tmp;
  3726. tmp = te[2];
  3727. te[2] = te[8];
  3728. te[8] = tmp;
  3729. tmp = te[6];
  3730. te[6] = te[9];
  3731. te[9] = tmp;
  3732. tmp = te[3];
  3733. te[3] = te[12];
  3734. te[12] = tmp;
  3735. tmp = te[7];
  3736. te[7] = te[13];
  3737. te[13] = tmp;
  3738. tmp = te[11];
  3739. te[11] = te[14];
  3740. te[14] = tmp;
  3741. return this;
  3742. };
  3743. _proto.setPosition = function setPosition(x, y, z) {
  3744. var te = this.elements;
  3745. if (x.isVector3) {
  3746. te[12] = x.x;
  3747. te[13] = x.y;
  3748. te[14] = x.z;
  3749. } else {
  3750. te[12] = x;
  3751. te[13] = y;
  3752. te[14] = z;
  3753. }
  3754. return this;
  3755. };
  3756. _proto.invert = function invert() {
  3757. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3758. var te = this.elements,
  3759. n11 = te[0],
  3760. n21 = te[1],
  3761. n31 = te[2],
  3762. n41 = te[3],
  3763. n12 = te[4],
  3764. n22 = te[5],
  3765. n32 = te[6],
  3766. n42 = te[7],
  3767. n13 = te[8],
  3768. n23 = te[9],
  3769. n33 = te[10],
  3770. n43 = te[11],
  3771. n14 = te[12],
  3772. n24 = te[13],
  3773. n34 = te[14],
  3774. n44 = te[15],
  3775. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3776. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3777. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3778. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3779. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3780. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  3781. var detInv = 1 / det;
  3782. te[0] = t11 * detInv;
  3783. te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
  3784. te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
  3785. te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
  3786. te[4] = t12 * detInv;
  3787. te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
  3788. te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
  3789. te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
  3790. te[8] = t13 * detInv;
  3791. te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
  3792. te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
  3793. te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
  3794. te[12] = t14 * detInv;
  3795. te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
  3796. te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
  3797. te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
  3798. return this;
  3799. };
  3800. _proto.scale = function scale(v) {
  3801. var te = this.elements;
  3802. var x = v.x,
  3803. y = v.y,
  3804. z = v.z;
  3805. te[0] *= x;
  3806. te[4] *= y;
  3807. te[8] *= z;
  3808. te[1] *= x;
  3809. te[5] *= y;
  3810. te[9] *= z;
  3811. te[2] *= x;
  3812. te[6] *= y;
  3813. te[10] *= z;
  3814. te[3] *= x;
  3815. te[7] *= y;
  3816. te[11] *= z;
  3817. return this;
  3818. };
  3819. _proto.getMaxScaleOnAxis = function getMaxScaleOnAxis() {
  3820. var te = this.elements;
  3821. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  3822. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  3823. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  3824. return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
  3825. };
  3826. _proto.makeTranslation = function makeTranslation(x, y, z) {
  3827. this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
  3828. return this;
  3829. };
  3830. _proto.makeRotationX = function makeRotationX(theta) {
  3831. var c = Math.cos(theta),
  3832. s = Math.sin(theta);
  3833. this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
  3834. return this;
  3835. };
  3836. _proto.makeRotationY = function makeRotationY(theta) {
  3837. var c = Math.cos(theta),
  3838. s = Math.sin(theta);
  3839. this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
  3840. return this;
  3841. };
  3842. _proto.makeRotationZ = function makeRotationZ(theta) {
  3843. var c = Math.cos(theta),
  3844. s = Math.sin(theta);
  3845. this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3846. return this;
  3847. };
  3848. _proto.makeRotationAxis = function makeRotationAxis(axis, angle) {
  3849. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3850. var c = Math.cos(angle);
  3851. var s = Math.sin(angle);
  3852. var t = 1 - c;
  3853. var x = axis.x,
  3854. y = axis.y,
  3855. z = axis.z;
  3856. var tx = t * x,
  3857. ty = t * y;
  3858. this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);
  3859. return this;
  3860. };
  3861. _proto.makeScale = function makeScale(x, y, z) {
  3862. this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
  3863. return this;
  3864. };
  3865. _proto.makeShear = function makeShear(x, y, z) {
  3866. this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1);
  3867. return this;
  3868. };
  3869. _proto.compose = function compose(position, quaternion, scale) {
  3870. var te = this.elements;
  3871. var x = quaternion._x,
  3872. y = quaternion._y,
  3873. z = quaternion._z,
  3874. w = quaternion._w;
  3875. var x2 = x + x,
  3876. y2 = y + y,
  3877. z2 = z + z;
  3878. var xx = x * x2,
  3879. xy = x * y2,
  3880. xz = x * z2;
  3881. var yy = y * y2,
  3882. yz = y * z2,
  3883. zz = z * z2;
  3884. var wx = w * x2,
  3885. wy = w * y2,
  3886. wz = w * z2;
  3887. var sx = scale.x,
  3888. sy = scale.y,
  3889. sz = scale.z;
  3890. te[0] = (1 - (yy + zz)) * sx;
  3891. te[1] = (xy + wz) * sx;
  3892. te[2] = (xz - wy) * sx;
  3893. te[3] = 0;
  3894. te[4] = (xy - wz) * sy;
  3895. te[5] = (1 - (xx + zz)) * sy;
  3896. te[6] = (yz + wx) * sy;
  3897. te[7] = 0;
  3898. te[8] = (xz + wy) * sz;
  3899. te[9] = (yz - wx) * sz;
  3900. te[10] = (1 - (xx + yy)) * sz;
  3901. te[11] = 0;
  3902. te[12] = position.x;
  3903. te[13] = position.y;
  3904. te[14] = position.z;
  3905. te[15] = 1;
  3906. return this;
  3907. };
  3908. _proto.decompose = function decompose(position, quaternion, scale) {
  3909. var te = this.elements;
  3910. var sx = _v1$1.set(te[0], te[1], te[2]).length();
  3911. var sy = _v1$1.set(te[4], te[5], te[6]).length();
  3912. var sz = _v1$1.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale
  3913. var det = this.determinant();
  3914. if (det < 0) sx = -sx;
  3915. position.x = te[12];
  3916. position.y = te[13];
  3917. position.z = te[14]; // scale the rotation part
  3918. _m1.copy(this);
  3919. var invSX = 1 / sx;
  3920. var invSY = 1 / sy;
  3921. var invSZ = 1 / sz;
  3922. _m1.elements[0] *= invSX;
  3923. _m1.elements[1] *= invSX;
  3924. _m1.elements[2] *= invSX;
  3925. _m1.elements[4] *= invSY;
  3926. _m1.elements[5] *= invSY;
  3927. _m1.elements[6] *= invSY;
  3928. _m1.elements[8] *= invSZ;
  3929. _m1.elements[9] *= invSZ;
  3930. _m1.elements[10] *= invSZ;
  3931. quaternion.setFromRotationMatrix(_m1);
  3932. scale.x = sx;
  3933. scale.y = sy;
  3934. scale.z = sz;
  3935. return this;
  3936. };
  3937. _proto.makePerspective = function makePerspective(left, right, top, bottom, near, far) {
  3938. if (far === undefined) {
  3939. console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');
  3940. }
  3941. var te = this.elements;
  3942. var x = 2 * near / (right - left);
  3943. var y = 2 * near / (top - bottom);
  3944. var a = (right + left) / (right - left);
  3945. var b = (top + bottom) / (top - bottom);
  3946. var c = -(far + near) / (far - near);
  3947. var d = -2 * far * near / (far - near);
  3948. te[0] = x;
  3949. te[4] = 0;
  3950. te[8] = a;
  3951. te[12] = 0;
  3952. te[1] = 0;
  3953. te[5] = y;
  3954. te[9] = b;
  3955. te[13] = 0;
  3956. te[2] = 0;
  3957. te[6] = 0;
  3958. te[10] = c;
  3959. te[14] = d;
  3960. te[3] = 0;
  3961. te[7] = 0;
  3962. te[11] = -1;
  3963. te[15] = 0;
  3964. return this;
  3965. };
  3966. _proto.makeOrthographic = function makeOrthographic(left, right, top, bottom, near, far) {
  3967. var te = this.elements;
  3968. var w = 1.0 / (right - left);
  3969. var h = 1.0 / (top - bottom);
  3970. var p = 1.0 / (far - near);
  3971. var x = (right + left) * w;
  3972. var y = (top + bottom) * h;
  3973. var z = (far + near) * p;
  3974. te[0] = 2 * w;
  3975. te[4] = 0;
  3976. te[8] = 0;
  3977. te[12] = -x;
  3978. te[1] = 0;
  3979. te[5] = 2 * h;
  3980. te[9] = 0;
  3981. te[13] = -y;
  3982. te[2] = 0;
  3983. te[6] = 0;
  3984. te[10] = -2 * p;
  3985. te[14] = -z;
  3986. te[3] = 0;
  3987. te[7] = 0;
  3988. te[11] = 0;
  3989. te[15] = 1;
  3990. return this;
  3991. };
  3992. _proto.equals = function equals(matrix) {
  3993. var te = this.elements;
  3994. var me = matrix.elements;
  3995. for (var i = 0; i < 16; i++) {
  3996. if (te[i] !== me[i]) return false;
  3997. }
  3998. return true;
  3999. };
  4000. _proto.fromArray = function fromArray(array, offset) {
  4001. if (offset === void 0) {
  4002. offset = 0;
  4003. }
  4004. for (var i = 0; i < 16; i++) {
  4005. this.elements[i] = array[i + offset];
  4006. }
  4007. return this;
  4008. };
  4009. _proto.toArray = function toArray(array, offset) {
  4010. if (array === void 0) {
  4011. array = [];
  4012. }
  4013. if (offset === void 0) {
  4014. offset = 0;
  4015. }
  4016. var te = this.elements;
  4017. array[offset] = te[0];
  4018. array[offset + 1] = te[1];
  4019. array[offset + 2] = te[2];
  4020. array[offset + 3] = te[3];
  4021. array[offset + 4] = te[4];
  4022. array[offset + 5] = te[5];
  4023. array[offset + 6] = te[6];
  4024. array[offset + 7] = te[7];
  4025. array[offset + 8] = te[8];
  4026. array[offset + 9] = te[9];
  4027. array[offset + 10] = te[10];
  4028. array[offset + 11] = te[11];
  4029. array[offset + 12] = te[12];
  4030. array[offset + 13] = te[13];
  4031. array[offset + 14] = te[14];
  4032. array[offset + 15] = te[15];
  4033. return array;
  4034. };
  4035. return Matrix4;
  4036. }();
  4037. var _v1$1 = /*@__PURE__*/new Vector3();
  4038. var _m1 = /*@__PURE__*/new Matrix4();
  4039. var _zero = /*@__PURE__*/new Vector3(0, 0, 0);
  4040. var _one = /*@__PURE__*/new Vector3(1, 1, 1);
  4041. var _x = /*@__PURE__*/new Vector3();
  4042. var _y = /*@__PURE__*/new Vector3();
  4043. var _z = /*@__PURE__*/new Vector3();
  4044. var Euler = /*#__PURE__*/function () {
  4045. function Euler(x, y, z, order) {
  4046. if (x === void 0) {
  4047. x = 0;
  4048. }
  4049. if (y === void 0) {
  4050. y = 0;
  4051. }
  4052. if (z === void 0) {
  4053. z = 0;
  4054. }
  4055. if (order === void 0) {
  4056. order = Euler.DefaultOrder;
  4057. }
  4058. Object.defineProperty(this, 'isEuler', {
  4059. value: true
  4060. });
  4061. this._x = x;
  4062. this._y = y;
  4063. this._z = z;
  4064. this._order = order;
  4065. }
  4066. var _proto = Euler.prototype;
  4067. _proto.set = function set(x, y, z, order) {
  4068. this._x = x;
  4069. this._y = y;
  4070. this._z = z;
  4071. this._order = order || this._order;
  4072. this._onChangeCallback();
  4073. return this;
  4074. };
  4075. _proto.clone = function clone() {
  4076. return new this.constructor(this._x, this._y, this._z, this._order);
  4077. };
  4078. _proto.copy = function copy(euler) {
  4079. this._x = euler._x;
  4080. this._y = euler._y;
  4081. this._z = euler._z;
  4082. this._order = euler._order;
  4083. this._onChangeCallback();
  4084. return this;
  4085. };
  4086. _proto.setFromRotationMatrix = function setFromRotationMatrix(m, order, update) {
  4087. var clamp = MathUtils.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4088. var te = m.elements;
  4089. var m11 = te[0],
  4090. m12 = te[4],
  4091. m13 = te[8];
  4092. var m21 = te[1],
  4093. m22 = te[5],
  4094. m23 = te[9];
  4095. var m31 = te[2],
  4096. m32 = te[6],
  4097. m33 = te[10];
  4098. order = order || this._order;
  4099. switch (order) {
  4100. case 'XYZ':
  4101. this._y = Math.asin(clamp(m13, -1, 1));
  4102. if (Math.abs(m13) < 0.9999999) {
  4103. this._x = Math.atan2(-m23, m33);
  4104. this._z = Math.atan2(-m12, m11);
  4105. } else {
  4106. this._x = Math.atan2(m32, m22);
  4107. this._z = 0;
  4108. }
  4109. break;
  4110. case 'YXZ':
  4111. this._x = Math.asin(-clamp(m23, -1, 1));
  4112. if (Math.abs(m23) < 0.9999999) {
  4113. this._y = Math.atan2(m13, m33);
  4114. this._z = Math.atan2(m21, m22);
  4115. } else {
  4116. this._y = Math.atan2(-m31, m11);
  4117. this._z = 0;
  4118. }
  4119. break;
  4120. case 'ZXY':
  4121. this._x = Math.asin(clamp(m32, -1, 1));
  4122. if (Math.abs(m32) < 0.9999999) {
  4123. this._y = Math.atan2(-m31, m33);
  4124. this._z = Math.atan2(-m12, m22);
  4125. } else {
  4126. this._y = 0;
  4127. this._z = Math.atan2(m21, m11);
  4128. }
  4129. break;
  4130. case 'ZYX':
  4131. this._y = Math.asin(-clamp(m31, -1, 1));
  4132. if (Math.abs(m31) < 0.9999999) {
  4133. this._x = Math.atan2(m32, m33);
  4134. this._z = Math.atan2(m21, m11);
  4135. } else {
  4136. this._x = 0;
  4137. this._z = Math.atan2(-m12, m22);
  4138. }
  4139. break;
  4140. case 'YZX':
  4141. this._z = Math.asin(clamp(m21, -1, 1));
  4142. if (Math.abs(m21) < 0.9999999) {
  4143. this._x = Math.atan2(-m23, m22);
  4144. this._y = Math.atan2(-m31, m11);
  4145. } else {
  4146. this._x = 0;
  4147. this._y = Math.atan2(m13, m33);
  4148. }
  4149. break;
  4150. case 'XZY':
  4151. this._z = Math.asin(-clamp(m12, -1, 1));
  4152. if (Math.abs(m12) < 0.9999999) {
  4153. this._x = Math.atan2(m32, m22);
  4154. this._y = Math.atan2(m13, m11);
  4155. } else {
  4156. this._x = Math.atan2(-m23, m33);
  4157. this._y = 0;
  4158. }
  4159. break;
  4160. default:
  4161. console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
  4162. }
  4163. this._order = order;
  4164. if (update !== false) this._onChangeCallback();
  4165. return this;
  4166. };
  4167. _proto.setFromQuaternion = function setFromQuaternion(q, order, update) {
  4168. _matrix.makeRotationFromQuaternion(q);
  4169. return this.setFromRotationMatrix(_matrix, order, update);
  4170. };
  4171. _proto.setFromVector3 = function setFromVector3(v, order) {
  4172. return this.set(v.x, v.y, v.z, order || this._order);
  4173. };
  4174. _proto.reorder = function reorder(newOrder) {
  4175. // WARNING: this discards revolution information -bhouston
  4176. _quaternion$1.setFromEuler(this);
  4177. return this.setFromQuaternion(_quaternion$1, newOrder);
  4178. };
  4179. _proto.equals = function equals(euler) {
  4180. return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
  4181. };
  4182. _proto.fromArray = function fromArray(array) {
  4183. this._x = array[0];
  4184. this._y = array[1];
  4185. this._z = array[2];
  4186. if (array[3] !== undefined) this._order = array[3];
  4187. this._onChangeCallback();
  4188. return this;
  4189. };
  4190. _proto.toArray = function toArray(array, offset) {
  4191. if (array === void 0) {
  4192. array = [];
  4193. }
  4194. if (offset === void 0) {
  4195. offset = 0;
  4196. }
  4197. array[offset] = this._x;
  4198. array[offset + 1] = this._y;
  4199. array[offset + 2] = this._z;
  4200. array[offset + 3] = this._order;
  4201. return array;
  4202. };
  4203. _proto.toVector3 = function toVector3(optionalResult) {
  4204. if (optionalResult) {
  4205. return optionalResult.set(this._x, this._y, this._z);
  4206. } else {
  4207. return new Vector3(this._x, this._y, this._z);
  4208. }
  4209. };
  4210. _proto._onChange = function _onChange(callback) {
  4211. this._onChangeCallback = callback;
  4212. return this;
  4213. };
  4214. _proto._onChangeCallback = function _onChangeCallback() {};
  4215. _createClass(Euler, [{
  4216. key: "x",
  4217. get: function get() {
  4218. return this._x;
  4219. },
  4220. set: function set(value) {
  4221. this._x = value;
  4222. this._onChangeCallback();
  4223. }
  4224. }, {
  4225. key: "y",
  4226. get: function get() {
  4227. return this._y;
  4228. },
  4229. set: function set(value) {
  4230. this._y = value;
  4231. this._onChangeCallback();
  4232. }
  4233. }, {
  4234. key: "z",
  4235. get: function get() {
  4236. return this._z;
  4237. },
  4238. set: function set(value) {
  4239. this._z = value;
  4240. this._onChangeCallback();
  4241. }
  4242. }, {
  4243. key: "order",
  4244. get: function get() {
  4245. return this._order;
  4246. },
  4247. set: function set(value) {
  4248. this._order = value;
  4249. this._onChangeCallback();
  4250. }
  4251. }]);
  4252. return Euler;
  4253. }();
  4254. Euler.DefaultOrder = 'XYZ';
  4255. Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
  4256. var _matrix = /*@__PURE__*/new Matrix4();
  4257. var _quaternion$1 = /*@__PURE__*/new Quaternion();
  4258. var Layers = /*#__PURE__*/function () {
  4259. function Layers() {
  4260. this.mask = 1 | 0;
  4261. }
  4262. var _proto = Layers.prototype;
  4263. _proto.set = function set(channel) {
  4264. this.mask = 1 << channel | 0;
  4265. };
  4266. _proto.enable = function enable(channel) {
  4267. this.mask |= 1 << channel | 0;
  4268. };
  4269. _proto.enableAll = function enableAll() {
  4270. this.mask = 0xffffffff | 0;
  4271. };
  4272. _proto.toggle = function toggle(channel) {
  4273. this.mask ^= 1 << channel | 0;
  4274. };
  4275. _proto.disable = function disable(channel) {
  4276. this.mask &= ~(1 << channel | 0);
  4277. };
  4278. _proto.disableAll = function disableAll() {
  4279. this.mask = 0;
  4280. };
  4281. _proto.test = function test(layers) {
  4282. return (this.mask & layers.mask) !== 0;
  4283. };
  4284. return Layers;
  4285. }();
  4286. var _object3DId = 0;
  4287. var _v1$2 = new Vector3();
  4288. var _q1 = new Quaternion();
  4289. var _m1$1 = new Matrix4();
  4290. var _target = new Vector3();
  4291. var _position = new Vector3();
  4292. var _scale = new Vector3();
  4293. var _quaternion$2 = new Quaternion();
  4294. var _xAxis = new Vector3(1, 0, 0);
  4295. var _yAxis = new Vector3(0, 1, 0);
  4296. var _zAxis = new Vector3(0, 0, 1);
  4297. var _addedEvent = {
  4298. type: 'added'
  4299. };
  4300. var _removedEvent = {
  4301. type: 'removed'
  4302. };
  4303. function Object3D() {
  4304. Object.defineProperty(this, 'id', {
  4305. value: _object3DId++
  4306. });
  4307. this.uuid = MathUtils.generateUUID();
  4308. this.name = '';
  4309. this.type = 'Object3D';
  4310. this.parent = null;
  4311. this.children = [];
  4312. this.up = Object3D.DefaultUp.clone();
  4313. var position = new Vector3();
  4314. var rotation = new Euler();
  4315. var quaternion = new Quaternion();
  4316. var scale = new Vector3(1, 1, 1);
  4317. function onRotationChange() {
  4318. quaternion.setFromEuler(rotation, false);
  4319. }
  4320. function onQuaternionChange() {
  4321. rotation.setFromQuaternion(quaternion, undefined, false);
  4322. }
  4323. rotation._onChange(onRotationChange);
  4324. quaternion._onChange(onQuaternionChange);
  4325. Object.defineProperties(this, {
  4326. position: {
  4327. configurable: true,
  4328. enumerable: true,
  4329. value: position
  4330. },
  4331. rotation: {
  4332. configurable: true,
  4333. enumerable: true,
  4334. value: rotation
  4335. },
  4336. quaternion: {
  4337. configurable: true,
  4338. enumerable: true,
  4339. value: quaternion
  4340. },
  4341. scale: {
  4342. configurable: true,
  4343. enumerable: true,
  4344. value: scale
  4345. },
  4346. modelViewMatrix: {
  4347. value: new Matrix4()
  4348. },
  4349. normalMatrix: {
  4350. value: new Matrix3()
  4351. }
  4352. });
  4353. this.matrix = new Matrix4();
  4354. this.matrixWorld = new Matrix4();
  4355. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  4356. this.matrixWorldNeedsUpdate = false;
  4357. this.layers = new Layers();
  4358. this.visible = true;
  4359. this.castShadow = false;
  4360. this.receiveShadow = false;
  4361. this.frustumCulled = true;
  4362. this.renderOrder = 0;
  4363. this.animations = [];
  4364. this.userData = {};
  4365. }
  4366. Object3D.DefaultUp = new Vector3(0, 1, 0);
  4367. Object3D.DefaultMatrixAutoUpdate = true;
  4368. Object3D.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  4369. constructor: Object3D,
  4370. isObject3D: true,
  4371. onBeforeRender: function onBeforeRender() {},
  4372. onAfterRender: function onAfterRender() {},
  4373. applyMatrix4: function applyMatrix4(matrix) {
  4374. if (this.matrixAutoUpdate) this.updateMatrix();
  4375. this.matrix.premultiply(matrix);
  4376. this.matrix.decompose(this.position, this.quaternion, this.scale);
  4377. },
  4378. applyQuaternion: function applyQuaternion(q) {
  4379. this.quaternion.premultiply(q);
  4380. return this;
  4381. },
  4382. setRotationFromAxisAngle: function setRotationFromAxisAngle(axis, angle) {
  4383. // assumes axis is normalized
  4384. this.quaternion.setFromAxisAngle(axis, angle);
  4385. },
  4386. setRotationFromEuler: function setRotationFromEuler(euler) {
  4387. this.quaternion.setFromEuler(euler, true);
  4388. },
  4389. setRotationFromMatrix: function setRotationFromMatrix(m) {
  4390. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4391. this.quaternion.setFromRotationMatrix(m);
  4392. },
  4393. setRotationFromQuaternion: function setRotationFromQuaternion(q) {
  4394. // assumes q is normalized
  4395. this.quaternion.copy(q);
  4396. },
  4397. rotateOnAxis: function rotateOnAxis(axis, angle) {
  4398. // rotate object on axis in object space
  4399. // axis is assumed to be normalized
  4400. _q1.setFromAxisAngle(axis, angle);
  4401. this.quaternion.multiply(_q1);
  4402. return this;
  4403. },
  4404. rotateOnWorldAxis: function rotateOnWorldAxis(axis, angle) {
  4405. // rotate object on axis in world space
  4406. // axis is assumed to be normalized
  4407. // method assumes no rotated parent
  4408. _q1.setFromAxisAngle(axis, angle);
  4409. this.quaternion.premultiply(_q1);
  4410. return this;
  4411. },
  4412. rotateX: function rotateX(angle) {
  4413. return this.rotateOnAxis(_xAxis, angle);
  4414. },
  4415. rotateY: function rotateY(angle) {
  4416. return this.rotateOnAxis(_yAxis, angle);
  4417. },
  4418. rotateZ: function rotateZ(angle) {
  4419. return this.rotateOnAxis(_zAxis, angle);
  4420. },
  4421. translateOnAxis: function translateOnAxis(axis, distance) {
  4422. // translate object by distance along axis in object space
  4423. // axis is assumed to be normalized
  4424. _v1$2.copy(axis).applyQuaternion(this.quaternion);
  4425. this.position.add(_v1$2.multiplyScalar(distance));
  4426. return this;
  4427. },
  4428. translateX: function translateX(distance) {
  4429. return this.translateOnAxis(_xAxis, distance);
  4430. },
  4431. translateY: function translateY(distance) {
  4432. return this.translateOnAxis(_yAxis, distance);
  4433. },
  4434. translateZ: function translateZ(distance) {
  4435. return this.translateOnAxis(_zAxis, distance);
  4436. },
  4437. localToWorld: function localToWorld(vector) {
  4438. return vector.applyMatrix4(this.matrixWorld);
  4439. },
  4440. worldToLocal: function worldToLocal(vector) {
  4441. return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
  4442. },
  4443. lookAt: function lookAt(x, y, z) {
  4444. // This method does not support objects having non-uniformly-scaled parent(s)
  4445. if (x.isVector3) {
  4446. _target.copy(x);
  4447. } else {
  4448. _target.set(x, y, z);
  4449. }
  4450. var parent = this.parent;
  4451. this.updateWorldMatrix(true, false);
  4452. _position.setFromMatrixPosition(this.matrixWorld);
  4453. if (this.isCamera || this.isLight) {
  4454. _m1$1.lookAt(_position, _target, this.up);
  4455. } else {
  4456. _m1$1.lookAt(_target, _position, this.up);
  4457. }
  4458. this.quaternion.setFromRotationMatrix(_m1$1);
  4459. if (parent) {
  4460. _m1$1.extractRotation(parent.matrixWorld);
  4461. _q1.setFromRotationMatrix(_m1$1);
  4462. this.quaternion.premultiply(_q1.invert());
  4463. }
  4464. },
  4465. add: function add(object) {
  4466. if (arguments.length > 1) {
  4467. for (var i = 0; i < arguments.length; i++) {
  4468. this.add(arguments[i]);
  4469. }
  4470. return this;
  4471. }
  4472. if (object === this) {
  4473. console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
  4474. return this;
  4475. }
  4476. if (object && object.isObject3D) {
  4477. if (object.parent !== null) {
  4478. object.parent.remove(object);
  4479. }
  4480. object.parent = this;
  4481. this.children.push(object);
  4482. object.dispatchEvent(_addedEvent);
  4483. } else {
  4484. console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
  4485. }
  4486. return this;
  4487. },
  4488. remove: function remove(object) {
  4489. if (arguments.length > 1) {
  4490. for (var i = 0; i < arguments.length; i++) {
  4491. this.remove(arguments[i]);
  4492. }
  4493. return this;
  4494. }
  4495. var index = this.children.indexOf(object);
  4496. if (index !== -1) {
  4497. object.parent = null;
  4498. this.children.splice(index, 1);
  4499. object.dispatchEvent(_removedEvent);
  4500. }
  4501. return this;
  4502. },
  4503. clear: function clear() {
  4504. for (var i = 0; i < this.children.length; i++) {
  4505. var object = this.children[i];
  4506. object.parent = null;
  4507. object.dispatchEvent(_removedEvent);
  4508. }
  4509. this.children.length = 0;
  4510. return this;
  4511. },
  4512. attach: function attach(object) {
  4513. // adds object as a child of this, while maintaining the object's world transform
  4514. this.updateWorldMatrix(true, false);
  4515. _m1$1.copy(this.matrixWorld).invert();
  4516. if (object.parent !== null) {
  4517. object.parent.updateWorldMatrix(true, false);
  4518. _m1$1.multiply(object.parent.matrixWorld);
  4519. }
  4520. object.applyMatrix4(_m1$1);
  4521. object.updateWorldMatrix(false, false);
  4522. this.add(object);
  4523. return this;
  4524. },
  4525. getObjectById: function getObjectById(id) {
  4526. return this.getObjectByProperty('id', id);
  4527. },
  4528. getObjectByName: function getObjectByName(name) {
  4529. return this.getObjectByProperty('name', name);
  4530. },
  4531. getObjectByProperty: function getObjectByProperty(name, value) {
  4532. if (this[name] === value) return this;
  4533. for (var i = 0, l = this.children.length; i < l; i++) {
  4534. var child = this.children[i];
  4535. var object = child.getObjectByProperty(name, value);
  4536. if (object !== undefined) {
  4537. return object;
  4538. }
  4539. }
  4540. return undefined;
  4541. },
  4542. getWorldPosition: function getWorldPosition(target) {
  4543. if (target === undefined) {
  4544. console.warn('THREE.Object3D: .getWorldPosition() target is now required');
  4545. target = new Vector3();
  4546. }
  4547. this.updateWorldMatrix(true, false);
  4548. return target.setFromMatrixPosition(this.matrixWorld);
  4549. },
  4550. getWorldQuaternion: function getWorldQuaternion(target) {
  4551. if (target === undefined) {
  4552. console.warn('THREE.Object3D: .getWorldQuaternion() target is now required');
  4553. target = new Quaternion();
  4554. }
  4555. this.updateWorldMatrix(true, false);
  4556. this.matrixWorld.decompose(_position, target, _scale);
  4557. return target;
  4558. },
  4559. getWorldScale: function getWorldScale(target) {
  4560. if (target === undefined) {
  4561. console.warn('THREE.Object3D: .getWorldScale() target is now required');
  4562. target = new Vector3();
  4563. }
  4564. this.updateWorldMatrix(true, false);
  4565. this.matrixWorld.decompose(_position, _quaternion$2, target);
  4566. return target;
  4567. },
  4568. getWorldDirection: function getWorldDirection(target) {
  4569. if (target === undefined) {
  4570. console.warn('THREE.Object3D: .getWorldDirection() target is now required');
  4571. target = new Vector3();
  4572. }
  4573. this.updateWorldMatrix(true, false);
  4574. var e = this.matrixWorld.elements;
  4575. return target.set(e[8], e[9], e[10]).normalize();
  4576. },
  4577. raycast: function raycast() {},
  4578. traverse: function traverse(callback) {
  4579. callback(this);
  4580. var children = this.children;
  4581. for (var i = 0, l = children.length; i < l; i++) {
  4582. children[i].traverse(callback);
  4583. }
  4584. },
  4585. traverseVisible: function traverseVisible(callback) {
  4586. if (this.visible === false) return;
  4587. callback(this);
  4588. var children = this.children;
  4589. for (var i = 0, l = children.length; i < l; i++) {
  4590. children[i].traverseVisible(callback);
  4591. }
  4592. },
  4593. traverseAncestors: function traverseAncestors(callback) {
  4594. var parent = this.parent;
  4595. if (parent !== null) {
  4596. callback(parent);
  4597. parent.traverseAncestors(callback);
  4598. }
  4599. },
  4600. updateMatrix: function updateMatrix() {
  4601. this.matrix.compose(this.position, this.quaternion, this.scale);
  4602. this.matrixWorldNeedsUpdate = true;
  4603. },
  4604. updateMatrixWorld: function updateMatrixWorld(force) {
  4605. if (this.matrixAutoUpdate) this.updateMatrix();
  4606. if (this.matrixWorldNeedsUpdate || force) {
  4607. if (this.parent === null) {
  4608. this.matrixWorld.copy(this.matrix);
  4609. } else {
  4610. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4611. }
  4612. this.matrixWorldNeedsUpdate = false;
  4613. force = true;
  4614. } // update children
  4615. var children = this.children;
  4616. for (var i = 0, l = children.length; i < l; i++) {
  4617. children[i].updateMatrixWorld(force);
  4618. }
  4619. },
  4620. updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) {
  4621. var parent = this.parent;
  4622. if (updateParents === true && parent !== null) {
  4623. parent.updateWorldMatrix(true, false);
  4624. }
  4625. if (this.matrixAutoUpdate) this.updateMatrix();
  4626. if (this.parent === null) {
  4627. this.matrixWorld.copy(this.matrix);
  4628. } else {
  4629. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4630. } // update children
  4631. if (updateChildren === true) {
  4632. var children = this.children;
  4633. for (var i = 0, l = children.length; i < l; i++) {
  4634. children[i].updateWorldMatrix(false, true);
  4635. }
  4636. }
  4637. },
  4638. toJSON: function toJSON(meta) {
  4639. // meta is a string when called from JSON.stringify
  4640. var isRootObject = meta === undefined || typeof meta === 'string';
  4641. var output = {}; // meta is a hash used to collect geometries, materials.
  4642. // not providing it implies that this is the root object
  4643. // being serialized.
  4644. if (isRootObject) {
  4645. // initialize meta obj
  4646. meta = {
  4647. geometries: {},
  4648. materials: {},
  4649. textures: {},
  4650. images: {},
  4651. shapes: {},
  4652. skeletons: {},
  4653. animations: {}
  4654. };
  4655. output.metadata = {
  4656. version: 4.5,
  4657. type: 'Object',
  4658. generator: 'Object3D.toJSON'
  4659. };
  4660. } // standard Object3D serialization
  4661. var object = {};
  4662. object.uuid = this.uuid;
  4663. object.type = this.type;
  4664. if (this.name !== '') object.name = this.name;
  4665. if (this.castShadow === true) object.castShadow = true;
  4666. if (this.receiveShadow === true) object.receiveShadow = true;
  4667. if (this.visible === false) object.visible = false;
  4668. if (this.frustumCulled === false) object.frustumCulled = false;
  4669. if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;
  4670. if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;
  4671. object.layers = this.layers.mask;
  4672. object.matrix = this.matrix.toArray();
  4673. if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties
  4674. if (this.isInstancedMesh) {
  4675. object.type = 'InstancedMesh';
  4676. object.count = this.count;
  4677. object.instanceMatrix = this.instanceMatrix.toJSON();
  4678. } //
  4679. function serialize(library, element) {
  4680. if (library[element.uuid] === undefined) {
  4681. library[element.uuid] = element.toJSON(meta);
  4682. }
  4683. return element.uuid;
  4684. }
  4685. if (this.isMesh || this.isLine || this.isPoints) {
  4686. object.geometry = serialize(meta.geometries, this.geometry);
  4687. var parameters = this.geometry.parameters;
  4688. if (parameters !== undefined && parameters.shapes !== undefined) {
  4689. var shapes = parameters.shapes;
  4690. if (Array.isArray(shapes)) {
  4691. for (var i = 0, l = shapes.length; i < l; i++) {
  4692. var shape = shapes[i];
  4693. serialize(meta.shapes, shape);
  4694. }
  4695. } else {
  4696. serialize(meta.shapes, shapes);
  4697. }
  4698. }
  4699. }
  4700. if (this.isSkinnedMesh) {
  4701. object.bindMode = this.bindMode;
  4702. object.bindMatrix = this.bindMatrix.toArray();
  4703. if (this.skeleton !== undefined) {
  4704. serialize(meta.skeletons, this.skeleton);
  4705. object.skeleton = this.skeleton.uuid;
  4706. }
  4707. }
  4708. if (this.material !== undefined) {
  4709. if (Array.isArray(this.material)) {
  4710. var uuids = [];
  4711. for (var _i = 0, _l = this.material.length; _i < _l; _i++) {
  4712. uuids.push(serialize(meta.materials, this.material[_i]));
  4713. }
  4714. object.material = uuids;
  4715. } else {
  4716. object.material = serialize(meta.materials, this.material);
  4717. }
  4718. } //
  4719. if (this.children.length > 0) {
  4720. object.children = [];
  4721. for (var _i2 = 0; _i2 < this.children.length; _i2++) {
  4722. object.children.push(this.children[_i2].toJSON(meta).object);
  4723. }
  4724. } //
  4725. if (this.animations.length > 0) {
  4726. object.animations = [];
  4727. for (var _i3 = 0; _i3 < this.animations.length; _i3++) {
  4728. var animation = this.animations[_i3];
  4729. object.animations.push(serialize(meta.animations, animation));
  4730. }
  4731. }
  4732. if (isRootObject) {
  4733. var geometries = extractFromCache(meta.geometries);
  4734. var materials = extractFromCache(meta.materials);
  4735. var textures = extractFromCache(meta.textures);
  4736. var images = extractFromCache(meta.images);
  4737. var _shapes = extractFromCache(meta.shapes);
  4738. var skeletons = extractFromCache(meta.skeletons);
  4739. var animations = extractFromCache(meta.animations);
  4740. if (geometries.length > 0) output.geometries = geometries;
  4741. if (materials.length > 0) output.materials = materials;
  4742. if (textures.length > 0) output.textures = textures;
  4743. if (images.length > 0) output.images = images;
  4744. if (_shapes.length > 0) output.shapes = _shapes;
  4745. if (skeletons.length > 0) output.skeletons = skeletons;
  4746. if (animations.length > 0) output.animations = animations;
  4747. }
  4748. output.object = object;
  4749. return output; // extract data from the cache hash
  4750. // remove metadata on each item
  4751. // and return as array
  4752. function extractFromCache(cache) {
  4753. var values = [];
  4754. for (var key in cache) {
  4755. var data = cache[key];
  4756. delete data.metadata;
  4757. values.push(data);
  4758. }
  4759. return values;
  4760. }
  4761. },
  4762. clone: function clone(recursive) {
  4763. return new this.constructor().copy(this, recursive);
  4764. },
  4765. copy: function copy(source, recursive) {
  4766. if (recursive === void 0) {
  4767. recursive = true;
  4768. }
  4769. this.name = source.name;
  4770. this.up.copy(source.up);
  4771. this.position.copy(source.position);
  4772. this.rotation.order = source.rotation.order;
  4773. this.quaternion.copy(source.quaternion);
  4774. this.scale.copy(source.scale);
  4775. this.matrix.copy(source.matrix);
  4776. this.matrixWorld.copy(source.matrixWorld);
  4777. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4778. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4779. this.layers.mask = source.layers.mask;
  4780. this.visible = source.visible;
  4781. this.castShadow = source.castShadow;
  4782. this.receiveShadow = source.receiveShadow;
  4783. this.frustumCulled = source.frustumCulled;
  4784. this.renderOrder = source.renderOrder;
  4785. this.userData = JSON.parse(JSON.stringify(source.userData));
  4786. if (recursive === true) {
  4787. for (var i = 0; i < source.children.length; i++) {
  4788. var child = source.children[i];
  4789. this.add(child.clone());
  4790. }
  4791. }
  4792. return this;
  4793. }
  4794. });
  4795. var _vector1 = /*@__PURE__*/new Vector3();
  4796. var _vector2 = /*@__PURE__*/new Vector3();
  4797. var _normalMatrix = /*@__PURE__*/new Matrix3();
  4798. var Plane = /*#__PURE__*/function () {
  4799. function Plane(normal, constant) {
  4800. Object.defineProperty(this, 'isPlane', {
  4801. value: true
  4802. }); // normal is assumed to be normalized
  4803. this.normal = normal !== undefined ? normal : new Vector3(1, 0, 0);
  4804. this.constant = constant !== undefined ? constant : 0;
  4805. }
  4806. var _proto = Plane.prototype;
  4807. _proto.set = function set(normal, constant) {
  4808. this.normal.copy(normal);
  4809. this.constant = constant;
  4810. return this;
  4811. };
  4812. _proto.setComponents = function setComponents(x, y, z, w) {
  4813. this.normal.set(x, y, z);
  4814. this.constant = w;
  4815. return this;
  4816. };
  4817. _proto.setFromNormalAndCoplanarPoint = function setFromNormalAndCoplanarPoint(normal, point) {
  4818. this.normal.copy(normal);
  4819. this.constant = -point.dot(this.normal);
  4820. return this;
  4821. };
  4822. _proto.setFromCoplanarPoints = function setFromCoplanarPoints(a, b, c) {
  4823. var normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4824. this.setFromNormalAndCoplanarPoint(normal, a);
  4825. return this;
  4826. };
  4827. _proto.clone = function clone() {
  4828. return new this.constructor().copy(this);
  4829. };
  4830. _proto.copy = function copy(plane) {
  4831. this.normal.copy(plane.normal);
  4832. this.constant = plane.constant;
  4833. return this;
  4834. };
  4835. _proto.normalize = function normalize() {
  4836. // Note: will lead to a divide by zero if the plane is invalid.
  4837. var inverseNormalLength = 1.0 / this.normal.length();
  4838. this.normal.multiplyScalar(inverseNormalLength);
  4839. this.constant *= inverseNormalLength;
  4840. return this;
  4841. };
  4842. _proto.negate = function negate() {
  4843. this.constant *= -1;
  4844. this.normal.negate();
  4845. return this;
  4846. };
  4847. _proto.distanceToPoint = function distanceToPoint(point) {
  4848. return this.normal.dot(point) + this.constant;
  4849. };
  4850. _proto.distanceToSphere = function distanceToSphere(sphere) {
  4851. return this.distanceToPoint(sphere.center) - sphere.radius;
  4852. };
  4853. _proto.projectPoint = function projectPoint(point, target) {
  4854. if (target === undefined) {
  4855. console.warn('THREE.Plane: .projectPoint() target is now required');
  4856. target = new Vector3();
  4857. }
  4858. return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
  4859. };
  4860. _proto.intersectLine = function intersectLine(line, target) {
  4861. if (target === undefined) {
  4862. console.warn('THREE.Plane: .intersectLine() target is now required');
  4863. target = new Vector3();
  4864. }
  4865. var direction = line.delta(_vector1);
  4866. var denominator = this.normal.dot(direction);
  4867. if (denominator === 0) {
  4868. // line is coplanar, return origin
  4869. if (this.distanceToPoint(line.start) === 0) {
  4870. return target.copy(line.start);
  4871. } // Unsure if this is the correct method to handle this case.
  4872. return undefined;
  4873. }
  4874. var t = -(line.start.dot(this.normal) + this.constant) / denominator;
  4875. if (t < 0 || t > 1) {
  4876. return undefined;
  4877. }
  4878. return target.copy(direction).multiplyScalar(t).add(line.start);
  4879. };
  4880. _proto.intersectsLine = function intersectsLine(line) {
  4881. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4882. var startSign = this.distanceToPoint(line.start);
  4883. var endSign = this.distanceToPoint(line.end);
  4884. return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
  4885. };
  4886. _proto.intersectsBox = function intersectsBox(box) {
  4887. return box.intersectsPlane(this);
  4888. };
  4889. _proto.intersectsSphere = function intersectsSphere(sphere) {
  4890. return sphere.intersectsPlane(this);
  4891. };
  4892. _proto.coplanarPoint = function coplanarPoint(target) {
  4893. if (target === undefined) {
  4894. console.warn('THREE.Plane: .coplanarPoint() target is now required');
  4895. target = new Vector3();
  4896. }
  4897. return target.copy(this.normal).multiplyScalar(-this.constant);
  4898. };
  4899. _proto.applyMatrix4 = function applyMatrix4(matrix, optionalNormalMatrix) {
  4900. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
  4901. var referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
  4902. var normal = this.normal.applyMatrix3(normalMatrix).normalize();
  4903. this.constant = -referencePoint.dot(normal);
  4904. return this;
  4905. };
  4906. _proto.translate = function translate(offset) {
  4907. this.constant -= offset.dot(this.normal);
  4908. return this;
  4909. };
  4910. _proto.equals = function equals(plane) {
  4911. return plane.normal.equals(this.normal) && plane.constant === this.constant;
  4912. };
  4913. return Plane;
  4914. }();
  4915. var _v0$1 = /*@__PURE__*/new Vector3();
  4916. var _v1$3 = /*@__PURE__*/new Vector3();
  4917. var _v2$1 = /*@__PURE__*/new Vector3();
  4918. var _v3 = /*@__PURE__*/new Vector3();
  4919. var _vab = /*@__PURE__*/new Vector3();
  4920. var _vac = /*@__PURE__*/new Vector3();
  4921. var _vbc = /*@__PURE__*/new Vector3();
  4922. var _vap = /*@__PURE__*/new Vector3();
  4923. var _vbp = /*@__PURE__*/new Vector3();
  4924. var _vcp = /*@__PURE__*/new Vector3();
  4925. var Triangle = /*#__PURE__*/function () {
  4926. function Triangle(a, b, c) {
  4927. this.a = a !== undefined ? a : new Vector3();
  4928. this.b = b !== undefined ? b : new Vector3();
  4929. this.c = c !== undefined ? c : new Vector3();
  4930. }
  4931. Triangle.getNormal = function getNormal(a, b, c, target) {
  4932. if (target === undefined) {
  4933. console.warn('THREE.Triangle: .getNormal() target is now required');
  4934. target = new Vector3();
  4935. }
  4936. target.subVectors(c, b);
  4937. _v0$1.subVectors(a, b);
  4938. target.cross(_v0$1);
  4939. var targetLengthSq = target.lengthSq();
  4940. if (targetLengthSq > 0) {
  4941. return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
  4942. }
  4943. return target.set(0, 0, 0);
  4944. } // static/instance method to calculate barycentric coordinates
  4945. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4946. ;
  4947. Triangle.getBarycoord = function getBarycoord(point, a, b, c, target) {
  4948. _v0$1.subVectors(c, a);
  4949. _v1$3.subVectors(b, a);
  4950. _v2$1.subVectors(point, a);
  4951. var dot00 = _v0$1.dot(_v0$1);
  4952. var dot01 = _v0$1.dot(_v1$3);
  4953. var dot02 = _v0$1.dot(_v2$1);
  4954. var dot11 = _v1$3.dot(_v1$3);
  4955. var dot12 = _v1$3.dot(_v2$1);
  4956. var denom = dot00 * dot11 - dot01 * dot01;
  4957. if (target === undefined) {
  4958. console.warn('THREE.Triangle: .getBarycoord() target is now required');
  4959. target = new Vector3();
  4960. } // collinear or singular triangle
  4961. if (denom === 0) {
  4962. // arbitrary location outside of triangle?
  4963. // not sure if this is the best idea, maybe should be returning undefined
  4964. return target.set(-2, -1, -1);
  4965. }
  4966. var invDenom = 1 / denom;
  4967. var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
  4968. var v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1
  4969. return target.set(1 - u - v, v, u);
  4970. };
  4971. Triangle.containsPoint = function containsPoint(point, a, b, c) {
  4972. this.getBarycoord(point, a, b, c, _v3);
  4973. return _v3.x >= 0 && _v3.y >= 0 && _v3.x + _v3.y <= 1;
  4974. };
  4975. Triangle.getUV = function getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
  4976. this.getBarycoord(point, p1, p2, p3, _v3);
  4977. target.set(0, 0);
  4978. target.addScaledVector(uv1, _v3.x);
  4979. target.addScaledVector(uv2, _v3.y);
  4980. target.addScaledVector(uv3, _v3.z);
  4981. return target;
  4982. };
  4983. Triangle.isFrontFacing = function isFrontFacing(a, b, c, direction) {
  4984. _v0$1.subVectors(c, b);
  4985. _v1$3.subVectors(a, b); // strictly front facing
  4986. return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
  4987. };
  4988. var _proto = Triangle.prototype;
  4989. _proto.set = function set(a, b, c) {
  4990. this.a.copy(a);
  4991. this.b.copy(b);
  4992. this.c.copy(c);
  4993. return this;
  4994. };
  4995. _proto.setFromPointsAndIndices = function setFromPointsAndIndices(points, i0, i1, i2) {
  4996. this.a.copy(points[i0]);
  4997. this.b.copy(points[i1]);
  4998. this.c.copy(points[i2]);
  4999. return this;
  5000. };
  5001. _proto.clone = function clone() {
  5002. return new this.constructor().copy(this);
  5003. };
  5004. _proto.copy = function copy(triangle) {
  5005. this.a.copy(triangle.a);
  5006. this.b.copy(triangle.b);
  5007. this.c.copy(triangle.c);
  5008. return this;
  5009. };
  5010. _proto.getArea = function getArea() {
  5011. _v0$1.subVectors(this.c, this.b);
  5012. _v1$3.subVectors(this.a, this.b);
  5013. return _v0$1.cross(_v1$3).length() * 0.5;
  5014. };
  5015. _proto.getMidpoint = function getMidpoint(target) {
  5016. if (target === undefined) {
  5017. console.warn('THREE.Triangle: .getMidpoint() target is now required');
  5018. target = new Vector3();
  5019. }
  5020. return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
  5021. };
  5022. _proto.getNormal = function getNormal(target) {
  5023. return Triangle.getNormal(this.a, this.b, this.c, target);
  5024. };
  5025. _proto.getPlane = function getPlane(target) {
  5026. if (target === undefined) {
  5027. console.warn('THREE.Triangle: .getPlane() target is now required');
  5028. target = new Plane();
  5029. }
  5030. return target.setFromCoplanarPoints(this.a, this.b, this.c);
  5031. };
  5032. _proto.getBarycoord = function getBarycoord(point, target) {
  5033. return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
  5034. };
  5035. _proto.getUV = function getUV(point, uv1, uv2, uv3, target) {
  5036. return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
  5037. };
  5038. _proto.containsPoint = function containsPoint(point) {
  5039. return Triangle.containsPoint(point, this.a, this.b, this.c);
  5040. };
  5041. _proto.isFrontFacing = function isFrontFacing(direction) {
  5042. return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
  5043. };
  5044. _proto.intersectsBox = function intersectsBox(box) {
  5045. return box.intersectsTriangle(this);
  5046. };
  5047. _proto.closestPointToPoint = function closestPointToPoint(p, target) {
  5048. if (target === undefined) {
  5049. console.warn('THREE.Triangle: .closestPointToPoint() target is now required');
  5050. target = new Vector3();
  5051. }
  5052. var a = this.a,
  5053. b = this.b,
  5054. c = this.c;
  5055. var v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  5056. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  5057. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  5058. // basically, we're distinguishing which of the voronoi regions of the triangle
  5059. // the point lies in with the minimum amount of redundant computation.
  5060. _vab.subVectors(b, a);
  5061. _vac.subVectors(c, a);
  5062. _vap.subVectors(p, a);
  5063. var d1 = _vab.dot(_vap);
  5064. var d2 = _vac.dot(_vap);
  5065. if (d1 <= 0 && d2 <= 0) {
  5066. // vertex region of A; barycentric coords (1, 0, 0)
  5067. return target.copy(a);
  5068. }
  5069. _vbp.subVectors(p, b);
  5070. var d3 = _vab.dot(_vbp);
  5071. var d4 = _vac.dot(_vbp);
  5072. if (d3 >= 0 && d4 <= d3) {
  5073. // vertex region of B; barycentric coords (0, 1, 0)
  5074. return target.copy(b);
  5075. }
  5076. var vc = d1 * d4 - d3 * d2;
  5077. if (vc <= 0 && d1 >= 0 && d3 <= 0) {
  5078. v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)
  5079. return target.copy(a).addScaledVector(_vab, v);
  5080. }
  5081. _vcp.subVectors(p, c);
  5082. var d5 = _vab.dot(_vcp);
  5083. var d6 = _vac.dot(_vcp);
  5084. if (d6 >= 0 && d5 <= d6) {
  5085. // vertex region of C; barycentric coords (0, 0, 1)
  5086. return target.copy(c);
  5087. }
  5088. var vb = d5 * d2 - d1 * d6;
  5089. if (vb <= 0 && d2 >= 0 && d6 <= 0) {
  5090. w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)
  5091. return target.copy(a).addScaledVector(_vac, w);
  5092. }
  5093. var va = d3 * d6 - d5 * d4;
  5094. if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
  5095. _vbc.subVectors(c, b);
  5096. w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)
  5097. return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
  5098. } // face region
  5099. var denom = 1 / (va + vb + vc); // u = va * denom
  5100. v = vb * denom;
  5101. w = vc * denom;
  5102. return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
  5103. };
  5104. _proto.equals = function equals(triangle) {
  5105. return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
  5106. };
  5107. return Triangle;
  5108. }();
  5109. var _colorKeywords = {
  5110. 'aliceblue': 0xF0F8FF,
  5111. 'antiquewhite': 0xFAEBD7,
  5112. 'aqua': 0x00FFFF,
  5113. 'aquamarine': 0x7FFFD4,
  5114. 'azure': 0xF0FFFF,
  5115. 'beige': 0xF5F5DC,
  5116. 'bisque': 0xFFE4C4,
  5117. 'black': 0x000000,
  5118. 'blanchedalmond': 0xFFEBCD,
  5119. 'blue': 0x0000FF,
  5120. 'blueviolet': 0x8A2BE2,
  5121. 'brown': 0xA52A2A,
  5122. 'burlywood': 0xDEB887,
  5123. 'cadetblue': 0x5F9EA0,
  5124. 'chartreuse': 0x7FFF00,
  5125. 'chocolate': 0xD2691E,
  5126. 'coral': 0xFF7F50,
  5127. 'cornflowerblue': 0x6495ED,
  5128. 'cornsilk': 0xFFF8DC,
  5129. 'crimson': 0xDC143C,
  5130. 'cyan': 0x00FFFF,
  5131. 'darkblue': 0x00008B,
  5132. 'darkcyan': 0x008B8B,
  5133. 'darkgoldenrod': 0xB8860B,
  5134. 'darkgray': 0xA9A9A9,
  5135. 'darkgreen': 0x006400,
  5136. 'darkgrey': 0xA9A9A9,
  5137. 'darkkhaki': 0xBDB76B,
  5138. 'darkmagenta': 0x8B008B,
  5139. 'darkolivegreen': 0x556B2F,
  5140. 'darkorange': 0xFF8C00,
  5141. 'darkorchid': 0x9932CC,
  5142. 'darkred': 0x8B0000,
  5143. 'darksalmon': 0xE9967A,
  5144. 'darkseagreen': 0x8FBC8F,
  5145. 'darkslateblue': 0x483D8B,
  5146. 'darkslategray': 0x2F4F4F,
  5147. 'darkslategrey': 0x2F4F4F,
  5148. 'darkturquoise': 0x00CED1,
  5149. 'darkviolet': 0x9400D3,
  5150. 'deeppink': 0xFF1493,
  5151. 'deepskyblue': 0x00BFFF,
  5152. 'dimgray': 0x696969,
  5153. 'dimgrey': 0x696969,
  5154. 'dodgerblue': 0x1E90FF,
  5155. 'firebrick': 0xB22222,
  5156. 'floralwhite': 0xFFFAF0,
  5157. 'forestgreen': 0x228B22,
  5158. 'fuchsia': 0xFF00FF,
  5159. 'gainsboro': 0xDCDCDC,
  5160. 'ghostwhite': 0xF8F8FF,
  5161. 'gold': 0xFFD700,
  5162. 'goldenrod': 0xDAA520,
  5163. 'gray': 0x808080,
  5164. 'green': 0x008000,
  5165. 'greenyellow': 0xADFF2F,
  5166. 'grey': 0x808080,
  5167. 'honeydew': 0xF0FFF0,
  5168. 'hotpink': 0xFF69B4,
  5169. 'indianred': 0xCD5C5C,
  5170. 'indigo': 0x4B0082,
  5171. 'ivory': 0xFFFFF0,
  5172. 'khaki': 0xF0E68C,
  5173. 'lavender': 0xE6E6FA,
  5174. 'lavenderblush': 0xFFF0F5,
  5175. 'lawngreen': 0x7CFC00,
  5176. 'lemonchiffon': 0xFFFACD,
  5177. 'lightblue': 0xADD8E6,
  5178. 'lightcoral': 0xF08080,
  5179. 'lightcyan': 0xE0FFFF,
  5180. 'lightgoldenrodyellow': 0xFAFAD2,
  5181. 'lightgray': 0xD3D3D3,
  5182. 'lightgreen': 0x90EE90,
  5183. 'lightgrey': 0xD3D3D3,
  5184. 'lightpink': 0xFFB6C1,
  5185. 'lightsalmon': 0xFFA07A,
  5186. 'lightseagreen': 0x20B2AA,
  5187. 'lightskyblue': 0x87CEFA,
  5188. 'lightslategray': 0x778899,
  5189. 'lightslategrey': 0x778899,
  5190. 'lightsteelblue': 0xB0C4DE,
  5191. 'lightyellow': 0xFFFFE0,
  5192. 'lime': 0x00FF00,
  5193. 'limegreen': 0x32CD32,
  5194. 'linen': 0xFAF0E6,
  5195. 'magenta': 0xFF00FF,
  5196. 'maroon': 0x800000,
  5197. 'mediumaquamarine': 0x66CDAA,
  5198. 'mediumblue': 0x0000CD,
  5199. 'mediumorchid': 0xBA55D3,
  5200. 'mediumpurple': 0x9370DB,
  5201. 'mediumseagreen': 0x3CB371,
  5202. 'mediumslateblue': 0x7B68EE,
  5203. 'mediumspringgreen': 0x00FA9A,
  5204. 'mediumturquoise': 0x48D1CC,
  5205. 'mediumvioletred': 0xC71585,
  5206. 'midnightblue': 0x191970,
  5207. 'mintcream': 0xF5FFFA,
  5208. 'mistyrose': 0xFFE4E1,
  5209. 'moccasin': 0xFFE4B5,
  5210. 'navajowhite': 0xFFDEAD,
  5211. 'navy': 0x000080,
  5212. 'oldlace': 0xFDF5E6,
  5213. 'olive': 0x808000,
  5214. 'olivedrab': 0x6B8E23,
  5215. 'orange': 0xFFA500,
  5216. 'orangered': 0xFF4500,
  5217. 'orchid': 0xDA70D6,
  5218. 'palegoldenrod': 0xEEE8AA,
  5219. 'palegreen': 0x98FB98,
  5220. 'paleturquoise': 0xAFEEEE,
  5221. 'palevioletred': 0xDB7093,
  5222. 'papayawhip': 0xFFEFD5,
  5223. 'peachpuff': 0xFFDAB9,
  5224. 'peru': 0xCD853F,
  5225. 'pink': 0xFFC0CB,
  5226. 'plum': 0xDDA0DD,
  5227. 'powderblue': 0xB0E0E6,
  5228. 'purple': 0x800080,
  5229. 'rebeccapurple': 0x663399,
  5230. 'red': 0xFF0000,
  5231. 'rosybrown': 0xBC8F8F,
  5232. 'royalblue': 0x4169E1,
  5233. 'saddlebrown': 0x8B4513,
  5234. 'salmon': 0xFA8072,
  5235. 'sandybrown': 0xF4A460,
  5236. 'seagreen': 0x2E8B57,
  5237. 'seashell': 0xFFF5EE,
  5238. 'sienna': 0xA0522D,
  5239. 'silver': 0xC0C0C0,
  5240. 'skyblue': 0x87CEEB,
  5241. 'slateblue': 0x6A5ACD,
  5242. 'slategray': 0x708090,
  5243. 'slategrey': 0x708090,
  5244. 'snow': 0xFFFAFA,
  5245. 'springgreen': 0x00FF7F,
  5246. 'steelblue': 0x4682B4,
  5247. 'tan': 0xD2B48C,
  5248. 'teal': 0x008080,
  5249. 'thistle': 0xD8BFD8,
  5250. 'tomato': 0xFF6347,
  5251. 'turquoise': 0x40E0D0,
  5252. 'violet': 0xEE82EE,
  5253. 'wheat': 0xF5DEB3,
  5254. 'white': 0xFFFFFF,
  5255. 'whitesmoke': 0xF5F5F5,
  5256. 'yellow': 0xFFFF00,
  5257. 'yellowgreen': 0x9ACD32
  5258. };
  5259. var _hslA = {
  5260. h: 0,
  5261. s: 0,
  5262. l: 0
  5263. };
  5264. var _hslB = {
  5265. h: 0,
  5266. s: 0,
  5267. l: 0
  5268. };
  5269. function hue2rgb(p, q, t) {
  5270. if (t < 0) t += 1;
  5271. if (t > 1) t -= 1;
  5272. if (t < 1 / 6) return p + (q - p) * 6 * t;
  5273. if (t < 1 / 2) return q;
  5274. if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
  5275. return p;
  5276. }
  5277. function SRGBToLinear(c) {
  5278. return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
  5279. }
  5280. function LinearToSRGB(c) {
  5281. return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
  5282. }
  5283. var Color = /*#__PURE__*/function () {
  5284. function Color(r, g, b) {
  5285. Object.defineProperty(this, 'isColor', {
  5286. value: true
  5287. });
  5288. if (g === undefined && b === undefined) {
  5289. // r is THREE.Color, hex or string
  5290. return this.set(r);
  5291. }
  5292. return this.setRGB(r, g, b);
  5293. }
  5294. var _proto = Color.prototype;
  5295. _proto.set = function set(value) {
  5296. if (value && value.isColor) {
  5297. this.copy(value);
  5298. } else if (typeof value === 'number') {
  5299. this.setHex(value);
  5300. } else if (typeof value === 'string') {
  5301. this.setStyle(value);
  5302. }
  5303. return this;
  5304. };
  5305. _proto.setScalar = function setScalar(scalar) {
  5306. this.r = scalar;
  5307. this.g = scalar;
  5308. this.b = scalar;
  5309. return this;
  5310. };
  5311. _proto.setHex = function setHex(hex) {
  5312. hex = Math.floor(hex);
  5313. this.r = (hex >> 16 & 255) / 255;
  5314. this.g = (hex >> 8 & 255) / 255;
  5315. this.b = (hex & 255) / 255;
  5316. return this;
  5317. };
  5318. _proto.setRGB = function setRGB(r, g, b) {
  5319. this.r = r;
  5320. this.g = g;
  5321. this.b = b;
  5322. return this;
  5323. };
  5324. _proto.setHSL = function setHSL(h, s, l) {
  5325. // h,s,l ranges are in 0.0 - 1.0
  5326. h = MathUtils.euclideanModulo(h, 1);
  5327. s = MathUtils.clamp(s, 0, 1);
  5328. l = MathUtils.clamp(l, 0, 1);
  5329. if (s === 0) {
  5330. this.r = this.g = this.b = l;
  5331. } else {
  5332. var p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
  5333. var q = 2 * l - p;
  5334. this.r = hue2rgb(q, p, h + 1 / 3);
  5335. this.g = hue2rgb(q, p, h);
  5336. this.b = hue2rgb(q, p, h - 1 / 3);
  5337. }
  5338. return this;
  5339. };
  5340. _proto.setStyle = function setStyle(style) {
  5341. function handleAlpha(string) {
  5342. if (string === undefined) return;
  5343. if (parseFloat(string) < 1) {
  5344. console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
  5345. }
  5346. }
  5347. var m;
  5348. if (m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(style)) {
  5349. // rgb / hsl
  5350. var color;
  5351. var name = m[1];
  5352. var components = m[2];
  5353. switch (name) {
  5354. case 'rgb':
  5355. case 'rgba':
  5356. if (color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5357. // rgb(255,0,0) rgba(255,0,0,0.5)
  5358. this.r = Math.min(255, parseInt(color[1], 10)) / 255;
  5359. this.g = Math.min(255, parseInt(color[2], 10)) / 255;
  5360. this.b = Math.min(255, parseInt(color[3], 10)) / 255;
  5361. handleAlpha(color[4]);
  5362. return this;
  5363. }
  5364. if (color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5365. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5366. this.r = Math.min(100, parseInt(color[1], 10)) / 100;
  5367. this.g = Math.min(100, parseInt(color[2], 10)) / 100;
  5368. this.b = Math.min(100, parseInt(color[3], 10)) / 100;
  5369. handleAlpha(color[4]);
  5370. return this;
  5371. }
  5372. break;
  5373. case 'hsl':
  5374. case 'hsla':
  5375. if (color = /^(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5376. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5377. var h = parseFloat(color[1]) / 360;
  5378. var s = parseInt(color[2], 10) / 100;
  5379. var l = parseInt(color[3], 10) / 100;
  5380. handleAlpha(color[4]);
  5381. return this.setHSL(h, s, l);
  5382. }
  5383. break;
  5384. }
  5385. } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
  5386. // hex color
  5387. var hex = m[1];
  5388. var size = hex.length;
  5389. if (size === 3) {
  5390. // #ff0
  5391. this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;
  5392. this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;
  5393. this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;
  5394. return this;
  5395. } else if (size === 6) {
  5396. // #ff0000
  5397. this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;
  5398. this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;
  5399. this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;
  5400. return this;
  5401. }
  5402. }
  5403. if (style && style.length > 0) {
  5404. return this.setColorName(style);
  5405. }
  5406. return this;
  5407. };
  5408. _proto.setColorName = function setColorName(style) {
  5409. // color keywords
  5410. var hex = _colorKeywords[style];
  5411. if (hex !== undefined) {
  5412. // red
  5413. this.setHex(hex);
  5414. } else {
  5415. // unknown color
  5416. console.warn('THREE.Color: Unknown color ' + style);
  5417. }
  5418. return this;
  5419. };
  5420. _proto.clone = function clone() {
  5421. return new this.constructor(this.r, this.g, this.b);
  5422. };
  5423. _proto.copy = function copy(color) {
  5424. this.r = color.r;
  5425. this.g = color.g;
  5426. this.b = color.b;
  5427. return this;
  5428. };
  5429. _proto.copyGammaToLinear = function copyGammaToLinear(color, gammaFactor) {
  5430. if (gammaFactor === void 0) {
  5431. gammaFactor = 2.0;
  5432. }
  5433. this.r = Math.pow(color.r, gammaFactor);
  5434. this.g = Math.pow(color.g, gammaFactor);
  5435. this.b = Math.pow(color.b, gammaFactor);
  5436. return this;
  5437. };
  5438. _proto.copyLinearToGamma = function copyLinearToGamma(color, gammaFactor) {
  5439. if (gammaFactor === void 0) {
  5440. gammaFactor = 2.0;
  5441. }
  5442. var safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;
  5443. this.r = Math.pow(color.r, safeInverse);
  5444. this.g = Math.pow(color.g, safeInverse);
  5445. this.b = Math.pow(color.b, safeInverse);
  5446. return this;
  5447. };
  5448. _proto.convertGammaToLinear = function convertGammaToLinear(gammaFactor) {
  5449. this.copyGammaToLinear(this, gammaFactor);
  5450. return this;
  5451. };
  5452. _proto.convertLinearToGamma = function convertLinearToGamma(gammaFactor) {
  5453. this.copyLinearToGamma(this, gammaFactor);
  5454. return this;
  5455. };
  5456. _proto.copySRGBToLinear = function copySRGBToLinear(color) {
  5457. this.r = SRGBToLinear(color.r);
  5458. this.g = SRGBToLinear(color.g);
  5459. this.b = SRGBToLinear(color.b);
  5460. return this;
  5461. };
  5462. _proto.copyLinearToSRGB = function copyLinearToSRGB(color) {
  5463. this.r = LinearToSRGB(color.r);
  5464. this.g = LinearToSRGB(color.g);
  5465. this.b = LinearToSRGB(color.b);
  5466. return this;
  5467. };
  5468. _proto.convertSRGBToLinear = function convertSRGBToLinear() {
  5469. this.copySRGBToLinear(this);
  5470. return this;
  5471. };
  5472. _proto.convertLinearToSRGB = function convertLinearToSRGB() {
  5473. this.copyLinearToSRGB(this);
  5474. return this;
  5475. };
  5476. _proto.getHex = function getHex() {
  5477. return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
  5478. };
  5479. _proto.getHexString = function getHexString() {
  5480. return ('000000' + this.getHex().toString(16)).slice(-6);
  5481. };
  5482. _proto.getHSL = function getHSL(target) {
  5483. // h,s,l ranges are in 0.0 - 1.0
  5484. if (target === undefined) {
  5485. console.warn('THREE.Color: .getHSL() target is now required');
  5486. target = {
  5487. h: 0,
  5488. s: 0,
  5489. l: 0
  5490. };
  5491. }
  5492. var r = this.r,
  5493. g = this.g,
  5494. b = this.b;
  5495. var max = Math.max(r, g, b);
  5496. var min = Math.min(r, g, b);
  5497. var hue, saturation;
  5498. var lightness = (min + max) / 2.0;
  5499. if (min === max) {
  5500. hue = 0;
  5501. saturation = 0;
  5502. } else {
  5503. var delta = max - min;
  5504. saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
  5505. switch (max) {
  5506. case r:
  5507. hue = (g - b) / delta + (g < b ? 6 : 0);
  5508. break;
  5509. case g:
  5510. hue = (b - r) / delta + 2;
  5511. break;
  5512. case b:
  5513. hue = (r - g) / delta + 4;
  5514. break;
  5515. }
  5516. hue /= 6;
  5517. }
  5518. target.h = hue;
  5519. target.s = saturation;
  5520. target.l = lightness;
  5521. return target;
  5522. };
  5523. _proto.getStyle = function getStyle() {
  5524. return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
  5525. };
  5526. _proto.offsetHSL = function offsetHSL(h, s, l) {
  5527. this.getHSL(_hslA);
  5528. _hslA.h += h;
  5529. _hslA.s += s;
  5530. _hslA.l += l;
  5531. this.setHSL(_hslA.h, _hslA.s, _hslA.l);
  5532. return this;
  5533. };
  5534. _proto.add = function add(color) {
  5535. this.r += color.r;
  5536. this.g += color.g;
  5537. this.b += color.b;
  5538. return this;
  5539. };
  5540. _proto.addColors = function addColors(color1, color2) {
  5541. this.r = color1.r + color2.r;
  5542. this.g = color1.g + color2.g;
  5543. this.b = color1.b + color2.b;
  5544. return this;
  5545. };
  5546. _proto.addScalar = function addScalar(s) {
  5547. this.r += s;
  5548. this.g += s;
  5549. this.b += s;
  5550. return this;
  5551. };
  5552. _proto.sub = function sub(color) {
  5553. this.r = Math.max(0, this.r - color.r);
  5554. this.g = Math.max(0, this.g - color.g);
  5555. this.b = Math.max(0, this.b - color.b);
  5556. return this;
  5557. };
  5558. _proto.multiply = function multiply(color) {
  5559. this.r *= color.r;
  5560. this.g *= color.g;
  5561. this.b *= color.b;
  5562. return this;
  5563. };
  5564. _proto.multiplyScalar = function multiplyScalar(s) {
  5565. this.r *= s;
  5566. this.g *= s;
  5567. this.b *= s;
  5568. return this;
  5569. };
  5570. _proto.lerp = function lerp(color, alpha) {
  5571. this.r += (color.r - this.r) * alpha;
  5572. this.g += (color.g - this.g) * alpha;
  5573. this.b += (color.b - this.b) * alpha;
  5574. return this;
  5575. };
  5576. _proto.lerpColors = function lerpColors(color1, color2, alpha) {
  5577. this.r = color1.r + (color2.r - color1.r) * alpha;
  5578. this.g = color1.g + (color2.g - color1.g) * alpha;
  5579. this.b = color1.b + (color2.b - color1.b) * alpha;
  5580. return this;
  5581. };
  5582. _proto.lerpHSL = function lerpHSL(color, alpha) {
  5583. this.getHSL(_hslA);
  5584. color.getHSL(_hslB);
  5585. var h = MathUtils.lerp(_hslA.h, _hslB.h, alpha);
  5586. var s = MathUtils.lerp(_hslA.s, _hslB.s, alpha);
  5587. var l = MathUtils.lerp(_hslA.l, _hslB.l, alpha);
  5588. this.setHSL(h, s, l);
  5589. return this;
  5590. };
  5591. _proto.equals = function equals(c) {
  5592. return c.r === this.r && c.g === this.g && c.b === this.b;
  5593. };
  5594. _proto.fromArray = function fromArray(array, offset) {
  5595. if (offset === void 0) {
  5596. offset = 0;
  5597. }
  5598. this.r = array[offset];
  5599. this.g = array[offset + 1];
  5600. this.b = array[offset + 2];
  5601. return this;
  5602. };
  5603. _proto.toArray = function toArray(array, offset) {
  5604. if (array === void 0) {
  5605. array = [];
  5606. }
  5607. if (offset === void 0) {
  5608. offset = 0;
  5609. }
  5610. array[offset] = this.r;
  5611. array[offset + 1] = this.g;
  5612. array[offset + 2] = this.b;
  5613. return array;
  5614. };
  5615. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index) {
  5616. this.r = attribute.getX(index);
  5617. this.g = attribute.getY(index);
  5618. this.b = attribute.getZ(index);
  5619. if (attribute.normalized === true) {
  5620. // assuming Uint8Array
  5621. this.r /= 255;
  5622. this.g /= 255;
  5623. this.b /= 255;
  5624. }
  5625. return this;
  5626. };
  5627. _proto.toJSON = function toJSON() {
  5628. return this.getHex();
  5629. };
  5630. return Color;
  5631. }();
  5632. Color.NAMES = _colorKeywords;
  5633. Color.prototype.r = 1;
  5634. Color.prototype.g = 1;
  5635. Color.prototype.b = 1;
  5636. var Face3 = /*#__PURE__*/function () {
  5637. function Face3(a, b, c, normal, color, materialIndex) {
  5638. if (materialIndex === void 0) {
  5639. materialIndex = 0;
  5640. }
  5641. this.a = a;
  5642. this.b = b;
  5643. this.c = c;
  5644. this.normal = normal && normal.isVector3 ? normal : new Vector3();
  5645. this.vertexNormals = Array.isArray(normal) ? normal : [];
  5646. this.color = color && color.isColor ? color : new Color();
  5647. this.vertexColors = Array.isArray(color) ? color : [];
  5648. this.materialIndex = materialIndex;
  5649. }
  5650. var _proto = Face3.prototype;
  5651. _proto.clone = function clone() {
  5652. return new this.constructor().copy(this);
  5653. };
  5654. _proto.copy = function copy(source) {
  5655. this.a = source.a;
  5656. this.b = source.b;
  5657. this.c = source.c;
  5658. this.normal.copy(source.normal);
  5659. this.color.copy(source.color);
  5660. this.materialIndex = source.materialIndex;
  5661. for (var i = 0, il = source.vertexNormals.length; i < il; i++) {
  5662. this.vertexNormals[i] = source.vertexNormals[i].clone();
  5663. }
  5664. for (var _i = 0, _il = source.vertexColors.length; _i < _il; _i++) {
  5665. this.vertexColors[_i] = source.vertexColors[_i].clone();
  5666. }
  5667. return this;
  5668. };
  5669. return Face3;
  5670. }();
  5671. var materialId = 0;
  5672. function Material() {
  5673. Object.defineProperty(this, 'id', {
  5674. value: materialId++
  5675. });
  5676. this.uuid = MathUtils.generateUUID();
  5677. this.name = '';
  5678. this.type = 'Material';
  5679. this.fog = true;
  5680. this.blending = NormalBlending;
  5681. this.side = FrontSide;
  5682. this.flatShading = false;
  5683. this.vertexColors = false;
  5684. this.opacity = 1;
  5685. this.transparent = false;
  5686. this.blendSrc = SrcAlphaFactor;
  5687. this.blendDst = OneMinusSrcAlphaFactor;
  5688. this.blendEquation = AddEquation;
  5689. this.blendSrcAlpha = null;
  5690. this.blendDstAlpha = null;
  5691. this.blendEquationAlpha = null;
  5692. this.depthFunc = LessEqualDepth;
  5693. this.depthTest = true;
  5694. this.depthWrite = true;
  5695. this.stencilWriteMask = 0xff;
  5696. this.stencilFunc = AlwaysStencilFunc;
  5697. this.stencilRef = 0;
  5698. this.stencilFuncMask = 0xff;
  5699. this.stencilFail = KeepStencilOp;
  5700. this.stencilZFail = KeepStencilOp;
  5701. this.stencilZPass = KeepStencilOp;
  5702. this.stencilWrite = false;
  5703. this.clippingPlanes = null;
  5704. this.clipIntersection = false;
  5705. this.clipShadows = false;
  5706. this.shadowSide = null;
  5707. this.colorWrite = true;
  5708. this.precision = null; // override the renderer's default precision for this material
  5709. this.polygonOffset = false;
  5710. this.polygonOffsetFactor = 0;
  5711. this.polygonOffsetUnits = 0;
  5712. this.dithering = false;
  5713. this.alphaTest = 0;
  5714. this.premultipliedAlpha = false;
  5715. this.visible = true;
  5716. this.toneMapped = true;
  5717. this.userData = {};
  5718. this.version = 0;
  5719. }
  5720. Material.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  5721. constructor: Material,
  5722. isMaterial: true,
  5723. onBeforeCompile: function onBeforeCompile()
  5724. /* shaderobject, renderer */
  5725. {},
  5726. customProgramCacheKey: function customProgramCacheKey() {
  5727. return this.onBeforeCompile.toString();
  5728. },
  5729. setValues: function setValues(values) {
  5730. if (values === undefined) return;
  5731. for (var key in values) {
  5732. var newValue = values[key];
  5733. if (newValue === undefined) {
  5734. console.warn('THREE.Material: \'' + key + '\' parameter is undefined.');
  5735. continue;
  5736. } // for backward compatability if shading is set in the constructor
  5737. if (key === 'shading') {
  5738. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  5739. this.flatShading = newValue === FlatShading ? true : false;
  5740. continue;
  5741. }
  5742. var currentValue = this[key];
  5743. if (currentValue === undefined) {
  5744. console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
  5745. continue;
  5746. }
  5747. if (currentValue && currentValue.isColor) {
  5748. currentValue.set(newValue);
  5749. } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
  5750. currentValue.copy(newValue);
  5751. } else {
  5752. this[key] = newValue;
  5753. }
  5754. }
  5755. },
  5756. toJSON: function toJSON(meta) {
  5757. var isRoot = meta === undefined || typeof meta === 'string';
  5758. if (isRoot) {
  5759. meta = {
  5760. textures: {},
  5761. images: {}
  5762. };
  5763. }
  5764. var data = {
  5765. metadata: {
  5766. version: 4.5,
  5767. type: 'Material',
  5768. generator: 'Material.toJSON'
  5769. }
  5770. }; // standard Material serialization
  5771. data.uuid = this.uuid;
  5772. data.type = this.type;
  5773. if (this.name !== '') data.name = this.name;
  5774. if (this.color && this.color.isColor) data.color = this.color.getHex();
  5775. if (this.roughness !== undefined) data.roughness = this.roughness;
  5776. if (this.metalness !== undefined) data.metalness = this.metalness;
  5777. if (this.sheen && this.sheen.isColor) data.sheen = this.sheen.getHex();
  5778. if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
  5779. if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
  5780. if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
  5781. if (this.shininess !== undefined) data.shininess = this.shininess;
  5782. if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat;
  5783. if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness;
  5784. if (this.clearcoatMap && this.clearcoatMap.isTexture) {
  5785. data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
  5786. }
  5787. if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
  5788. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
  5789. }
  5790. if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
  5791. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
  5792. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5793. }
  5794. if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
  5795. if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
  5796. if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;
  5797. if (this.lightMap && this.lightMap.isTexture) data.lightMap = this.lightMap.toJSON(meta).uuid;
  5798. if (this.aoMap && this.aoMap.isTexture) {
  5799. data.aoMap = this.aoMap.toJSON(meta).uuid;
  5800. data.aoMapIntensity = this.aoMapIntensity;
  5801. }
  5802. if (this.bumpMap && this.bumpMap.isTexture) {
  5803. data.bumpMap = this.bumpMap.toJSON(meta).uuid;
  5804. data.bumpScale = this.bumpScale;
  5805. }
  5806. if (this.normalMap && this.normalMap.isTexture) {
  5807. data.normalMap = this.normalMap.toJSON(meta).uuid;
  5808. data.normalMapType = this.normalMapType;
  5809. data.normalScale = this.normalScale.toArray();
  5810. }
  5811. if (this.displacementMap && this.displacementMap.isTexture) {
  5812. data.displacementMap = this.displacementMap.toJSON(meta).uuid;
  5813. data.displacementScale = this.displacementScale;
  5814. data.displacementBias = this.displacementBias;
  5815. }
  5816. if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
  5817. if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
  5818. if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
  5819. if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;
  5820. if (this.envMap && this.envMap.isTexture) {
  5821. data.envMap = this.envMap.toJSON(meta).uuid;
  5822. data.reflectivity = this.reflectivity; // Scale behind envMap
  5823. data.refractionRatio = this.refractionRatio;
  5824. if (this.combine !== undefined) data.combine = this.combine;
  5825. if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
  5826. }
  5827. if (this.gradientMap && this.gradientMap.isTexture) {
  5828. data.gradientMap = this.gradientMap.toJSON(meta).uuid;
  5829. }
  5830. if (this.size !== undefined) data.size = this.size;
  5831. if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
  5832. if (this.blending !== NormalBlending) data.blending = this.blending;
  5833. if (this.flatShading === true) data.flatShading = this.flatShading;
  5834. if (this.side !== FrontSide) data.side = this.side;
  5835. if (this.vertexColors) data.vertexColors = true;
  5836. if (this.opacity < 1) data.opacity = this.opacity;
  5837. if (this.transparent === true) data.transparent = this.transparent;
  5838. data.depthFunc = this.depthFunc;
  5839. data.depthTest = this.depthTest;
  5840. data.depthWrite = this.depthWrite;
  5841. data.stencilWrite = this.stencilWrite;
  5842. data.stencilWriteMask = this.stencilWriteMask;
  5843. data.stencilFunc = this.stencilFunc;
  5844. data.stencilRef = this.stencilRef;
  5845. data.stencilFuncMask = this.stencilFuncMask;
  5846. data.stencilFail = this.stencilFail;
  5847. data.stencilZFail = this.stencilZFail;
  5848. data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)
  5849. if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
  5850. if (this.polygonOffset === true) data.polygonOffset = true;
  5851. if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5852. if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5853. if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth;
  5854. if (this.dashSize !== undefined) data.dashSize = this.dashSize;
  5855. if (this.gapSize !== undefined) data.gapSize = this.gapSize;
  5856. if (this.scale !== undefined) data.scale = this.scale;
  5857. if (this.dithering === true) data.dithering = true;
  5858. if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
  5859. if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;
  5860. if (this.wireframe === true) data.wireframe = this.wireframe;
  5861. if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;
  5862. if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;
  5863. if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;
  5864. if (this.morphTargets === true) data.morphTargets = true;
  5865. if (this.morphNormals === true) data.morphNormals = true;
  5866. if (this.skinning === true) data.skinning = true;
  5867. if (this.visible === false) data.visible = false;
  5868. if (this.toneMapped === false) data.toneMapped = false;
  5869. if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON
  5870. function extractFromCache(cache) {
  5871. var values = [];
  5872. for (var key in cache) {
  5873. var _data = cache[key];
  5874. delete _data.metadata;
  5875. values.push(_data);
  5876. }
  5877. return values;
  5878. }
  5879. if (isRoot) {
  5880. var textures = extractFromCache(meta.textures);
  5881. var images = extractFromCache(meta.images);
  5882. if (textures.length > 0) data.textures = textures;
  5883. if (images.length > 0) data.images = images;
  5884. }
  5885. return data;
  5886. },
  5887. clone: function clone() {
  5888. return new this.constructor().copy(this);
  5889. },
  5890. copy: function copy(source) {
  5891. this.name = source.name;
  5892. this.fog = source.fog;
  5893. this.blending = source.blending;
  5894. this.side = source.side;
  5895. this.flatShading = source.flatShading;
  5896. this.vertexColors = source.vertexColors;
  5897. this.opacity = source.opacity;
  5898. this.transparent = source.transparent;
  5899. this.blendSrc = source.blendSrc;
  5900. this.blendDst = source.blendDst;
  5901. this.blendEquation = source.blendEquation;
  5902. this.blendSrcAlpha = source.blendSrcAlpha;
  5903. this.blendDstAlpha = source.blendDstAlpha;
  5904. this.blendEquationAlpha = source.blendEquationAlpha;
  5905. this.depthFunc = source.depthFunc;
  5906. this.depthTest = source.depthTest;
  5907. this.depthWrite = source.depthWrite;
  5908. this.stencilWriteMask = source.stencilWriteMask;
  5909. this.stencilFunc = source.stencilFunc;
  5910. this.stencilRef = source.stencilRef;
  5911. this.stencilFuncMask = source.stencilFuncMask;
  5912. this.stencilFail = source.stencilFail;
  5913. this.stencilZFail = source.stencilZFail;
  5914. this.stencilZPass = source.stencilZPass;
  5915. this.stencilWrite = source.stencilWrite;
  5916. var srcPlanes = source.clippingPlanes;
  5917. var dstPlanes = null;
  5918. if (srcPlanes !== null) {
  5919. var n = srcPlanes.length;
  5920. dstPlanes = new Array(n);
  5921. for (var i = 0; i !== n; ++i) {
  5922. dstPlanes[i] = srcPlanes[i].clone();
  5923. }
  5924. }
  5925. this.clippingPlanes = dstPlanes;
  5926. this.clipIntersection = source.clipIntersection;
  5927. this.clipShadows = source.clipShadows;
  5928. this.shadowSide = source.shadowSide;
  5929. this.colorWrite = source.colorWrite;
  5930. this.precision = source.precision;
  5931. this.polygonOffset = source.polygonOffset;
  5932. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5933. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5934. this.dithering = source.dithering;
  5935. this.alphaTest = source.alphaTest;
  5936. this.premultipliedAlpha = source.premultipliedAlpha;
  5937. this.visible = source.visible;
  5938. this.toneMapped = source.toneMapped;
  5939. this.userData = JSON.parse(JSON.stringify(source.userData));
  5940. return this;
  5941. },
  5942. dispose: function dispose() {
  5943. this.dispatchEvent({
  5944. type: 'dispose'
  5945. });
  5946. }
  5947. });
  5948. Object.defineProperty(Material.prototype, 'needsUpdate', {
  5949. set: function set(value) {
  5950. if (value === true) this.version++;
  5951. }
  5952. });
  5953. /**
  5954. * parameters = {
  5955. * color: <hex>,
  5956. * opacity: <float>,
  5957. * map: new THREE.Texture( <Image> ),
  5958. *
  5959. * lightMap: new THREE.Texture( <Image> ),
  5960. * lightMapIntensity: <float>
  5961. *
  5962. * aoMap: new THREE.Texture( <Image> ),
  5963. * aoMapIntensity: <float>
  5964. *
  5965. * specularMap: new THREE.Texture( <Image> ),
  5966. *
  5967. * alphaMap: new THREE.Texture( <Image> ),
  5968. *
  5969. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5970. * combine: THREE.Multiply,
  5971. * reflectivity: <float>,
  5972. * refractionRatio: <float>,
  5973. *
  5974. * depthTest: <bool>,
  5975. * depthWrite: <bool>,
  5976. *
  5977. * wireframe: <boolean>,
  5978. * wireframeLinewidth: <float>,
  5979. *
  5980. * skinning: <bool>,
  5981. * morphTargets: <bool>
  5982. * }
  5983. */
  5984. function MeshBasicMaterial(parameters) {
  5985. Material.call(this);
  5986. this.type = 'MeshBasicMaterial';
  5987. this.color = new Color(0xffffff); // emissive
  5988. this.map = null;
  5989. this.lightMap = null;
  5990. this.lightMapIntensity = 1.0;
  5991. this.aoMap = null;
  5992. this.aoMapIntensity = 1.0;
  5993. this.specularMap = null;
  5994. this.alphaMap = null;
  5995. this.envMap = null;
  5996. this.combine = MultiplyOperation;
  5997. this.reflectivity = 1;
  5998. this.refractionRatio = 0.98;
  5999. this.wireframe = false;
  6000. this.wireframeLinewidth = 1;
  6001. this.wireframeLinecap = 'round';
  6002. this.wireframeLinejoin = 'round';
  6003. this.skinning = false;
  6004. this.morphTargets = false;
  6005. this.setValues(parameters);
  6006. }
  6007. MeshBasicMaterial.prototype = Object.create(Material.prototype);
  6008. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  6009. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  6010. MeshBasicMaterial.prototype.copy = function (source) {
  6011. Material.prototype.copy.call(this, source);
  6012. this.color.copy(source.color);
  6013. this.map = source.map;
  6014. this.lightMap = source.lightMap;
  6015. this.lightMapIntensity = source.lightMapIntensity;
  6016. this.aoMap = source.aoMap;
  6017. this.aoMapIntensity = source.aoMapIntensity;
  6018. this.specularMap = source.specularMap;
  6019. this.alphaMap = source.alphaMap;
  6020. this.envMap = source.envMap;
  6021. this.combine = source.combine;
  6022. this.reflectivity = source.reflectivity;
  6023. this.refractionRatio = source.refractionRatio;
  6024. this.wireframe = source.wireframe;
  6025. this.wireframeLinewidth = source.wireframeLinewidth;
  6026. this.wireframeLinecap = source.wireframeLinecap;
  6027. this.wireframeLinejoin = source.wireframeLinejoin;
  6028. this.skinning = source.skinning;
  6029. this.morphTargets = source.morphTargets;
  6030. return this;
  6031. };
  6032. var _vector$3 = new Vector3();
  6033. var _vector2$1 = new Vector2();
  6034. function BufferAttribute(array, itemSize, normalized) {
  6035. if (Array.isArray(array)) {
  6036. throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
  6037. }
  6038. this.name = '';
  6039. this.array = array;
  6040. this.itemSize = itemSize;
  6041. this.count = array !== undefined ? array.length / itemSize : 0;
  6042. this.normalized = normalized === true;
  6043. this.usage = StaticDrawUsage;
  6044. this.updateRange = {
  6045. offset: 0,
  6046. count: -1
  6047. };
  6048. this.version = 0;
  6049. }
  6050. Object.defineProperty(BufferAttribute.prototype, 'needsUpdate', {
  6051. set: function set(value) {
  6052. if (value === true) this.version++;
  6053. }
  6054. });
  6055. Object.assign(BufferAttribute.prototype, {
  6056. isBufferAttribute: true,
  6057. onUploadCallback: function onUploadCallback() {},
  6058. setUsage: function setUsage(value) {
  6059. this.usage = value;
  6060. return this;
  6061. },
  6062. copy: function copy(source) {
  6063. this.name = source.name;
  6064. this.array = new source.array.constructor(source.array);
  6065. this.itemSize = source.itemSize;
  6066. this.count = source.count;
  6067. this.normalized = source.normalized;
  6068. this.usage = source.usage;
  6069. return this;
  6070. },
  6071. copyAt: function copyAt(index1, attribute, index2) {
  6072. index1 *= this.itemSize;
  6073. index2 *= attribute.itemSize;
  6074. for (var i = 0, l = this.itemSize; i < l; i++) {
  6075. this.array[index1 + i] = attribute.array[index2 + i];
  6076. }
  6077. return this;
  6078. },
  6079. copyArray: function copyArray(array) {
  6080. this.array.set(array);
  6081. return this;
  6082. },
  6083. copyColorsArray: function copyColorsArray(colors) {
  6084. var array = this.array;
  6085. var offset = 0;
  6086. for (var i = 0, l = colors.length; i < l; i++) {
  6087. var color = colors[i];
  6088. if (color === undefined) {
  6089. console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
  6090. color = new Color();
  6091. }
  6092. array[offset++] = color.r;
  6093. array[offset++] = color.g;
  6094. array[offset++] = color.b;
  6095. }
  6096. return this;
  6097. },
  6098. copyVector2sArray: function copyVector2sArray(vectors) {
  6099. var array = this.array;
  6100. var offset = 0;
  6101. for (var i = 0, l = vectors.length; i < l; i++) {
  6102. var vector = vectors[i];
  6103. if (vector === undefined) {
  6104. console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
  6105. vector = new Vector2();
  6106. }
  6107. array[offset++] = vector.x;
  6108. array[offset++] = vector.y;
  6109. }
  6110. return this;
  6111. },
  6112. copyVector3sArray: function copyVector3sArray(vectors) {
  6113. var array = this.array;
  6114. var offset = 0;
  6115. for (var i = 0, l = vectors.length; i < l; i++) {
  6116. var vector = vectors[i];
  6117. if (vector === undefined) {
  6118. console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
  6119. vector = new Vector3();
  6120. }
  6121. array[offset++] = vector.x;
  6122. array[offset++] = vector.y;
  6123. array[offset++] = vector.z;
  6124. }
  6125. return this;
  6126. },
  6127. copyVector4sArray: function copyVector4sArray(vectors) {
  6128. var array = this.array;
  6129. var offset = 0;
  6130. for (var i = 0, l = vectors.length; i < l; i++) {
  6131. var vector = vectors[i];
  6132. if (vector === undefined) {
  6133. console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
  6134. vector = new Vector4();
  6135. }
  6136. array[offset++] = vector.x;
  6137. array[offset++] = vector.y;
  6138. array[offset++] = vector.z;
  6139. array[offset++] = vector.w;
  6140. }
  6141. return this;
  6142. },
  6143. applyMatrix3: function applyMatrix3(m) {
  6144. if (this.itemSize === 2) {
  6145. for (var i = 0, l = this.count; i < l; i++) {
  6146. _vector2$1.fromBufferAttribute(this, i);
  6147. _vector2$1.applyMatrix3(m);
  6148. this.setXY(i, _vector2$1.x, _vector2$1.y);
  6149. }
  6150. } else if (this.itemSize === 3) {
  6151. for (var _i = 0, _l = this.count; _i < _l; _i++) {
  6152. _vector$3.fromBufferAttribute(this, _i);
  6153. _vector$3.applyMatrix3(m);
  6154. this.setXYZ(_i, _vector$3.x, _vector$3.y, _vector$3.z);
  6155. }
  6156. }
  6157. return this;
  6158. },
  6159. applyMatrix4: function applyMatrix4(m) {
  6160. for (var i = 0, l = this.count; i < l; i++) {
  6161. _vector$3.x = this.getX(i);
  6162. _vector$3.y = this.getY(i);
  6163. _vector$3.z = this.getZ(i);
  6164. _vector$3.applyMatrix4(m);
  6165. this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z);
  6166. }
  6167. return this;
  6168. },
  6169. applyNormalMatrix: function applyNormalMatrix(m) {
  6170. for (var i = 0, l = this.count; i < l; i++) {
  6171. _vector$3.x = this.getX(i);
  6172. _vector$3.y = this.getY(i);
  6173. _vector$3.z = this.getZ(i);
  6174. _vector$3.applyNormalMatrix(m);
  6175. this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z);
  6176. }
  6177. return this;
  6178. },
  6179. transformDirection: function transformDirection(m) {
  6180. for (var i = 0, l = this.count; i < l; i++) {
  6181. _vector$3.x = this.getX(i);
  6182. _vector$3.y = this.getY(i);
  6183. _vector$3.z = this.getZ(i);
  6184. _vector$3.transformDirection(m);
  6185. this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z);
  6186. }
  6187. return this;
  6188. },
  6189. set: function set(value, offset) {
  6190. if (offset === void 0) {
  6191. offset = 0;
  6192. }
  6193. this.array.set(value, offset);
  6194. return this;
  6195. },
  6196. getX: function getX(index) {
  6197. return this.array[index * this.itemSize];
  6198. },
  6199. setX: function setX(index, x) {
  6200. this.array[index * this.itemSize] = x;
  6201. return this;
  6202. },
  6203. getY: function getY(index) {
  6204. return this.array[index * this.itemSize + 1];
  6205. },
  6206. setY: function setY(index, y) {
  6207. this.array[index * this.itemSize + 1] = y;
  6208. return this;
  6209. },
  6210. getZ: function getZ(index) {
  6211. return this.array[index * this.itemSize + 2];
  6212. },
  6213. setZ: function setZ(index, z) {
  6214. this.array[index * this.itemSize + 2] = z;
  6215. return this;
  6216. },
  6217. getW: function getW(index) {
  6218. return this.array[index * this.itemSize + 3];
  6219. },
  6220. setW: function setW(index, w) {
  6221. this.array[index * this.itemSize + 3] = w;
  6222. return this;
  6223. },
  6224. setXY: function setXY(index, x, y) {
  6225. index *= this.itemSize;
  6226. this.array[index + 0] = x;
  6227. this.array[index + 1] = y;
  6228. return this;
  6229. },
  6230. setXYZ: function setXYZ(index, x, y, z) {
  6231. index *= this.itemSize;
  6232. this.array[index + 0] = x;
  6233. this.array[index + 1] = y;
  6234. this.array[index + 2] = z;
  6235. return this;
  6236. },
  6237. setXYZW: function setXYZW(index, x, y, z, w) {
  6238. index *= this.itemSize;
  6239. this.array[index + 0] = x;
  6240. this.array[index + 1] = y;
  6241. this.array[index + 2] = z;
  6242. this.array[index + 3] = w;
  6243. return this;
  6244. },
  6245. onUpload: function onUpload(callback) {
  6246. this.onUploadCallback = callback;
  6247. return this;
  6248. },
  6249. clone: function clone() {
  6250. return new this.constructor(this.array, this.itemSize).copy(this);
  6251. },
  6252. toJSON: function toJSON() {
  6253. return {
  6254. itemSize: this.itemSize,
  6255. type: this.array.constructor.name,
  6256. array: Array.prototype.slice.call(this.array),
  6257. normalized: this.normalized
  6258. };
  6259. }
  6260. }); //
  6261. function Int8BufferAttribute(array, itemSize, normalized) {
  6262. BufferAttribute.call(this, new Int8Array(array), itemSize, normalized);
  6263. }
  6264. Int8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6265. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6266. function Uint8BufferAttribute(array, itemSize, normalized) {
  6267. BufferAttribute.call(this, new Uint8Array(array), itemSize, normalized);
  6268. }
  6269. Uint8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6270. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6271. function Uint8ClampedBufferAttribute(array, itemSize, normalized) {
  6272. BufferAttribute.call(this, new Uint8ClampedArray(array), itemSize, normalized);
  6273. }
  6274. Uint8ClampedBufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6275. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6276. function Int16BufferAttribute(array, itemSize, normalized) {
  6277. BufferAttribute.call(this, new Int16Array(array), itemSize, normalized);
  6278. }
  6279. Int16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6280. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6281. function Uint16BufferAttribute(array, itemSize, normalized) {
  6282. BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized);
  6283. }
  6284. Uint16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6285. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6286. function Int32BufferAttribute(array, itemSize, normalized) {
  6287. BufferAttribute.call(this, new Int32Array(array), itemSize, normalized);
  6288. }
  6289. Int32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6290. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6291. function Uint32BufferAttribute(array, itemSize, normalized) {
  6292. BufferAttribute.call(this, new Uint32Array(array), itemSize, normalized);
  6293. }
  6294. Uint32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6295. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6296. function Float16BufferAttribute(array, itemSize, normalized) {
  6297. BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized);
  6298. }
  6299. Float16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6300. Float16BufferAttribute.prototype.constructor = Float16BufferAttribute;
  6301. Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
  6302. function Float32BufferAttribute(array, itemSize, normalized) {
  6303. BufferAttribute.call(this, new Float32Array(array), itemSize, normalized);
  6304. }
  6305. Float32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6306. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6307. function Float64BufferAttribute(array, itemSize, normalized) {
  6308. BufferAttribute.call(this, new Float64Array(array), itemSize, normalized);
  6309. }
  6310. Float64BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6311. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; //
  6312. function arrayMax(array) {
  6313. if (array.length === 0) return -Infinity;
  6314. var max = array[0];
  6315. for (var i = 1, l = array.length; i < l; ++i) {
  6316. if (array[i] > max) max = array[i];
  6317. }
  6318. return max;
  6319. }
  6320. var TYPED_ARRAYS = {
  6321. Int8Array: Int8Array,
  6322. Uint8Array: Uint8Array,
  6323. // Workaround for IE11 pre KB2929437. See #11440
  6324. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  6325. Int16Array: Int16Array,
  6326. Uint16Array: Uint16Array,
  6327. Int32Array: Int32Array,
  6328. Uint32Array: Uint32Array,
  6329. Float32Array: Float32Array,
  6330. Float64Array: Float64Array
  6331. };
  6332. function getTypedArray(type, buffer) {
  6333. return new TYPED_ARRAYS[type](buffer);
  6334. }
  6335. var _id = 0;
  6336. var _m1$2 = new Matrix4();
  6337. var _obj = new Object3D();
  6338. var _offset = new Vector3();
  6339. var _box$2 = new Box3();
  6340. var _boxMorphTargets = new Box3();
  6341. var _vector$4 = new Vector3();
  6342. function BufferGeometry() {
  6343. Object.defineProperty(this, 'id', {
  6344. value: _id++
  6345. });
  6346. this.uuid = MathUtils.generateUUID();
  6347. this.name = '';
  6348. this.type = 'BufferGeometry';
  6349. this.index = null;
  6350. this.attributes = {};
  6351. this.morphAttributes = {};
  6352. this.morphTargetsRelative = false;
  6353. this.groups = [];
  6354. this.boundingBox = null;
  6355. this.boundingSphere = null;
  6356. this.drawRange = {
  6357. start: 0,
  6358. count: Infinity
  6359. };
  6360. this.userData = {};
  6361. }
  6362. BufferGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  6363. constructor: BufferGeometry,
  6364. isBufferGeometry: true,
  6365. getIndex: function getIndex() {
  6366. return this.index;
  6367. },
  6368. setIndex: function setIndex(index) {
  6369. if (Array.isArray(index)) {
  6370. this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
  6371. } else {
  6372. this.index = index;
  6373. }
  6374. return this;
  6375. },
  6376. getAttribute: function getAttribute(name) {
  6377. return this.attributes[name];
  6378. },
  6379. setAttribute: function setAttribute(name, attribute) {
  6380. this.attributes[name] = attribute;
  6381. return this;
  6382. },
  6383. deleteAttribute: function deleteAttribute(name) {
  6384. delete this.attributes[name];
  6385. return this;
  6386. },
  6387. hasAttribute: function hasAttribute(name) {
  6388. return this.attributes[name] !== undefined;
  6389. },
  6390. addGroup: function addGroup(start, count, materialIndex) {
  6391. if (materialIndex === void 0) {
  6392. materialIndex = 0;
  6393. }
  6394. this.groups.push({
  6395. start: start,
  6396. count: count,
  6397. materialIndex: materialIndex
  6398. });
  6399. },
  6400. clearGroups: function clearGroups() {
  6401. this.groups = [];
  6402. },
  6403. setDrawRange: function setDrawRange(start, count) {
  6404. this.drawRange.start = start;
  6405. this.drawRange.count = count;
  6406. },
  6407. applyMatrix4: function applyMatrix4(matrix) {
  6408. var position = this.attributes.position;
  6409. if (position !== undefined) {
  6410. position.applyMatrix4(matrix);
  6411. position.needsUpdate = true;
  6412. }
  6413. var normal = this.attributes.normal;
  6414. if (normal !== undefined) {
  6415. var normalMatrix = new Matrix3().getNormalMatrix(matrix);
  6416. normal.applyNormalMatrix(normalMatrix);
  6417. normal.needsUpdate = true;
  6418. }
  6419. var tangent = this.attributes.tangent;
  6420. if (tangent !== undefined) {
  6421. tangent.transformDirection(matrix);
  6422. tangent.needsUpdate = true;
  6423. }
  6424. if (this.boundingBox !== null) {
  6425. this.computeBoundingBox();
  6426. }
  6427. if (this.boundingSphere !== null) {
  6428. this.computeBoundingSphere();
  6429. }
  6430. return this;
  6431. },
  6432. rotateX: function rotateX(angle) {
  6433. // rotate geometry around world x-axis
  6434. _m1$2.makeRotationX(angle);
  6435. this.applyMatrix4(_m1$2);
  6436. return this;
  6437. },
  6438. rotateY: function rotateY(angle) {
  6439. // rotate geometry around world y-axis
  6440. _m1$2.makeRotationY(angle);
  6441. this.applyMatrix4(_m1$2);
  6442. return this;
  6443. },
  6444. rotateZ: function rotateZ(angle) {
  6445. // rotate geometry around world z-axis
  6446. _m1$2.makeRotationZ(angle);
  6447. this.applyMatrix4(_m1$2);
  6448. return this;
  6449. },
  6450. translate: function translate(x, y, z) {
  6451. // translate geometry
  6452. _m1$2.makeTranslation(x, y, z);
  6453. this.applyMatrix4(_m1$2);
  6454. return this;
  6455. },
  6456. scale: function scale(x, y, z) {
  6457. // scale geometry
  6458. _m1$2.makeScale(x, y, z);
  6459. this.applyMatrix4(_m1$2);
  6460. return this;
  6461. },
  6462. lookAt: function lookAt(vector) {
  6463. _obj.lookAt(vector);
  6464. _obj.updateMatrix();
  6465. this.applyMatrix4(_obj.matrix);
  6466. return this;
  6467. },
  6468. center: function center() {
  6469. this.computeBoundingBox();
  6470. this.boundingBox.getCenter(_offset).negate();
  6471. this.translate(_offset.x, _offset.y, _offset.z);
  6472. return this;
  6473. },
  6474. setFromPoints: function setFromPoints(points) {
  6475. var position = [];
  6476. for (var i = 0, l = points.length; i < l; i++) {
  6477. var point = points[i];
  6478. position.push(point.x, point.y, point.z || 0);
  6479. }
  6480. this.setAttribute('position', new Float32BufferAttribute(position, 3));
  6481. return this;
  6482. },
  6483. computeBoundingBox: function computeBoundingBox() {
  6484. if (this.boundingBox === null) {
  6485. this.boundingBox = new Box3();
  6486. }
  6487. var position = this.attributes.position;
  6488. var morphAttributesPosition = this.morphAttributes.position;
  6489. if (position && position.isGLBufferAttribute) {
  6490. console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
  6491. this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
  6492. return;
  6493. }
  6494. if (position !== undefined) {
  6495. this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present
  6496. if (morphAttributesPosition) {
  6497. for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6498. var morphAttribute = morphAttributesPosition[i];
  6499. _box$2.setFromBufferAttribute(morphAttribute);
  6500. if (this.morphTargetsRelative) {
  6501. _vector$4.addVectors(this.boundingBox.min, _box$2.min);
  6502. this.boundingBox.expandByPoint(_vector$4);
  6503. _vector$4.addVectors(this.boundingBox.max, _box$2.max);
  6504. this.boundingBox.expandByPoint(_vector$4);
  6505. } else {
  6506. this.boundingBox.expandByPoint(_box$2.min);
  6507. this.boundingBox.expandByPoint(_box$2.max);
  6508. }
  6509. }
  6510. }
  6511. } else {
  6512. this.boundingBox.makeEmpty();
  6513. }
  6514. if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
  6515. console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
  6516. }
  6517. },
  6518. computeBoundingSphere: function computeBoundingSphere() {
  6519. if (this.boundingSphere === null) {
  6520. this.boundingSphere = new Sphere();
  6521. }
  6522. var position = this.attributes.position;
  6523. var morphAttributesPosition = this.morphAttributes.position;
  6524. if (position && position.isGLBufferAttribute) {
  6525. console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
  6526. this.boundingSphere.set(new Vector3(), Infinity);
  6527. return;
  6528. }
  6529. if (position) {
  6530. // first, find the center of the bounding sphere
  6531. var center = this.boundingSphere.center;
  6532. _box$2.setFromBufferAttribute(position); // process morph attributes if present
  6533. if (morphAttributesPosition) {
  6534. for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6535. var morphAttribute = morphAttributesPosition[i];
  6536. _boxMorphTargets.setFromBufferAttribute(morphAttribute);
  6537. if (this.morphTargetsRelative) {
  6538. _vector$4.addVectors(_box$2.min, _boxMorphTargets.min);
  6539. _box$2.expandByPoint(_vector$4);
  6540. _vector$4.addVectors(_box$2.max, _boxMorphTargets.max);
  6541. _box$2.expandByPoint(_vector$4);
  6542. } else {
  6543. _box$2.expandByPoint(_boxMorphTargets.min);
  6544. _box$2.expandByPoint(_boxMorphTargets.max);
  6545. }
  6546. }
  6547. }
  6548. _box$2.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
  6549. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6550. var maxRadiusSq = 0;
  6551. for (var _i = 0, _il = position.count; _i < _il; _i++) {
  6552. _vector$4.fromBufferAttribute(position, _i);
  6553. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));
  6554. } // process morph attributes if present
  6555. if (morphAttributesPosition) {
  6556. for (var _i2 = 0, _il2 = morphAttributesPosition.length; _i2 < _il2; _i2++) {
  6557. var _morphAttribute = morphAttributesPosition[_i2];
  6558. var morphTargetsRelative = this.morphTargetsRelative;
  6559. for (var j = 0, jl = _morphAttribute.count; j < jl; j++) {
  6560. _vector$4.fromBufferAttribute(_morphAttribute, j);
  6561. if (morphTargetsRelative) {
  6562. _offset.fromBufferAttribute(position, j);
  6563. _vector$4.add(_offset);
  6564. }
  6565. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));
  6566. }
  6567. }
  6568. }
  6569. this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
  6570. if (isNaN(this.boundingSphere.radius)) {
  6571. console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
  6572. }
  6573. }
  6574. },
  6575. computeFaceNormals: function computeFaceNormals() {// backwards compatibility
  6576. },
  6577. computeTangents: function computeTangents() {
  6578. var index = this.index;
  6579. var attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html
  6580. // (per vertex tangents)
  6581. if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) {
  6582. console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)');
  6583. return;
  6584. }
  6585. var indices = index.array;
  6586. var positions = attributes.position.array;
  6587. var normals = attributes.normal.array;
  6588. var uvs = attributes.uv.array;
  6589. var nVertices = positions.length / 3;
  6590. if (attributes.tangent === undefined) {
  6591. this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4));
  6592. }
  6593. var tangents = attributes.tangent.array;
  6594. var tan1 = [],
  6595. tan2 = [];
  6596. for (var i = 0; i < nVertices; i++) {
  6597. tan1[i] = new Vector3();
  6598. tan2[i] = new Vector3();
  6599. }
  6600. var vA = new Vector3(),
  6601. vB = new Vector3(),
  6602. vC = new Vector3(),
  6603. uvA = new Vector2(),
  6604. uvB = new Vector2(),
  6605. uvC = new Vector2(),
  6606. sdir = new Vector3(),
  6607. tdir = new Vector3();
  6608. function handleTriangle(a, b, c) {
  6609. vA.fromArray(positions, a * 3);
  6610. vB.fromArray(positions, b * 3);
  6611. vC.fromArray(positions, c * 3);
  6612. uvA.fromArray(uvs, a * 2);
  6613. uvB.fromArray(uvs, b * 2);
  6614. uvC.fromArray(uvs, c * 2);
  6615. vB.sub(vA);
  6616. vC.sub(vA);
  6617. uvB.sub(uvA);
  6618. uvC.sub(uvA);
  6619. var r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices
  6620. if (!isFinite(r)) return;
  6621. sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
  6622. tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
  6623. tan1[a].add(sdir);
  6624. tan1[b].add(sdir);
  6625. tan1[c].add(sdir);
  6626. tan2[a].add(tdir);
  6627. tan2[b].add(tdir);
  6628. tan2[c].add(tdir);
  6629. }
  6630. var groups = this.groups;
  6631. if (groups.length === 0) {
  6632. groups = [{
  6633. start: 0,
  6634. count: indices.length
  6635. }];
  6636. }
  6637. for (var _i3 = 0, il = groups.length; _i3 < il; ++_i3) {
  6638. var group = groups[_i3];
  6639. var start = group.start;
  6640. var count = group.count;
  6641. for (var j = start, jl = start + count; j < jl; j += 3) {
  6642. handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);
  6643. }
  6644. }
  6645. var tmp = new Vector3(),
  6646. tmp2 = new Vector3();
  6647. var n = new Vector3(),
  6648. n2 = new Vector3();
  6649. function handleVertex(v) {
  6650. n.fromArray(normals, v * 3);
  6651. n2.copy(n);
  6652. var t = tan1[v]; // Gram-Schmidt orthogonalize
  6653. tmp.copy(t);
  6654. tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness
  6655. tmp2.crossVectors(n2, t);
  6656. var test = tmp2.dot(tan2[v]);
  6657. var w = test < 0.0 ? -1.0 : 1.0;
  6658. tangents[v * 4] = tmp.x;
  6659. tangents[v * 4 + 1] = tmp.y;
  6660. tangents[v * 4 + 2] = tmp.z;
  6661. tangents[v * 4 + 3] = w;
  6662. }
  6663. for (var _i4 = 0, _il3 = groups.length; _i4 < _il3; ++_i4) {
  6664. var _group = groups[_i4];
  6665. var _start = _group.start;
  6666. var _count = _group.count;
  6667. for (var _j = _start, _jl = _start + _count; _j < _jl; _j += 3) {
  6668. handleVertex(indices[_j + 0]);
  6669. handleVertex(indices[_j + 1]);
  6670. handleVertex(indices[_j + 2]);
  6671. }
  6672. }
  6673. },
  6674. computeVertexNormals: function computeVertexNormals() {
  6675. var index = this.index;
  6676. var positionAttribute = this.getAttribute('position');
  6677. if (positionAttribute !== undefined) {
  6678. var normalAttribute = this.getAttribute('normal');
  6679. if (normalAttribute === undefined) {
  6680. normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
  6681. this.setAttribute('normal', normalAttribute);
  6682. } else {
  6683. // reset existing normals to zero
  6684. for (var i = 0, il = normalAttribute.count; i < il; i++) {
  6685. normalAttribute.setXYZ(i, 0, 0, 0);
  6686. }
  6687. }
  6688. var pA = new Vector3(),
  6689. pB = new Vector3(),
  6690. pC = new Vector3();
  6691. var nA = new Vector3(),
  6692. nB = new Vector3(),
  6693. nC = new Vector3();
  6694. var cb = new Vector3(),
  6695. ab = new Vector3(); // indexed elements
  6696. if (index) {
  6697. for (var _i5 = 0, _il4 = index.count; _i5 < _il4; _i5 += 3) {
  6698. var vA = index.getX(_i5 + 0);
  6699. var vB = index.getX(_i5 + 1);
  6700. var vC = index.getX(_i5 + 2);
  6701. pA.fromBufferAttribute(positionAttribute, vA);
  6702. pB.fromBufferAttribute(positionAttribute, vB);
  6703. pC.fromBufferAttribute(positionAttribute, vC);
  6704. cb.subVectors(pC, pB);
  6705. ab.subVectors(pA, pB);
  6706. cb.cross(ab);
  6707. nA.fromBufferAttribute(normalAttribute, vA);
  6708. nB.fromBufferAttribute(normalAttribute, vB);
  6709. nC.fromBufferAttribute(normalAttribute, vC);
  6710. nA.add(cb);
  6711. nB.add(cb);
  6712. nC.add(cb);
  6713. normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
  6714. normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
  6715. normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
  6716. }
  6717. } else {
  6718. // non-indexed elements (unconnected triangle soup)
  6719. for (var _i6 = 0, _il5 = positionAttribute.count; _i6 < _il5; _i6 += 3) {
  6720. pA.fromBufferAttribute(positionAttribute, _i6 + 0);
  6721. pB.fromBufferAttribute(positionAttribute, _i6 + 1);
  6722. pC.fromBufferAttribute(positionAttribute, _i6 + 2);
  6723. cb.subVectors(pC, pB);
  6724. ab.subVectors(pA, pB);
  6725. cb.cross(ab);
  6726. normalAttribute.setXYZ(_i6 + 0, cb.x, cb.y, cb.z);
  6727. normalAttribute.setXYZ(_i6 + 1, cb.x, cb.y, cb.z);
  6728. normalAttribute.setXYZ(_i6 + 2, cb.x, cb.y, cb.z);
  6729. }
  6730. }
  6731. this.normalizeNormals();
  6732. normalAttribute.needsUpdate = true;
  6733. }
  6734. },
  6735. merge: function merge(geometry, offset) {
  6736. if (!(geometry && geometry.isBufferGeometry)) {
  6737. console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
  6738. return;
  6739. }
  6740. if (offset === undefined) {
  6741. offset = 0;
  6742. console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');
  6743. }
  6744. var attributes = this.attributes;
  6745. for (var key in attributes) {
  6746. if (geometry.attributes[key] === undefined) continue;
  6747. var attribute1 = attributes[key];
  6748. var attributeArray1 = attribute1.array;
  6749. var attribute2 = geometry.attributes[key];
  6750. var attributeArray2 = attribute2.array;
  6751. var attributeOffset = attribute2.itemSize * offset;
  6752. var length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
  6753. for (var i = 0, j = attributeOffset; i < length; i++, j++) {
  6754. attributeArray1[j] = attributeArray2[i];
  6755. }
  6756. }
  6757. return this;
  6758. },
  6759. normalizeNormals: function normalizeNormals() {
  6760. var normals = this.attributes.normal;
  6761. for (var i = 0, il = normals.count; i < il; i++) {
  6762. _vector$4.fromBufferAttribute(normals, i);
  6763. _vector$4.normalize();
  6764. normals.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z);
  6765. }
  6766. },
  6767. toNonIndexed: function toNonIndexed() {
  6768. function convertBufferAttribute(attribute, indices) {
  6769. var array = attribute.array;
  6770. var itemSize = attribute.itemSize;
  6771. var normalized = attribute.normalized;
  6772. var array2 = new array.constructor(indices.length * itemSize);
  6773. var index = 0,
  6774. index2 = 0;
  6775. for (var i = 0, l = indices.length; i < l; i++) {
  6776. index = indices[i] * itemSize;
  6777. for (var j = 0; j < itemSize; j++) {
  6778. array2[index2++] = array[index++];
  6779. }
  6780. }
  6781. return new BufferAttribute(array2, itemSize, normalized);
  6782. } //
  6783. if (this.index === null) {
  6784. console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.');
  6785. return this;
  6786. }
  6787. var geometry2 = new BufferGeometry();
  6788. var indices = this.index.array;
  6789. var attributes = this.attributes; // attributes
  6790. for (var name in attributes) {
  6791. var attribute = attributes[name];
  6792. var newAttribute = convertBufferAttribute(attribute, indices);
  6793. geometry2.setAttribute(name, newAttribute);
  6794. } // morph attributes
  6795. var morphAttributes = this.morphAttributes;
  6796. for (var _name in morphAttributes) {
  6797. var morphArray = [];
  6798. var morphAttribute = morphAttributes[_name]; // morphAttribute: array of Float32BufferAttributes
  6799. for (var i = 0, il = morphAttribute.length; i < il; i++) {
  6800. var _attribute = morphAttribute[i];
  6801. var _newAttribute = convertBufferAttribute(_attribute, indices);
  6802. morphArray.push(_newAttribute);
  6803. }
  6804. geometry2.morphAttributes[_name] = morphArray;
  6805. }
  6806. geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups
  6807. var groups = this.groups;
  6808. for (var _i7 = 0, l = groups.length; _i7 < l; _i7++) {
  6809. var group = groups[_i7];
  6810. geometry2.addGroup(group.start, group.count, group.materialIndex);
  6811. }
  6812. return geometry2;
  6813. },
  6814. toJSON: function toJSON() {
  6815. var data = {
  6816. metadata: {
  6817. version: 4.5,
  6818. type: 'BufferGeometry',
  6819. generator: 'BufferGeometry.toJSON'
  6820. }
  6821. }; // standard BufferGeometry serialization
  6822. data.uuid = this.uuid;
  6823. data.type = this.type;
  6824. if (this.name !== '') data.name = this.name;
  6825. if (Object.keys(this.userData).length > 0) data.userData = this.userData;
  6826. if (this.parameters !== undefined) {
  6827. var parameters = this.parameters;
  6828. for (var key in parameters) {
  6829. if (parameters[key] !== undefined) data[key] = parameters[key];
  6830. }
  6831. return data;
  6832. }
  6833. data.data = {
  6834. attributes: {}
  6835. };
  6836. var index = this.index;
  6837. if (index !== null) {
  6838. data.data.index = {
  6839. type: index.array.constructor.name,
  6840. array: Array.prototype.slice.call(index.array)
  6841. };
  6842. }
  6843. var attributes = this.attributes;
  6844. for (var _key in attributes) {
  6845. var attribute = attributes[_key];
  6846. var attributeData = attribute.toJSON(data.data);
  6847. if (attribute.name !== '') attributeData.name = attribute.name;
  6848. data.data.attributes[_key] = attributeData;
  6849. }
  6850. var morphAttributes = {};
  6851. var hasMorphAttributes = false;
  6852. for (var _key2 in this.morphAttributes) {
  6853. var attributeArray = this.morphAttributes[_key2];
  6854. var array = [];
  6855. for (var i = 0, il = attributeArray.length; i < il; i++) {
  6856. var _attribute2 = attributeArray[i];
  6857. var _attributeData = _attribute2.toJSON(data.data);
  6858. if (_attribute2.name !== '') _attributeData.name = _attribute2.name;
  6859. array.push(_attributeData);
  6860. }
  6861. if (array.length > 0) {
  6862. morphAttributes[_key2] = array;
  6863. hasMorphAttributes = true;
  6864. }
  6865. }
  6866. if (hasMorphAttributes) {
  6867. data.data.morphAttributes = morphAttributes;
  6868. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6869. }
  6870. var groups = this.groups;
  6871. if (groups.length > 0) {
  6872. data.data.groups = JSON.parse(JSON.stringify(groups));
  6873. }
  6874. var boundingSphere = this.boundingSphere;
  6875. if (boundingSphere !== null) {
  6876. data.data.boundingSphere = {
  6877. center: boundingSphere.center.toArray(),
  6878. radius: boundingSphere.radius
  6879. };
  6880. }
  6881. return data;
  6882. },
  6883. clone: function clone() {
  6884. /*
  6885. // Handle primitives
  6886. const parameters = this.parameters;
  6887. if ( parameters !== undefined ) {
  6888. const values = [];
  6889. for ( const key in parameters ) {
  6890. values.push( parameters[ key ] );
  6891. }
  6892. const geometry = Object.create( this.constructor.prototype );
  6893. this.constructor.apply( geometry, values );
  6894. return geometry;
  6895. }
  6896. return new this.constructor().copy( this );
  6897. */
  6898. return new BufferGeometry().copy(this);
  6899. },
  6900. copy: function copy(source) {
  6901. // reset
  6902. this.index = null;
  6903. this.attributes = {};
  6904. this.morphAttributes = {};
  6905. this.groups = [];
  6906. this.boundingBox = null;
  6907. this.boundingSphere = null; // used for storing cloned, shared data
  6908. var data = {}; // name
  6909. this.name = source.name; // index
  6910. var index = source.index;
  6911. if (index !== null) {
  6912. this.setIndex(index.clone(data));
  6913. } // attributes
  6914. var attributes = source.attributes;
  6915. for (var name in attributes) {
  6916. var attribute = attributes[name];
  6917. this.setAttribute(name, attribute.clone(data));
  6918. } // morph attributes
  6919. var morphAttributes = source.morphAttributes;
  6920. for (var _name2 in morphAttributes) {
  6921. var array = [];
  6922. var morphAttribute = morphAttributes[_name2]; // morphAttribute: array of Float32BufferAttributes
  6923. for (var i = 0, l = morphAttribute.length; i < l; i++) {
  6924. array.push(morphAttribute[i].clone(data));
  6925. }
  6926. this.morphAttributes[_name2] = array;
  6927. }
  6928. this.morphTargetsRelative = source.morphTargetsRelative; // groups
  6929. var groups = source.groups;
  6930. for (var _i8 = 0, _l = groups.length; _i8 < _l; _i8++) {
  6931. var group = groups[_i8];
  6932. this.addGroup(group.start, group.count, group.materialIndex);
  6933. } // bounding box
  6934. var boundingBox = source.boundingBox;
  6935. if (boundingBox !== null) {
  6936. this.boundingBox = boundingBox.clone();
  6937. } // bounding sphere
  6938. var boundingSphere = source.boundingSphere;
  6939. if (boundingSphere !== null) {
  6940. this.boundingSphere = boundingSphere.clone();
  6941. } // draw range
  6942. this.drawRange.start = source.drawRange.start;
  6943. this.drawRange.count = source.drawRange.count; // user data
  6944. this.userData = source.userData;
  6945. return this;
  6946. },
  6947. dispose: function dispose() {
  6948. this.dispatchEvent({
  6949. type: 'dispose'
  6950. });
  6951. }
  6952. });
  6953. var _inverseMatrix = new Matrix4();
  6954. var _ray = new Ray();
  6955. var _sphere = new Sphere();
  6956. var _vA = new Vector3();
  6957. var _vB = new Vector3();
  6958. var _vC = new Vector3();
  6959. var _tempA = new Vector3();
  6960. var _tempB = new Vector3();
  6961. var _tempC = new Vector3();
  6962. var _morphA = new Vector3();
  6963. var _morphB = new Vector3();
  6964. var _morphC = new Vector3();
  6965. var _uvA = new Vector2();
  6966. var _uvB = new Vector2();
  6967. var _uvC = new Vector2();
  6968. var _intersectionPoint = new Vector3();
  6969. var _intersectionPointWorld = new Vector3();
  6970. function Mesh(geometry, material) {
  6971. if (geometry === void 0) {
  6972. geometry = new BufferGeometry();
  6973. }
  6974. if (material === void 0) {
  6975. material = new MeshBasicMaterial();
  6976. }
  6977. Object3D.call(this);
  6978. this.type = 'Mesh';
  6979. this.geometry = geometry;
  6980. this.material = material;
  6981. this.updateMorphTargets();
  6982. }
  6983. Mesh.prototype = Object.assign(Object.create(Object3D.prototype), {
  6984. constructor: Mesh,
  6985. isMesh: true,
  6986. copy: function copy(source) {
  6987. Object3D.prototype.copy.call(this, source);
  6988. if (source.morphTargetInfluences !== undefined) {
  6989. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6990. }
  6991. if (source.morphTargetDictionary !== undefined) {
  6992. this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
  6993. }
  6994. this.material = source.material;
  6995. this.geometry = source.geometry;
  6996. return this;
  6997. },
  6998. updateMorphTargets: function updateMorphTargets() {
  6999. var geometry = this.geometry;
  7000. if (geometry.isBufferGeometry) {
  7001. var morphAttributes = geometry.morphAttributes;
  7002. var keys = Object.keys(morphAttributes);
  7003. if (keys.length > 0) {
  7004. var morphAttribute = morphAttributes[keys[0]];
  7005. if (morphAttribute !== undefined) {
  7006. this.morphTargetInfluences = [];
  7007. this.morphTargetDictionary = {};
  7008. for (var m = 0, ml = morphAttribute.length; m < ml; m++) {
  7009. var name = morphAttribute[m].name || String(m);
  7010. this.morphTargetInfluences.push(0);
  7011. this.morphTargetDictionary[name] = m;
  7012. }
  7013. }
  7014. }
  7015. } else {
  7016. var morphTargets = geometry.morphTargets;
  7017. if (morphTargets !== undefined && morphTargets.length > 0) {
  7018. console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  7019. }
  7020. }
  7021. },
  7022. raycast: function raycast(raycaster, intersects) {
  7023. var geometry = this.geometry;
  7024. var material = this.material;
  7025. var matrixWorld = this.matrixWorld;
  7026. if (material === undefined) return; // Checking boundingSphere distance to ray
  7027. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  7028. _sphere.copy(geometry.boundingSphere);
  7029. _sphere.applyMatrix4(matrixWorld);
  7030. if (raycaster.ray.intersectsSphere(_sphere) === false) return; //
  7031. _inverseMatrix.copy(matrixWorld).invert();
  7032. _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix); // Check boundingBox before continuing
  7033. if (geometry.boundingBox !== null) {
  7034. if (_ray.intersectsBox(geometry.boundingBox) === false) return;
  7035. }
  7036. var intersection;
  7037. if (geometry.isBufferGeometry) {
  7038. var index = geometry.index;
  7039. var position = geometry.attributes.position;
  7040. var morphPosition = geometry.morphAttributes.position;
  7041. var morphTargetsRelative = geometry.morphTargetsRelative;
  7042. var uv = geometry.attributes.uv;
  7043. var uv2 = geometry.attributes.uv2;
  7044. var groups = geometry.groups;
  7045. var drawRange = geometry.drawRange;
  7046. if (index !== null) {
  7047. // indexed buffer geometry
  7048. if (Array.isArray(material)) {
  7049. for (var i = 0, il = groups.length; i < il; i++) {
  7050. var group = groups[i];
  7051. var groupMaterial = material[group.materialIndex];
  7052. var start = Math.max(group.start, drawRange.start);
  7053. var end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
  7054. for (var j = start, jl = end; j < jl; j += 3) {
  7055. var a = index.getX(j);
  7056. var b = index.getX(j + 1);
  7057. var c = index.getX(j + 2);
  7058. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  7059. if (intersection) {
  7060. intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
  7061. intersection.face.materialIndex = group.materialIndex;
  7062. intersects.push(intersection);
  7063. }
  7064. }
  7065. }
  7066. } else {
  7067. var _start = Math.max(0, drawRange.start);
  7068. var _end = Math.min(index.count, drawRange.start + drawRange.count);
  7069. for (var _i = _start, _il = _end; _i < _il; _i += 3) {
  7070. var _a = index.getX(_i);
  7071. var _b = index.getX(_i + 1);
  7072. var _c = index.getX(_i + 2);
  7073. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a, _b, _c);
  7074. if (intersection) {
  7075. intersection.faceIndex = Math.floor(_i / 3); // triangle number in indexed buffer semantics
  7076. intersects.push(intersection);
  7077. }
  7078. }
  7079. }
  7080. } else if (position !== undefined) {
  7081. // non-indexed buffer geometry
  7082. if (Array.isArray(material)) {
  7083. for (var _i2 = 0, _il2 = groups.length; _i2 < _il2; _i2++) {
  7084. var _group = groups[_i2];
  7085. var _groupMaterial = material[_group.materialIndex];
  7086. var _start2 = Math.max(_group.start, drawRange.start);
  7087. var _end2 = Math.min(_group.start + _group.count, drawRange.start + drawRange.count);
  7088. for (var _j = _start2, _jl = _end2; _j < _jl; _j += 3) {
  7089. var _a2 = _j;
  7090. var _b2 = _j + 1;
  7091. var _c2 = _j + 2;
  7092. intersection = checkBufferGeometryIntersection(this, _groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a2, _b2, _c2);
  7093. if (intersection) {
  7094. intersection.faceIndex = Math.floor(_j / 3); // triangle number in non-indexed buffer semantics
  7095. intersection.face.materialIndex = _group.materialIndex;
  7096. intersects.push(intersection);
  7097. }
  7098. }
  7099. }
  7100. } else {
  7101. var _start3 = Math.max(0, drawRange.start);
  7102. var _end3 = Math.min(position.count, drawRange.start + drawRange.count);
  7103. for (var _i3 = _start3, _il3 = _end3; _i3 < _il3; _i3 += 3) {
  7104. var _a3 = _i3;
  7105. var _b3 = _i3 + 1;
  7106. var _c3 = _i3 + 2;
  7107. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a3, _b3, _c3);
  7108. if (intersection) {
  7109. intersection.faceIndex = Math.floor(_i3 / 3); // triangle number in non-indexed buffer semantics
  7110. intersects.push(intersection);
  7111. }
  7112. }
  7113. }
  7114. }
  7115. } else if (geometry.isGeometry) {
  7116. console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  7117. }
  7118. }
  7119. });
  7120. function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
  7121. var intersect;
  7122. if (material.side === BackSide) {
  7123. intersect = ray.intersectTriangle(pC, pB, pA, true, point);
  7124. } else {
  7125. intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
  7126. }
  7127. if (intersect === null) return null;
  7128. _intersectionPointWorld.copy(point);
  7129. _intersectionPointWorld.applyMatrix4(object.matrixWorld);
  7130. var distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
  7131. if (distance < raycaster.near || distance > raycaster.far) return null;
  7132. return {
  7133. distance: distance,
  7134. point: _intersectionPointWorld.clone(),
  7135. object: object
  7136. };
  7137. }
  7138. function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
  7139. _vA.fromBufferAttribute(position, a);
  7140. _vB.fromBufferAttribute(position, b);
  7141. _vC.fromBufferAttribute(position, c);
  7142. var morphInfluences = object.morphTargetInfluences;
  7143. if (material.morphTargets && morphPosition && morphInfluences) {
  7144. _morphA.set(0, 0, 0);
  7145. _morphB.set(0, 0, 0);
  7146. _morphC.set(0, 0, 0);
  7147. for (var i = 0, il = morphPosition.length; i < il; i++) {
  7148. var influence = morphInfluences[i];
  7149. var morphAttribute = morphPosition[i];
  7150. if (influence === 0) continue;
  7151. _tempA.fromBufferAttribute(morphAttribute, a);
  7152. _tempB.fromBufferAttribute(morphAttribute, b);
  7153. _tempC.fromBufferAttribute(morphAttribute, c);
  7154. if (morphTargetsRelative) {
  7155. _morphA.addScaledVector(_tempA, influence);
  7156. _morphB.addScaledVector(_tempB, influence);
  7157. _morphC.addScaledVector(_tempC, influence);
  7158. } else {
  7159. _morphA.addScaledVector(_tempA.sub(_vA), influence);
  7160. _morphB.addScaledVector(_tempB.sub(_vB), influence);
  7161. _morphC.addScaledVector(_tempC.sub(_vC), influence);
  7162. }
  7163. }
  7164. _vA.add(_morphA);
  7165. _vB.add(_morphB);
  7166. _vC.add(_morphC);
  7167. }
  7168. if (object.isSkinnedMesh) {
  7169. object.boneTransform(a, _vA);
  7170. object.boneTransform(b, _vB);
  7171. object.boneTransform(c, _vC);
  7172. }
  7173. var intersection = checkIntersection(object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint);
  7174. if (intersection) {
  7175. if (uv) {
  7176. _uvA.fromBufferAttribute(uv, a);
  7177. _uvB.fromBufferAttribute(uv, b);
  7178. _uvC.fromBufferAttribute(uv, c);
  7179. intersection.uv = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
  7180. }
  7181. if (uv2) {
  7182. _uvA.fromBufferAttribute(uv2, a);
  7183. _uvB.fromBufferAttribute(uv2, b);
  7184. _uvC.fromBufferAttribute(uv2, c);
  7185. intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
  7186. }
  7187. var face = new Face3(a, b, c);
  7188. Triangle.getNormal(_vA, _vB, _vC, face.normal);
  7189. intersection.face = face;
  7190. }
  7191. return intersection;
  7192. }
  7193. var BoxGeometry = /*#__PURE__*/function (_BufferGeometry) {
  7194. _inheritsLoose(BoxGeometry, _BufferGeometry);
  7195. function BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) {
  7196. var _this;
  7197. if (width === void 0) {
  7198. width = 1;
  7199. }
  7200. if (height === void 0) {
  7201. height = 1;
  7202. }
  7203. if (depth === void 0) {
  7204. depth = 1;
  7205. }
  7206. if (widthSegments === void 0) {
  7207. widthSegments = 1;
  7208. }
  7209. if (heightSegments === void 0) {
  7210. heightSegments = 1;
  7211. }
  7212. if (depthSegments === void 0) {
  7213. depthSegments = 1;
  7214. }
  7215. _this = _BufferGeometry.call(this) || this;
  7216. _this.type = 'BoxGeometry';
  7217. _this.parameters = {
  7218. width: width,
  7219. height: height,
  7220. depth: depth,
  7221. widthSegments: widthSegments,
  7222. heightSegments: heightSegments,
  7223. depthSegments: depthSegments
  7224. };
  7225. var scope = _assertThisInitialized(_this); // segments
  7226. widthSegments = Math.floor(widthSegments);
  7227. heightSegments = Math.floor(heightSegments);
  7228. depthSegments = Math.floor(depthSegments); // buffers
  7229. var indices = [];
  7230. var vertices = [];
  7231. var normals = [];
  7232. var uvs = []; // helper variables
  7233. var numberOfVertices = 0;
  7234. var groupStart = 0; // build each side of the box geometry
  7235. buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px
  7236. buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx
  7237. buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py
  7238. buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny
  7239. buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz
  7240. buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
  7241. // build geometry
  7242. _this.setIndex(indices);
  7243. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  7244. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  7245. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  7246. function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
  7247. var segmentWidth = width / gridX;
  7248. var segmentHeight = height / gridY;
  7249. var widthHalf = width / 2;
  7250. var heightHalf = height / 2;
  7251. var depthHalf = depth / 2;
  7252. var gridX1 = gridX + 1;
  7253. var gridY1 = gridY + 1;
  7254. var vertexCounter = 0;
  7255. var groupCount = 0;
  7256. var vector = new Vector3(); // generate vertices, normals and uvs
  7257. for (var iy = 0; iy < gridY1; iy++) {
  7258. var y = iy * segmentHeight - heightHalf;
  7259. for (var ix = 0; ix < gridX1; ix++) {
  7260. var x = ix * segmentWidth - widthHalf; // set values to correct vector component
  7261. vector[u] = x * udir;
  7262. vector[v] = y * vdir;
  7263. vector[w] = depthHalf; // now apply vector to vertex buffer
  7264. vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component
  7265. vector[u] = 0;
  7266. vector[v] = 0;
  7267. vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer
  7268. normals.push(vector.x, vector.y, vector.z); // uvs
  7269. uvs.push(ix / gridX);
  7270. uvs.push(1 - iy / gridY); // counters
  7271. vertexCounter += 1;
  7272. }
  7273. } // indices
  7274. // 1. you need three indices to draw a single face
  7275. // 2. a single segment consists of two faces
  7276. // 3. so we need to generate six (2*3) indices per segment
  7277. for (var _iy = 0; _iy < gridY; _iy++) {
  7278. for (var _ix = 0; _ix < gridX; _ix++) {
  7279. var a = numberOfVertices + _ix + gridX1 * _iy;
  7280. var b = numberOfVertices + _ix + gridX1 * (_iy + 1);
  7281. var c = numberOfVertices + (_ix + 1) + gridX1 * (_iy + 1);
  7282. var d = numberOfVertices + (_ix + 1) + gridX1 * _iy; // faces
  7283. indices.push(a, b, d);
  7284. indices.push(b, c, d); // increase counter
  7285. groupCount += 6;
  7286. }
  7287. } // add a group to the geometry. this will ensure multi material support
  7288. scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups
  7289. groupStart += groupCount; // update total number of vertices
  7290. numberOfVertices += vertexCounter;
  7291. }
  7292. return _this;
  7293. }
  7294. return BoxGeometry;
  7295. }(BufferGeometry);
  7296. /**
  7297. * Uniform Utilities
  7298. */
  7299. function cloneUniforms(src) {
  7300. var dst = {};
  7301. for (var u in src) {
  7302. dst[u] = {};
  7303. for (var p in src[u]) {
  7304. var property = src[u][p];
  7305. if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture)) {
  7306. dst[u][p] = property.clone();
  7307. } else if (Array.isArray(property)) {
  7308. dst[u][p] = property.slice();
  7309. } else {
  7310. dst[u][p] = property;
  7311. }
  7312. }
  7313. }
  7314. return dst;
  7315. }
  7316. function mergeUniforms(uniforms) {
  7317. var merged = {};
  7318. for (var u = 0; u < uniforms.length; u++) {
  7319. var tmp = cloneUniforms(uniforms[u]);
  7320. for (var p in tmp) {
  7321. merged[p] = tmp[p];
  7322. }
  7323. }
  7324. return merged;
  7325. } // Legacy
  7326. var UniformsUtils = {
  7327. clone: cloneUniforms,
  7328. merge: mergeUniforms
  7329. };
  7330. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7331. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7332. /**
  7333. * parameters = {
  7334. * defines: { "label" : "value" },
  7335. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7336. *
  7337. * fragmentShader: <string>,
  7338. * vertexShader: <string>,
  7339. *
  7340. * wireframe: <boolean>,
  7341. * wireframeLinewidth: <float>,
  7342. *
  7343. * lights: <bool>,
  7344. *
  7345. * skinning: <bool>,
  7346. * morphTargets: <bool>,
  7347. * morphNormals: <bool>
  7348. * }
  7349. */
  7350. function ShaderMaterial(parameters) {
  7351. Material.call(this);
  7352. this.type = 'ShaderMaterial';
  7353. this.defines = {};
  7354. this.uniforms = {};
  7355. this.vertexShader = default_vertex;
  7356. this.fragmentShader = default_fragment;
  7357. this.linewidth = 1;
  7358. this.wireframe = false;
  7359. this.wireframeLinewidth = 1;
  7360. this.fog = false; // set to use scene fog
  7361. this.lights = false; // set to use scene lights
  7362. this.clipping = false; // set to use user-defined clipping planes
  7363. this.skinning = false; // set to use skinning attribute streams
  7364. this.morphTargets = false; // set to use morph targets
  7365. this.morphNormals = false; // set to use morph normals
  7366. this.extensions = {
  7367. derivatives: false,
  7368. // set to use derivatives
  7369. fragDepth: false,
  7370. // set to use fragment depth values
  7371. drawBuffers: false,
  7372. // set to use draw buffers
  7373. shaderTextureLOD: false // set to use shader texture LOD
  7374. }; // When rendered geometry doesn't include these attributes but the material does,
  7375. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7376. this.defaultAttributeValues = {
  7377. 'color': [1, 1, 1],
  7378. 'uv': [0, 0],
  7379. 'uv2': [0, 0]
  7380. };
  7381. this.index0AttributeName = undefined;
  7382. this.uniformsNeedUpdate = false;
  7383. this.glslVersion = null;
  7384. if (parameters !== undefined) {
  7385. if (parameters.attributes !== undefined) {
  7386. console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
  7387. }
  7388. this.setValues(parameters);
  7389. }
  7390. }
  7391. ShaderMaterial.prototype = Object.create(Material.prototype);
  7392. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7393. ShaderMaterial.prototype.isShaderMaterial = true;
  7394. ShaderMaterial.prototype.copy = function (source) {
  7395. Material.prototype.copy.call(this, source);
  7396. this.fragmentShader = source.fragmentShader;
  7397. this.vertexShader = source.vertexShader;
  7398. this.uniforms = cloneUniforms(source.uniforms);
  7399. this.defines = Object.assign({}, source.defines);
  7400. this.wireframe = source.wireframe;
  7401. this.wireframeLinewidth = source.wireframeLinewidth;
  7402. this.lights = source.lights;
  7403. this.clipping = source.clipping;
  7404. this.skinning = source.skinning;
  7405. this.morphTargets = source.morphTargets;
  7406. this.morphNormals = source.morphNormals;
  7407. this.extensions = Object.assign({}, source.extensions);
  7408. this.glslVersion = source.glslVersion;
  7409. return this;
  7410. };
  7411. ShaderMaterial.prototype.toJSON = function (meta) {
  7412. var data = Material.prototype.toJSON.call(this, meta);
  7413. data.glslVersion = this.glslVersion;
  7414. data.uniforms = {};
  7415. for (var name in this.uniforms) {
  7416. var uniform = this.uniforms[name];
  7417. var value = uniform.value;
  7418. if (value && value.isTexture) {
  7419. data.uniforms[name] = {
  7420. type: 't',
  7421. value: value.toJSON(meta).uuid
  7422. };
  7423. } else if (value && value.isColor) {
  7424. data.uniforms[name] = {
  7425. type: 'c',
  7426. value: value.getHex()
  7427. };
  7428. } else if (value && value.isVector2) {
  7429. data.uniforms[name] = {
  7430. type: 'v2',
  7431. value: value.toArray()
  7432. };
  7433. } else if (value && value.isVector3) {
  7434. data.uniforms[name] = {
  7435. type: 'v3',
  7436. value: value.toArray()
  7437. };
  7438. } else if (value && value.isVector4) {
  7439. data.uniforms[name] = {
  7440. type: 'v4',
  7441. value: value.toArray()
  7442. };
  7443. } else if (value && value.isMatrix3) {
  7444. data.uniforms[name] = {
  7445. type: 'm3',
  7446. value: value.toArray()
  7447. };
  7448. } else if (value && value.isMatrix4) {
  7449. data.uniforms[name] = {
  7450. type: 'm4',
  7451. value: value.toArray()
  7452. };
  7453. } else {
  7454. data.uniforms[name] = {
  7455. value: value
  7456. }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7457. }
  7458. }
  7459. if (Object.keys(this.defines).length > 0) data.defines = this.defines;
  7460. data.vertexShader = this.vertexShader;
  7461. data.fragmentShader = this.fragmentShader;
  7462. var extensions = {};
  7463. for (var key in this.extensions) {
  7464. if (this.extensions[key] === true) extensions[key] = true;
  7465. }
  7466. if (Object.keys(extensions).length > 0) data.extensions = extensions;
  7467. return data;
  7468. };
  7469. function Camera() {
  7470. Object3D.call(this);
  7471. this.type = 'Camera';
  7472. this.matrixWorldInverse = new Matrix4();
  7473. this.projectionMatrix = new Matrix4();
  7474. this.projectionMatrixInverse = new Matrix4();
  7475. }
  7476. Camera.prototype = Object.assign(Object.create(Object3D.prototype), {
  7477. constructor: Camera,
  7478. isCamera: true,
  7479. copy: function copy(source, recursive) {
  7480. Object3D.prototype.copy.call(this, source, recursive);
  7481. this.matrixWorldInverse.copy(source.matrixWorldInverse);
  7482. this.projectionMatrix.copy(source.projectionMatrix);
  7483. this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
  7484. return this;
  7485. },
  7486. getWorldDirection: function getWorldDirection(target) {
  7487. if (target === undefined) {
  7488. console.warn('THREE.Camera: .getWorldDirection() target is now required');
  7489. target = new Vector3();
  7490. }
  7491. this.updateWorldMatrix(true, false);
  7492. var e = this.matrixWorld.elements;
  7493. return target.set(-e[8], -e[9], -e[10]).normalize();
  7494. },
  7495. updateMatrixWorld: function updateMatrixWorld(force) {
  7496. Object3D.prototype.updateMatrixWorld.call(this, force);
  7497. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7498. },
  7499. updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) {
  7500. Object3D.prototype.updateWorldMatrix.call(this, updateParents, updateChildren);
  7501. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7502. },
  7503. clone: function clone() {
  7504. return new this.constructor().copy(this);
  7505. }
  7506. });
  7507. function PerspectiveCamera(fov, aspect, near, far) {
  7508. if (fov === void 0) {
  7509. fov = 50;
  7510. }
  7511. if (aspect === void 0) {
  7512. aspect = 1;
  7513. }
  7514. if (near === void 0) {
  7515. near = 0.1;
  7516. }
  7517. if (far === void 0) {
  7518. far = 2000;
  7519. }
  7520. Camera.call(this);
  7521. this.type = 'PerspectiveCamera';
  7522. this.fov = fov;
  7523. this.zoom = 1;
  7524. this.near = near;
  7525. this.far = far;
  7526. this.focus = 10;
  7527. this.aspect = aspect;
  7528. this.view = null;
  7529. this.filmGauge = 35; // width of the film (default in millimeters)
  7530. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7531. this.updateProjectionMatrix();
  7532. }
  7533. PerspectiveCamera.prototype = Object.assign(Object.create(Camera.prototype), {
  7534. constructor: PerspectiveCamera,
  7535. isPerspectiveCamera: true,
  7536. copy: function copy(source, recursive) {
  7537. Camera.prototype.copy.call(this, source, recursive);
  7538. this.fov = source.fov;
  7539. this.zoom = source.zoom;
  7540. this.near = source.near;
  7541. this.far = source.far;
  7542. this.focus = source.focus;
  7543. this.aspect = source.aspect;
  7544. this.view = source.view === null ? null : Object.assign({}, source.view);
  7545. this.filmGauge = source.filmGauge;
  7546. this.filmOffset = source.filmOffset;
  7547. return this;
  7548. },
  7549. /**
  7550. * Sets the FOV by focal length in respect to the current .filmGauge.
  7551. *
  7552. * The default film gauge is 35, so that the focal length can be specified for
  7553. * a 35mm (full frame) camera.
  7554. *
  7555. * Values for focal length and film gauge must have the same unit.
  7556. */
  7557. setFocalLength: function setFocalLength(focalLength) {
  7558. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7559. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7560. this.fov = MathUtils.RAD2DEG * 2 * Math.atan(vExtentSlope);
  7561. this.updateProjectionMatrix();
  7562. },
  7563. /**
  7564. * Calculates the focal length from the current .fov and .filmGauge.
  7565. */
  7566. getFocalLength: function getFocalLength() {
  7567. var vExtentSlope = Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov);
  7568. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7569. },
  7570. getEffectiveFOV: function getEffectiveFOV() {
  7571. return MathUtils.RAD2DEG * 2 * Math.atan(Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) / this.zoom);
  7572. },
  7573. getFilmWidth: function getFilmWidth() {
  7574. // film not completely covered in portrait format (aspect < 1)
  7575. return this.filmGauge * Math.min(this.aspect, 1);
  7576. },
  7577. getFilmHeight: function getFilmHeight() {
  7578. // film not completely covered in landscape format (aspect > 1)
  7579. return this.filmGauge / Math.max(this.aspect, 1);
  7580. },
  7581. /**
  7582. * Sets an offset in a larger frustum. This is useful for multi-window or
  7583. * multi-monitor/multi-machine setups.
  7584. *
  7585. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7586. * the monitors are in grid like this
  7587. *
  7588. * +---+---+---+
  7589. * | A | B | C |
  7590. * +---+---+---+
  7591. * | D | E | F |
  7592. * +---+---+---+
  7593. *
  7594. * then for each monitor you would call it like this
  7595. *
  7596. * const w = 1920;
  7597. * const h = 1080;
  7598. * const fullWidth = w * 3;
  7599. * const fullHeight = h * 2;
  7600. *
  7601. * --A--
  7602. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7603. * --B--
  7604. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7605. * --C--
  7606. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7607. * --D--
  7608. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7609. * --E--
  7610. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7611. * --F--
  7612. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7613. *
  7614. * Note there is no reason monitors have to be the same size or in a grid.
  7615. */
  7616. setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  7617. this.aspect = fullWidth / fullHeight;
  7618. if (this.view === null) {
  7619. this.view = {
  7620. enabled: true,
  7621. fullWidth: 1,
  7622. fullHeight: 1,
  7623. offsetX: 0,
  7624. offsetY: 0,
  7625. width: 1,
  7626. height: 1
  7627. };
  7628. }
  7629. this.view.enabled = true;
  7630. this.view.fullWidth = fullWidth;
  7631. this.view.fullHeight = fullHeight;
  7632. this.view.offsetX = x;
  7633. this.view.offsetY = y;
  7634. this.view.width = width;
  7635. this.view.height = height;
  7636. this.updateProjectionMatrix();
  7637. },
  7638. clearViewOffset: function clearViewOffset() {
  7639. if (this.view !== null) {
  7640. this.view.enabled = false;
  7641. }
  7642. this.updateProjectionMatrix();
  7643. },
  7644. updateProjectionMatrix: function updateProjectionMatrix() {
  7645. var near = this.near;
  7646. var top = near * Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) / this.zoom;
  7647. var height = 2 * top;
  7648. var width = this.aspect * height;
  7649. var left = -0.5 * width;
  7650. var view = this.view;
  7651. if (this.view !== null && this.view.enabled) {
  7652. var fullWidth = view.fullWidth,
  7653. fullHeight = view.fullHeight;
  7654. left += view.offsetX * width / fullWidth;
  7655. top -= view.offsetY * height / fullHeight;
  7656. width *= view.width / fullWidth;
  7657. height *= view.height / fullHeight;
  7658. }
  7659. var skew = this.filmOffset;
  7660. if (skew !== 0) left += near * skew / this.getFilmWidth();
  7661. this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
  7662. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  7663. },
  7664. toJSON: function toJSON(meta) {
  7665. var data = Object3D.prototype.toJSON.call(this, meta);
  7666. data.object.fov = this.fov;
  7667. data.object.zoom = this.zoom;
  7668. data.object.near = this.near;
  7669. data.object.far = this.far;
  7670. data.object.focus = this.focus;
  7671. data.object.aspect = this.aspect;
  7672. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  7673. data.object.filmGauge = this.filmGauge;
  7674. data.object.filmOffset = this.filmOffset;
  7675. return data;
  7676. }
  7677. });
  7678. var fov = 90,
  7679. aspect = 1;
  7680. function CubeCamera(near, far, renderTarget) {
  7681. Object3D.call(this);
  7682. this.type = 'CubeCamera';
  7683. if (renderTarget.isWebGLCubeRenderTarget !== true) {
  7684. console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
  7685. return;
  7686. }
  7687. this.renderTarget = renderTarget;
  7688. var cameraPX = new PerspectiveCamera(fov, aspect, near, far);
  7689. cameraPX.layers = this.layers;
  7690. cameraPX.up.set(0, -1, 0);
  7691. cameraPX.lookAt(new Vector3(1, 0, 0));
  7692. this.add(cameraPX);
  7693. var cameraNX = new PerspectiveCamera(fov, aspect, near, far);
  7694. cameraNX.layers = this.layers;
  7695. cameraNX.up.set(0, -1, 0);
  7696. cameraNX.lookAt(new Vector3(-1, 0, 0));
  7697. this.add(cameraNX);
  7698. var cameraPY = new PerspectiveCamera(fov, aspect, near, far);
  7699. cameraPY.layers = this.layers;
  7700. cameraPY.up.set(0, 0, 1);
  7701. cameraPY.lookAt(new Vector3(0, 1, 0));
  7702. this.add(cameraPY);
  7703. var cameraNY = new PerspectiveCamera(fov, aspect, near, far);
  7704. cameraNY.layers = this.layers;
  7705. cameraNY.up.set(0, 0, -1);
  7706. cameraNY.lookAt(new Vector3(0, -1, 0));
  7707. this.add(cameraNY);
  7708. var cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
  7709. cameraPZ.layers = this.layers;
  7710. cameraPZ.up.set(0, -1, 0);
  7711. cameraPZ.lookAt(new Vector3(0, 0, 1));
  7712. this.add(cameraPZ);
  7713. var cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
  7714. cameraNZ.layers = this.layers;
  7715. cameraNZ.up.set(0, -1, 0);
  7716. cameraNZ.lookAt(new Vector3(0, 0, -1));
  7717. this.add(cameraNZ);
  7718. this.update = function (renderer, scene) {
  7719. if (this.parent === null) this.updateMatrixWorld();
  7720. var currentXrEnabled = renderer.xr.enabled;
  7721. var currentRenderTarget = renderer.getRenderTarget();
  7722. renderer.xr.enabled = false;
  7723. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7724. renderTarget.texture.generateMipmaps = false;
  7725. renderer.setRenderTarget(renderTarget, 0);
  7726. renderer.render(scene, cameraPX);
  7727. renderer.setRenderTarget(renderTarget, 1);
  7728. renderer.render(scene, cameraNX);
  7729. renderer.setRenderTarget(renderTarget, 2);
  7730. renderer.render(scene, cameraPY);
  7731. renderer.setRenderTarget(renderTarget, 3);
  7732. renderer.render(scene, cameraNY);
  7733. renderer.setRenderTarget(renderTarget, 4);
  7734. renderer.render(scene, cameraPZ);
  7735. renderTarget.texture.generateMipmaps = generateMipmaps;
  7736. renderer.setRenderTarget(renderTarget, 5);
  7737. renderer.render(scene, cameraNZ);
  7738. renderer.setRenderTarget(currentRenderTarget);
  7739. renderer.xr.enabled = currentXrEnabled;
  7740. };
  7741. }
  7742. CubeCamera.prototype = Object.create(Object3D.prototype);
  7743. CubeCamera.prototype.constructor = CubeCamera;
  7744. function CubeTexture(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  7745. images = images !== undefined ? images : [];
  7746. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7747. format = format !== undefined ? format : RGBFormat;
  7748. Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  7749. this.flipY = false; // Why CubeTexture._needsFlipEnvMap is necessary:
  7750. //
  7751. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7752. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7753. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7754. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7755. // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
  7756. // when using WebGLCubeRenderTarget.texture as a cube texture.
  7757. this._needsFlipEnvMap = true;
  7758. }
  7759. CubeTexture.prototype = Object.create(Texture.prototype);
  7760. CubeTexture.prototype.constructor = CubeTexture;
  7761. CubeTexture.prototype.isCubeTexture = true;
  7762. Object.defineProperty(CubeTexture.prototype, 'images', {
  7763. get: function get() {
  7764. return this.image;
  7765. },
  7766. set: function set(value) {
  7767. this.image = value;
  7768. }
  7769. });
  7770. var WebGLCubeRenderTarget = /*#__PURE__*/function (_WebGLRenderTarget) {
  7771. _inheritsLoose(WebGLCubeRenderTarget, _WebGLRenderTarget);
  7772. function WebGLCubeRenderTarget(size, options, dummy) {
  7773. var _this;
  7774. if (Number.isInteger(options)) {
  7775. console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
  7776. options = dummy;
  7777. }
  7778. _this = _WebGLRenderTarget.call(this, size, size, options) || this;
  7779. Object.defineProperty(_assertThisInitialized(_this), 'isWebGLCubeRenderTarget', {
  7780. value: true
  7781. });
  7782. options = options || {};
  7783. _this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  7784. _this.texture._needsFlipEnvMap = false;
  7785. return _this;
  7786. }
  7787. var _proto = WebGLCubeRenderTarget.prototype;
  7788. _proto.fromEquirectangularTexture = function fromEquirectangularTexture(renderer, texture) {
  7789. this.texture.type = texture.type;
  7790. this.texture.format = RGBAFormat; // see #18859
  7791. this.texture.encoding = texture.encoding;
  7792. this.texture.generateMipmaps = texture.generateMipmaps;
  7793. this.texture.minFilter = texture.minFilter;
  7794. this.texture.magFilter = texture.magFilter;
  7795. var shader = {
  7796. uniforms: {
  7797. tEquirect: {
  7798. value: null
  7799. }
  7800. },
  7801. vertexShader:
  7802. /* glsl */
  7803. "\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <project_vertex>\n\n\t\t\t\t}\n\t\t\t",
  7804. fragmentShader:
  7805. /* glsl */
  7806. "\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include <common>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"
  7807. };
  7808. var geometry = new BoxGeometry(5, 5, 5);
  7809. var material = new ShaderMaterial({
  7810. name: 'CubemapFromEquirect',
  7811. uniforms: cloneUniforms(shader.uniforms),
  7812. vertexShader: shader.vertexShader,
  7813. fragmentShader: shader.fragmentShader,
  7814. side: BackSide,
  7815. blending: NoBlending
  7816. });
  7817. material.uniforms.tEquirect.value = texture;
  7818. var mesh = new Mesh(geometry, material);
  7819. var currentMinFilter = texture.minFilter; // Avoid blurred poles
  7820. if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
  7821. var camera = new CubeCamera(1, 10, this);
  7822. camera.update(renderer, mesh);
  7823. texture.minFilter = currentMinFilter;
  7824. mesh.geometry.dispose();
  7825. mesh.material.dispose();
  7826. return this;
  7827. };
  7828. _proto.clear = function clear(renderer, color, depth, stencil) {
  7829. var currentRenderTarget = renderer.getRenderTarget();
  7830. for (var i = 0; i < 6; i++) {
  7831. renderer.setRenderTarget(this, i);
  7832. renderer.clear(color, depth, stencil);
  7833. }
  7834. renderer.setRenderTarget(currentRenderTarget);
  7835. };
  7836. return WebGLCubeRenderTarget;
  7837. }(WebGLRenderTarget);
  7838. function DataTexture(data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  7839. Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  7840. this.image = {
  7841. data: data || null,
  7842. width: width || 1,
  7843. height: height || 1
  7844. };
  7845. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  7846. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  7847. this.generateMipmaps = false;
  7848. this.flipY = false;
  7849. this.unpackAlignment = 1;
  7850. this.needsUpdate = true;
  7851. }
  7852. DataTexture.prototype = Object.create(Texture.prototype);
  7853. DataTexture.prototype.constructor = DataTexture;
  7854. DataTexture.prototype.isDataTexture = true;
  7855. var _sphere$1 = /*@__PURE__*/new Sphere();
  7856. var _vector$5 = /*@__PURE__*/new Vector3();
  7857. var Frustum = /*#__PURE__*/function () {
  7858. function Frustum(p0, p1, p2, p3, p4, p5) {
  7859. this.planes = [p0 !== undefined ? p0 : new Plane(), p1 !== undefined ? p1 : new Plane(), p2 !== undefined ? p2 : new Plane(), p3 !== undefined ? p3 : new Plane(), p4 !== undefined ? p4 : new Plane(), p5 !== undefined ? p5 : new Plane()];
  7860. }
  7861. var _proto = Frustum.prototype;
  7862. _proto.set = function set(p0, p1, p2, p3, p4, p5) {
  7863. var planes = this.planes;
  7864. planes[0].copy(p0);
  7865. planes[1].copy(p1);
  7866. planes[2].copy(p2);
  7867. planes[3].copy(p3);
  7868. planes[4].copy(p4);
  7869. planes[5].copy(p5);
  7870. return this;
  7871. };
  7872. _proto.clone = function clone() {
  7873. return new this.constructor().copy(this);
  7874. };
  7875. _proto.copy = function copy(frustum) {
  7876. var planes = this.planes;
  7877. for (var i = 0; i < 6; i++) {
  7878. planes[i].copy(frustum.planes[i]);
  7879. }
  7880. return this;
  7881. };
  7882. _proto.setFromProjectionMatrix = function setFromProjectionMatrix(m) {
  7883. var planes = this.planes;
  7884. var me = m.elements;
  7885. var me0 = me[0],
  7886. me1 = me[1],
  7887. me2 = me[2],
  7888. me3 = me[3];
  7889. var me4 = me[4],
  7890. me5 = me[5],
  7891. me6 = me[6],
  7892. me7 = me[7];
  7893. var me8 = me[8],
  7894. me9 = me[9],
  7895. me10 = me[10],
  7896. me11 = me[11];
  7897. var me12 = me[12],
  7898. me13 = me[13],
  7899. me14 = me[14],
  7900. me15 = me[15];
  7901. planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
  7902. planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
  7903. planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
  7904. planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
  7905. planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
  7906. planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
  7907. return this;
  7908. };
  7909. _proto.intersectsObject = function intersectsObject(object) {
  7910. var geometry = object.geometry;
  7911. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  7912. _sphere$1.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
  7913. return this.intersectsSphere(_sphere$1);
  7914. };
  7915. _proto.intersectsSprite = function intersectsSprite(sprite) {
  7916. _sphere$1.center.set(0, 0, 0);
  7917. _sphere$1.radius = 0.7071067811865476;
  7918. _sphere$1.applyMatrix4(sprite.matrixWorld);
  7919. return this.intersectsSphere(_sphere$1);
  7920. };
  7921. _proto.intersectsSphere = function intersectsSphere(sphere) {
  7922. var planes = this.planes;
  7923. var center = sphere.center;
  7924. var negRadius = -sphere.radius;
  7925. for (var i = 0; i < 6; i++) {
  7926. var distance = planes[i].distanceToPoint(center);
  7927. if (distance < negRadius) {
  7928. return false;
  7929. }
  7930. }
  7931. return true;
  7932. };
  7933. _proto.intersectsBox = function intersectsBox(box) {
  7934. var planes = this.planes;
  7935. for (var i = 0; i < 6; i++) {
  7936. var plane = planes[i]; // corner at max distance
  7937. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  7938. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  7939. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  7940. if (plane.distanceToPoint(_vector$5) < 0) {
  7941. return false;
  7942. }
  7943. }
  7944. return true;
  7945. };
  7946. _proto.containsPoint = function containsPoint(point) {
  7947. var planes = this.planes;
  7948. for (var i = 0; i < 6; i++) {
  7949. if (planes[i].distanceToPoint(point) < 0) {
  7950. return false;
  7951. }
  7952. }
  7953. return true;
  7954. };
  7955. return Frustum;
  7956. }();
  7957. function WebGLAnimation() {
  7958. var context = null;
  7959. var isAnimating = false;
  7960. var animationLoop = null;
  7961. var requestId = null;
  7962. function onAnimationFrame(time, frame) {
  7963. animationLoop(time, frame);
  7964. requestId = context.requestAnimationFrame(onAnimationFrame);
  7965. }
  7966. return {
  7967. start: function start() {
  7968. if (isAnimating === true) return;
  7969. if (animationLoop === null) return;
  7970. requestId = context.requestAnimationFrame(onAnimationFrame);
  7971. isAnimating = true;
  7972. },
  7973. stop: function stop() {
  7974. context.cancelAnimationFrame(requestId);
  7975. isAnimating = false;
  7976. },
  7977. setAnimationLoop: function setAnimationLoop(callback) {
  7978. animationLoop = callback;
  7979. },
  7980. setContext: function setContext(value) {
  7981. context = value;
  7982. }
  7983. };
  7984. }
  7985. function WebGLAttributes(gl, capabilities) {
  7986. var isWebGL2 = capabilities.isWebGL2;
  7987. var buffers = new WeakMap();
  7988. function createBuffer(attribute, bufferType) {
  7989. var array = attribute.array;
  7990. var usage = attribute.usage;
  7991. var buffer = gl.createBuffer();
  7992. gl.bindBuffer(bufferType, buffer);
  7993. gl.bufferData(bufferType, array, usage);
  7994. attribute.onUploadCallback();
  7995. var type = 5126;
  7996. if (array instanceof Float32Array) {
  7997. type = 5126;
  7998. } else if (array instanceof Float64Array) {
  7999. console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
  8000. } else if (array instanceof Uint16Array) {
  8001. if (attribute.isFloat16BufferAttribute) {
  8002. if (isWebGL2) {
  8003. type = 5131;
  8004. } else {
  8005. console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
  8006. }
  8007. } else {
  8008. type = 5123;
  8009. }
  8010. } else if (array instanceof Int16Array) {
  8011. type = 5122;
  8012. } else if (array instanceof Uint32Array) {
  8013. type = 5125;
  8014. } else if (array instanceof Int32Array) {
  8015. type = 5124;
  8016. } else if (array instanceof Int8Array) {
  8017. type = 5120;
  8018. } else if (array instanceof Uint8Array) {
  8019. type = 5121;
  8020. }
  8021. return {
  8022. buffer: buffer,
  8023. type: type,
  8024. bytesPerElement: array.BYTES_PER_ELEMENT,
  8025. version: attribute.version
  8026. };
  8027. }
  8028. function updateBuffer(buffer, attribute, bufferType) {
  8029. var array = attribute.array;
  8030. var updateRange = attribute.updateRange;
  8031. gl.bindBuffer(bufferType, buffer);
  8032. if (updateRange.count === -1) {
  8033. // Not using update ranges
  8034. gl.bufferSubData(bufferType, 0, array);
  8035. } else {
  8036. if (isWebGL2) {
  8037. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
  8038. } else {
  8039. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
  8040. }
  8041. updateRange.count = -1; // reset range
  8042. }
  8043. } //
  8044. function get(attribute) {
  8045. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  8046. return buffers.get(attribute);
  8047. }
  8048. function remove(attribute) {
  8049. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  8050. var data = buffers.get(attribute);
  8051. if (data) {
  8052. gl.deleteBuffer(data.buffer);
  8053. buffers.delete(attribute);
  8054. }
  8055. }
  8056. function update(attribute, bufferType) {
  8057. if (attribute.isGLBufferAttribute) {
  8058. var cached = buffers.get(attribute);
  8059. if (!cached || cached.version < attribute.version) {
  8060. buffers.set(attribute, {
  8061. buffer: attribute.buffer,
  8062. type: attribute.type,
  8063. bytesPerElement: attribute.elementSize,
  8064. version: attribute.version
  8065. });
  8066. }
  8067. return;
  8068. }
  8069. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  8070. var data = buffers.get(attribute);
  8071. if (data === undefined) {
  8072. buffers.set(attribute, createBuffer(attribute, bufferType));
  8073. } else if (data.version < attribute.version) {
  8074. updateBuffer(data.buffer, attribute, bufferType);
  8075. data.version = attribute.version;
  8076. }
  8077. }
  8078. return {
  8079. get: get,
  8080. remove: remove,
  8081. update: update
  8082. };
  8083. }
  8084. var PlaneGeometry = /*#__PURE__*/function (_BufferGeometry) {
  8085. _inheritsLoose(PlaneGeometry, _BufferGeometry);
  8086. function PlaneGeometry(width, height, widthSegments, heightSegments) {
  8087. var _this;
  8088. if (width === void 0) {
  8089. width = 1;
  8090. }
  8091. if (height === void 0) {
  8092. height = 1;
  8093. }
  8094. if (widthSegments === void 0) {
  8095. widthSegments = 1;
  8096. }
  8097. if (heightSegments === void 0) {
  8098. heightSegments = 1;
  8099. }
  8100. _this = _BufferGeometry.call(this) || this;
  8101. _this.type = 'PlaneGeometry';
  8102. _this.parameters = {
  8103. width: width,
  8104. height: height,
  8105. widthSegments: widthSegments,
  8106. heightSegments: heightSegments
  8107. };
  8108. var width_half = width / 2;
  8109. var height_half = height / 2;
  8110. var gridX = Math.floor(widthSegments);
  8111. var gridY = Math.floor(heightSegments);
  8112. var gridX1 = gridX + 1;
  8113. var gridY1 = gridY + 1;
  8114. var segment_width = width / gridX;
  8115. var segment_height = height / gridY; //
  8116. var indices = [];
  8117. var vertices = [];
  8118. var normals = [];
  8119. var uvs = [];
  8120. for (var iy = 0; iy < gridY1; iy++) {
  8121. var y = iy * segment_height - height_half;
  8122. for (var ix = 0; ix < gridX1; ix++) {
  8123. var x = ix * segment_width - width_half;
  8124. vertices.push(x, -y, 0);
  8125. normals.push(0, 0, 1);
  8126. uvs.push(ix / gridX);
  8127. uvs.push(1 - iy / gridY);
  8128. }
  8129. }
  8130. for (var _iy = 0; _iy < gridY; _iy++) {
  8131. for (var _ix = 0; _ix < gridX; _ix++) {
  8132. var a = _ix + gridX1 * _iy;
  8133. var b = _ix + gridX1 * (_iy + 1);
  8134. var c = _ix + 1 + gridX1 * (_iy + 1);
  8135. var d = _ix + 1 + gridX1 * _iy;
  8136. indices.push(a, b, d);
  8137. indices.push(b, c, d);
  8138. }
  8139. }
  8140. _this.setIndex(indices);
  8141. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  8142. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  8143. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  8144. return _this;
  8145. }
  8146. return PlaneGeometry;
  8147. }(BufferGeometry);
  8148. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8149. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8150. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8151. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8152. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8153. var begin_vertex = "vec3 transformed = vec3( position );";
  8154. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8155. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8156. 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";
  8157. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8158. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8159. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8160. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8161. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8162. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8163. var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
  8164. var color_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
  8165. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8166. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
  8167. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8168. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8169. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8170. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8171. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8172. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8173. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8174. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8175. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8176. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8177. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8178. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8179. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  8180. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8181. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8182. 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";
  8183. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8184. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8185. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8186. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8187. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\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";
  8188. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8189. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8190. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8191. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8192. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\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)";
  8193. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8194. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8195. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8196. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8197. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8198. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8199. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8200. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8201. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8202. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8203. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8204. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8205. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8206. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8207. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8208. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8209. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8210. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8211. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8212. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8213. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8214. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8215. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8216. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8217. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8218. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8219. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8220. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8221. 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";
  8222. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8223. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8224. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8225. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8226. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8227. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8228. 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";
  8229. 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";
  8230. 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";
  8231. 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";
  8232. 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";
  8233. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8234. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8235. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  8236. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8237. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8238. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8239. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8240. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8241. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8242. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8243. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8244. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8245. 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}";
  8246. 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}";
  8247. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8248. 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}";
  8249. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8250. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8251. 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}";
  8252. 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}";
  8253. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8254. 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}";
  8255. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8256. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8257. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8258. 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}";
  8259. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8260. 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}";
  8261. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8262. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8263. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\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}";
  8264. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8265. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8266. 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}";
  8267. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\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 <transmissionmap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8268. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8269. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8270. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8271. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8272. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8273. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8274. var shadow_vert = "#include <common>\n#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 <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 <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8275. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8276. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8277. var ShaderChunk = {
  8278. alphamap_fragment: alphamap_fragment,
  8279. alphamap_pars_fragment: alphamap_pars_fragment,
  8280. alphatest_fragment: alphatest_fragment,
  8281. aomap_fragment: aomap_fragment,
  8282. aomap_pars_fragment: aomap_pars_fragment,
  8283. begin_vertex: begin_vertex,
  8284. beginnormal_vertex: beginnormal_vertex,
  8285. bsdfs: bsdfs,
  8286. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8287. clipping_planes_fragment: clipping_planes_fragment,
  8288. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8289. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8290. clipping_planes_vertex: clipping_planes_vertex,
  8291. color_fragment: color_fragment,
  8292. color_pars_fragment: color_pars_fragment,
  8293. color_pars_vertex: color_pars_vertex,
  8294. color_vertex: color_vertex,
  8295. common: common,
  8296. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8297. defaultnormal_vertex: defaultnormal_vertex,
  8298. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8299. displacementmap_vertex: displacementmap_vertex,
  8300. emissivemap_fragment: emissivemap_fragment,
  8301. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8302. encodings_fragment: encodings_fragment,
  8303. encodings_pars_fragment: encodings_pars_fragment,
  8304. envmap_fragment: envmap_fragment,
  8305. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8306. envmap_pars_fragment: envmap_pars_fragment,
  8307. envmap_pars_vertex: envmap_pars_vertex,
  8308. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8309. envmap_vertex: envmap_vertex,
  8310. fog_vertex: fog_vertex,
  8311. fog_pars_vertex: fog_pars_vertex,
  8312. fog_fragment: fog_fragment,
  8313. fog_pars_fragment: fog_pars_fragment,
  8314. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8315. lightmap_fragment: lightmap_fragment,
  8316. lightmap_pars_fragment: lightmap_pars_fragment,
  8317. lights_lambert_vertex: lights_lambert_vertex,
  8318. lights_pars_begin: lights_pars_begin,
  8319. lights_toon_fragment: lights_toon_fragment,
  8320. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8321. lights_phong_fragment: lights_phong_fragment,
  8322. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8323. lights_physical_fragment: lights_physical_fragment,
  8324. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8325. lights_fragment_begin: lights_fragment_begin,
  8326. lights_fragment_maps: lights_fragment_maps,
  8327. lights_fragment_end: lights_fragment_end,
  8328. logdepthbuf_fragment: logdepthbuf_fragment,
  8329. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8330. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8331. logdepthbuf_vertex: logdepthbuf_vertex,
  8332. map_fragment: map_fragment,
  8333. map_pars_fragment: map_pars_fragment,
  8334. map_particle_fragment: map_particle_fragment,
  8335. map_particle_pars_fragment: map_particle_pars_fragment,
  8336. metalnessmap_fragment: metalnessmap_fragment,
  8337. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8338. morphnormal_vertex: morphnormal_vertex,
  8339. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8340. morphtarget_vertex: morphtarget_vertex,
  8341. normal_fragment_begin: normal_fragment_begin,
  8342. normal_fragment_maps: normal_fragment_maps,
  8343. normalmap_pars_fragment: normalmap_pars_fragment,
  8344. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8345. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8346. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8347. packing: packing,
  8348. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8349. project_vertex: project_vertex,
  8350. dithering_fragment: dithering_fragment,
  8351. dithering_pars_fragment: dithering_pars_fragment,
  8352. roughnessmap_fragment: roughnessmap_fragment,
  8353. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8354. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8355. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8356. shadowmap_vertex: shadowmap_vertex,
  8357. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8358. skinbase_vertex: skinbase_vertex,
  8359. skinning_pars_vertex: skinning_pars_vertex,
  8360. skinning_vertex: skinning_vertex,
  8361. skinnormal_vertex: skinnormal_vertex,
  8362. specularmap_fragment: specularmap_fragment,
  8363. specularmap_pars_fragment: specularmap_pars_fragment,
  8364. tonemapping_fragment: tonemapping_fragment,
  8365. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8366. transmissionmap_fragment: transmissionmap_fragment,
  8367. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  8368. uv_pars_fragment: uv_pars_fragment,
  8369. uv_pars_vertex: uv_pars_vertex,
  8370. uv_vertex: uv_vertex,
  8371. uv2_pars_fragment: uv2_pars_fragment,
  8372. uv2_pars_vertex: uv2_pars_vertex,
  8373. uv2_vertex: uv2_vertex,
  8374. worldpos_vertex: worldpos_vertex,
  8375. background_frag: background_frag,
  8376. background_vert: background_vert,
  8377. cube_frag: cube_frag,
  8378. cube_vert: cube_vert,
  8379. depth_frag: depth_frag,
  8380. depth_vert: depth_vert,
  8381. distanceRGBA_frag: distanceRGBA_frag,
  8382. distanceRGBA_vert: distanceRGBA_vert,
  8383. equirect_frag: equirect_frag,
  8384. equirect_vert: equirect_vert,
  8385. linedashed_frag: linedashed_frag,
  8386. linedashed_vert: linedashed_vert,
  8387. meshbasic_frag: meshbasic_frag,
  8388. meshbasic_vert: meshbasic_vert,
  8389. meshlambert_frag: meshlambert_frag,
  8390. meshlambert_vert: meshlambert_vert,
  8391. meshmatcap_frag: meshmatcap_frag,
  8392. meshmatcap_vert: meshmatcap_vert,
  8393. meshtoon_frag: meshtoon_frag,
  8394. meshtoon_vert: meshtoon_vert,
  8395. meshphong_frag: meshphong_frag,
  8396. meshphong_vert: meshphong_vert,
  8397. meshphysical_frag: meshphysical_frag,
  8398. meshphysical_vert: meshphysical_vert,
  8399. normal_frag: normal_frag,
  8400. normal_vert: normal_vert,
  8401. points_frag: points_frag,
  8402. points_vert: points_vert,
  8403. shadow_frag: shadow_frag,
  8404. shadow_vert: shadow_vert,
  8405. sprite_frag: sprite_frag,
  8406. sprite_vert: sprite_vert
  8407. };
  8408. /**
  8409. * Uniforms library for shared webgl shaders
  8410. */
  8411. var UniformsLib = {
  8412. common: {
  8413. diffuse: {
  8414. value: new Color(0xeeeeee)
  8415. },
  8416. opacity: {
  8417. value: 1.0
  8418. },
  8419. map: {
  8420. value: null
  8421. },
  8422. uvTransform: {
  8423. value: new Matrix3()
  8424. },
  8425. uv2Transform: {
  8426. value: new Matrix3()
  8427. },
  8428. alphaMap: {
  8429. value: null
  8430. }
  8431. },
  8432. specularmap: {
  8433. specularMap: {
  8434. value: null
  8435. }
  8436. },
  8437. envmap: {
  8438. envMap: {
  8439. value: null
  8440. },
  8441. flipEnvMap: {
  8442. value: -1
  8443. },
  8444. reflectivity: {
  8445. value: 1.0
  8446. },
  8447. refractionRatio: {
  8448. value: 0.98
  8449. },
  8450. maxMipLevel: {
  8451. value: 0
  8452. }
  8453. },
  8454. aomap: {
  8455. aoMap: {
  8456. value: null
  8457. },
  8458. aoMapIntensity: {
  8459. value: 1
  8460. }
  8461. },
  8462. lightmap: {
  8463. lightMap: {
  8464. value: null
  8465. },
  8466. lightMapIntensity: {
  8467. value: 1
  8468. }
  8469. },
  8470. emissivemap: {
  8471. emissiveMap: {
  8472. value: null
  8473. }
  8474. },
  8475. bumpmap: {
  8476. bumpMap: {
  8477. value: null
  8478. },
  8479. bumpScale: {
  8480. value: 1
  8481. }
  8482. },
  8483. normalmap: {
  8484. normalMap: {
  8485. value: null
  8486. },
  8487. normalScale: {
  8488. value: new Vector2(1, 1)
  8489. }
  8490. },
  8491. displacementmap: {
  8492. displacementMap: {
  8493. value: null
  8494. },
  8495. displacementScale: {
  8496. value: 1
  8497. },
  8498. displacementBias: {
  8499. value: 0
  8500. }
  8501. },
  8502. roughnessmap: {
  8503. roughnessMap: {
  8504. value: null
  8505. }
  8506. },
  8507. metalnessmap: {
  8508. metalnessMap: {
  8509. value: null
  8510. }
  8511. },
  8512. gradientmap: {
  8513. gradientMap: {
  8514. value: null
  8515. }
  8516. },
  8517. fog: {
  8518. fogDensity: {
  8519. value: 0.00025
  8520. },
  8521. fogNear: {
  8522. value: 1
  8523. },
  8524. fogFar: {
  8525. value: 2000
  8526. },
  8527. fogColor: {
  8528. value: new Color(0xffffff)
  8529. }
  8530. },
  8531. lights: {
  8532. ambientLightColor: {
  8533. value: []
  8534. },
  8535. lightProbe: {
  8536. value: []
  8537. },
  8538. directionalLights: {
  8539. value: [],
  8540. properties: {
  8541. direction: {},
  8542. color: {}
  8543. }
  8544. },
  8545. directionalLightShadows: {
  8546. value: [],
  8547. properties: {
  8548. shadowBias: {},
  8549. shadowNormalBias: {},
  8550. shadowRadius: {},
  8551. shadowMapSize: {}
  8552. }
  8553. },
  8554. directionalShadowMap: {
  8555. value: []
  8556. },
  8557. directionalShadowMatrix: {
  8558. value: []
  8559. },
  8560. spotLights: {
  8561. value: [],
  8562. properties: {
  8563. color: {},
  8564. position: {},
  8565. direction: {},
  8566. distance: {},
  8567. coneCos: {},
  8568. penumbraCos: {},
  8569. decay: {}
  8570. }
  8571. },
  8572. spotLightShadows: {
  8573. value: [],
  8574. properties: {
  8575. shadowBias: {},
  8576. shadowNormalBias: {},
  8577. shadowRadius: {},
  8578. shadowMapSize: {}
  8579. }
  8580. },
  8581. spotShadowMap: {
  8582. value: []
  8583. },
  8584. spotShadowMatrix: {
  8585. value: []
  8586. },
  8587. pointLights: {
  8588. value: [],
  8589. properties: {
  8590. color: {},
  8591. position: {},
  8592. decay: {},
  8593. distance: {}
  8594. }
  8595. },
  8596. pointLightShadows: {
  8597. value: [],
  8598. properties: {
  8599. shadowBias: {},
  8600. shadowNormalBias: {},
  8601. shadowRadius: {},
  8602. shadowMapSize: {},
  8603. shadowCameraNear: {},
  8604. shadowCameraFar: {}
  8605. }
  8606. },
  8607. pointShadowMap: {
  8608. value: []
  8609. },
  8610. pointShadowMatrix: {
  8611. value: []
  8612. },
  8613. hemisphereLights: {
  8614. value: [],
  8615. properties: {
  8616. direction: {},
  8617. skyColor: {},
  8618. groundColor: {}
  8619. }
  8620. },
  8621. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8622. rectAreaLights: {
  8623. value: [],
  8624. properties: {
  8625. color: {},
  8626. position: {},
  8627. width: {},
  8628. height: {}
  8629. }
  8630. },
  8631. ltc_1: {
  8632. value: null
  8633. },
  8634. ltc_2: {
  8635. value: null
  8636. }
  8637. },
  8638. points: {
  8639. diffuse: {
  8640. value: new Color(0xeeeeee)
  8641. },
  8642. opacity: {
  8643. value: 1.0
  8644. },
  8645. size: {
  8646. value: 1.0
  8647. },
  8648. scale: {
  8649. value: 1.0
  8650. },
  8651. map: {
  8652. value: null
  8653. },
  8654. alphaMap: {
  8655. value: null
  8656. },
  8657. uvTransform: {
  8658. value: new Matrix3()
  8659. }
  8660. },
  8661. sprite: {
  8662. diffuse: {
  8663. value: new Color(0xeeeeee)
  8664. },
  8665. opacity: {
  8666. value: 1.0
  8667. },
  8668. center: {
  8669. value: new Vector2(0.5, 0.5)
  8670. },
  8671. rotation: {
  8672. value: 0.0
  8673. },
  8674. map: {
  8675. value: null
  8676. },
  8677. alphaMap: {
  8678. value: null
  8679. },
  8680. uvTransform: {
  8681. value: new Matrix3()
  8682. }
  8683. }
  8684. };
  8685. var ShaderLib = {
  8686. basic: {
  8687. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
  8688. vertexShader: ShaderChunk.meshbasic_vert,
  8689. fragmentShader: ShaderChunk.meshbasic_frag
  8690. },
  8691. lambert: {
  8692. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
  8693. emissive: {
  8694. value: new Color(0x000000)
  8695. }
  8696. }]),
  8697. vertexShader: ShaderChunk.meshlambert_vert,
  8698. fragmentShader: ShaderChunk.meshlambert_frag
  8699. },
  8700. phong: {
  8701. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
  8702. emissive: {
  8703. value: new Color(0x000000)
  8704. },
  8705. specular: {
  8706. value: new Color(0x111111)
  8707. },
  8708. shininess: {
  8709. value: 30
  8710. }
  8711. }]),
  8712. vertexShader: ShaderChunk.meshphong_vert,
  8713. fragmentShader: ShaderChunk.meshphong_frag
  8714. },
  8715. standard: {
  8716. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {
  8717. emissive: {
  8718. value: new Color(0x000000)
  8719. },
  8720. roughness: {
  8721. value: 1.0
  8722. },
  8723. metalness: {
  8724. value: 0.0
  8725. },
  8726. envMapIntensity: {
  8727. value: 1
  8728. } // temporary
  8729. }]),
  8730. vertexShader: ShaderChunk.meshphysical_vert,
  8731. fragmentShader: ShaderChunk.meshphysical_frag
  8732. },
  8733. toon: {
  8734. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
  8735. emissive: {
  8736. value: new Color(0x000000)
  8737. }
  8738. }]),
  8739. vertexShader: ShaderChunk.meshtoon_vert,
  8740. fragmentShader: ShaderChunk.meshtoon_frag
  8741. },
  8742. matcap: {
  8743. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
  8744. matcap: {
  8745. value: null
  8746. }
  8747. }]),
  8748. vertexShader: ShaderChunk.meshmatcap_vert,
  8749. fragmentShader: ShaderChunk.meshmatcap_frag
  8750. },
  8751. points: {
  8752. uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
  8753. vertexShader: ShaderChunk.points_vert,
  8754. fragmentShader: ShaderChunk.points_frag
  8755. },
  8756. dashed: {
  8757. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
  8758. scale: {
  8759. value: 1
  8760. },
  8761. dashSize: {
  8762. value: 1
  8763. },
  8764. totalSize: {
  8765. value: 2
  8766. }
  8767. }]),
  8768. vertexShader: ShaderChunk.linedashed_vert,
  8769. fragmentShader: ShaderChunk.linedashed_frag
  8770. },
  8771. depth: {
  8772. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
  8773. vertexShader: ShaderChunk.depth_vert,
  8774. fragmentShader: ShaderChunk.depth_frag
  8775. },
  8776. normal: {
  8777. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
  8778. opacity: {
  8779. value: 1.0
  8780. }
  8781. }]),
  8782. vertexShader: ShaderChunk.normal_vert,
  8783. fragmentShader: ShaderChunk.normal_frag
  8784. },
  8785. sprite: {
  8786. uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
  8787. vertexShader: ShaderChunk.sprite_vert,
  8788. fragmentShader: ShaderChunk.sprite_frag
  8789. },
  8790. background: {
  8791. uniforms: {
  8792. uvTransform: {
  8793. value: new Matrix3()
  8794. },
  8795. t2D: {
  8796. value: null
  8797. }
  8798. },
  8799. vertexShader: ShaderChunk.background_vert,
  8800. fragmentShader: ShaderChunk.background_frag
  8801. },
  8802. /* -------------------------------------------------------------------------
  8803. // Cube map shader
  8804. ------------------------------------------------------------------------- */
  8805. cube: {
  8806. uniforms: mergeUniforms([UniformsLib.envmap, {
  8807. opacity: {
  8808. value: 1.0
  8809. }
  8810. }]),
  8811. vertexShader: ShaderChunk.cube_vert,
  8812. fragmentShader: ShaderChunk.cube_frag
  8813. },
  8814. equirect: {
  8815. uniforms: {
  8816. tEquirect: {
  8817. value: null
  8818. }
  8819. },
  8820. vertexShader: ShaderChunk.equirect_vert,
  8821. fragmentShader: ShaderChunk.equirect_frag
  8822. },
  8823. distanceRGBA: {
  8824. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
  8825. referencePosition: {
  8826. value: new Vector3()
  8827. },
  8828. nearDistance: {
  8829. value: 1
  8830. },
  8831. farDistance: {
  8832. value: 1000
  8833. }
  8834. }]),
  8835. vertexShader: ShaderChunk.distanceRGBA_vert,
  8836. fragmentShader: ShaderChunk.distanceRGBA_frag
  8837. },
  8838. shadow: {
  8839. uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
  8840. color: {
  8841. value: new Color(0x00000)
  8842. },
  8843. opacity: {
  8844. value: 1.0
  8845. }
  8846. }]),
  8847. vertexShader: ShaderChunk.shadow_vert,
  8848. fragmentShader: ShaderChunk.shadow_frag
  8849. }
  8850. };
  8851. ShaderLib.physical = {
  8852. uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
  8853. clearcoat: {
  8854. value: 0
  8855. },
  8856. clearcoatMap: {
  8857. value: null
  8858. },
  8859. clearcoatRoughness: {
  8860. value: 0
  8861. },
  8862. clearcoatRoughnessMap: {
  8863. value: null
  8864. },
  8865. clearcoatNormalScale: {
  8866. value: new Vector2(1, 1)
  8867. },
  8868. clearcoatNormalMap: {
  8869. value: null
  8870. },
  8871. sheen: {
  8872. value: new Color(0x000000)
  8873. },
  8874. transmission: {
  8875. value: 0
  8876. },
  8877. transmissionMap: {
  8878. value: null
  8879. }
  8880. }]),
  8881. vertexShader: ShaderChunk.meshphysical_vert,
  8882. fragmentShader: ShaderChunk.meshphysical_frag
  8883. };
  8884. function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {
  8885. var clearColor = new Color(0x000000);
  8886. var clearAlpha = 0;
  8887. var planeMesh;
  8888. var boxMesh;
  8889. var currentBackground = null;
  8890. var currentBackgroundVersion = 0;
  8891. var currentTonemapping = null;
  8892. function render(renderList, scene, camera, forceClear) {
  8893. var background = scene.isScene === true ? scene.background : null;
  8894. if (background && background.isTexture) {
  8895. background = cubemaps.get(background);
  8896. } // Ignore background in AR
  8897. // TODO: Reconsider this.
  8898. var xr = renderer.xr;
  8899. var session = xr.getSession && xr.getSession();
  8900. if (session && session.environmentBlendMode === 'additive') {
  8901. background = null;
  8902. }
  8903. if (background === null) {
  8904. setClear(clearColor, clearAlpha);
  8905. } else if (background && background.isColor) {
  8906. setClear(background, 1);
  8907. forceClear = true;
  8908. }
  8909. if (renderer.autoClear || forceClear) {
  8910. renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
  8911. }
  8912. if (background && (background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping)) {
  8913. if (boxMesh === undefined) {
  8914. boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
  8915. name: 'BackgroundCubeMaterial',
  8916. uniforms: cloneUniforms(ShaderLib.cube.uniforms),
  8917. vertexShader: ShaderLib.cube.vertexShader,
  8918. fragmentShader: ShaderLib.cube.fragmentShader,
  8919. side: BackSide,
  8920. depthTest: false,
  8921. depthWrite: false,
  8922. fog: false
  8923. }));
  8924. boxMesh.geometry.deleteAttribute('normal');
  8925. boxMesh.geometry.deleteAttribute('uv');
  8926. boxMesh.onBeforeRender = function (renderer, scene, camera) {
  8927. this.matrixWorld.copyPosition(camera.matrixWorld);
  8928. }; // enable code injection for non-built-in material
  8929. Object.defineProperty(boxMesh.material, 'envMap', {
  8930. get: function get() {
  8931. return this.uniforms.envMap.value;
  8932. }
  8933. });
  8934. objects.update(boxMesh);
  8935. }
  8936. if (background.isWebGLCubeRenderTarget) {
  8937. // TODO Deprecate
  8938. background = background.texture;
  8939. }
  8940. boxMesh.material.uniforms.envMap.value = background;
  8941. boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background._needsFlipEnvMap ? -1 : 1;
  8942. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8943. boxMesh.material.needsUpdate = true;
  8944. currentBackground = background;
  8945. currentBackgroundVersion = background.version;
  8946. currentTonemapping = renderer.toneMapping;
  8947. } // push to the pre-sorted opaque render list
  8948. renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
  8949. } else if (background && background.isTexture) {
  8950. if (planeMesh === undefined) {
  8951. planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
  8952. name: 'BackgroundMaterial',
  8953. uniforms: cloneUniforms(ShaderLib.background.uniforms),
  8954. vertexShader: ShaderLib.background.vertexShader,
  8955. fragmentShader: ShaderLib.background.fragmentShader,
  8956. side: FrontSide,
  8957. depthTest: false,
  8958. depthWrite: false,
  8959. fog: false
  8960. }));
  8961. planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material
  8962. Object.defineProperty(planeMesh.material, 'map', {
  8963. get: function get() {
  8964. return this.uniforms.t2D.value;
  8965. }
  8966. });
  8967. objects.update(planeMesh);
  8968. }
  8969. planeMesh.material.uniforms.t2D.value = background;
  8970. if (background.matrixAutoUpdate === true) {
  8971. background.updateMatrix();
  8972. }
  8973. planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
  8974. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8975. planeMesh.material.needsUpdate = true;
  8976. currentBackground = background;
  8977. currentBackgroundVersion = background.version;
  8978. currentTonemapping = renderer.toneMapping;
  8979. } // push to the pre-sorted opaque render list
  8980. renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
  8981. }
  8982. }
  8983. function setClear(color, alpha) {
  8984. state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
  8985. }
  8986. return {
  8987. getClearColor: function getClearColor() {
  8988. return clearColor;
  8989. },
  8990. setClearColor: function setClearColor(color, alpha) {
  8991. if (alpha === void 0) {
  8992. alpha = 1;
  8993. }
  8994. clearColor.set(color);
  8995. clearAlpha = alpha;
  8996. setClear(clearColor, clearAlpha);
  8997. },
  8998. getClearAlpha: function getClearAlpha() {
  8999. return clearAlpha;
  9000. },
  9001. setClearAlpha: function setClearAlpha(alpha) {
  9002. clearAlpha = alpha;
  9003. setClear(clearColor, clearAlpha);
  9004. },
  9005. render: render
  9006. };
  9007. }
  9008. function WebGLBindingStates(gl, extensions, attributes, capabilities) {
  9009. var maxVertexAttributes = gl.getParameter(34921);
  9010. var extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
  9011. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9012. var bindingStates = {};
  9013. var defaultState = createBindingState(null);
  9014. var currentState = defaultState;
  9015. function setup(object, material, program, geometry, index) {
  9016. var updateBuffers = false;
  9017. if (vaoAvailable) {
  9018. var state = getBindingState(geometry, program, material);
  9019. if (currentState !== state) {
  9020. currentState = state;
  9021. bindVertexArrayObject(currentState.object);
  9022. }
  9023. updateBuffers = needsUpdate(geometry, index);
  9024. if (updateBuffers) saveCache(geometry, index);
  9025. } else {
  9026. var wireframe = material.wireframe === true;
  9027. if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
  9028. currentState.geometry = geometry.id;
  9029. currentState.program = program.id;
  9030. currentState.wireframe = wireframe;
  9031. updateBuffers = true;
  9032. }
  9033. }
  9034. if (object.isInstancedMesh === true) {
  9035. updateBuffers = true;
  9036. }
  9037. if (index !== null) {
  9038. attributes.update(index, 34963);
  9039. }
  9040. if (updateBuffers) {
  9041. setupVertexAttributes(object, material, program, geometry);
  9042. if (index !== null) {
  9043. gl.bindBuffer(34963, attributes.get(index).buffer);
  9044. }
  9045. }
  9046. }
  9047. function createVertexArrayObject() {
  9048. if (capabilities.isWebGL2) return gl.createVertexArray();
  9049. return extension.createVertexArrayOES();
  9050. }
  9051. function bindVertexArrayObject(vao) {
  9052. if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
  9053. return extension.bindVertexArrayOES(vao);
  9054. }
  9055. function deleteVertexArrayObject(vao) {
  9056. if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
  9057. return extension.deleteVertexArrayOES(vao);
  9058. }
  9059. function getBindingState(geometry, program, material) {
  9060. var wireframe = material.wireframe === true;
  9061. var programMap = bindingStates[geometry.id];
  9062. if (programMap === undefined) {
  9063. programMap = {};
  9064. bindingStates[geometry.id] = programMap;
  9065. }
  9066. var stateMap = programMap[program.id];
  9067. if (stateMap === undefined) {
  9068. stateMap = {};
  9069. programMap[program.id] = stateMap;
  9070. }
  9071. var state = stateMap[wireframe];
  9072. if (state === undefined) {
  9073. state = createBindingState(createVertexArrayObject());
  9074. stateMap[wireframe] = state;
  9075. }
  9076. return state;
  9077. }
  9078. function createBindingState(vao) {
  9079. var newAttributes = [];
  9080. var enabledAttributes = [];
  9081. var attributeDivisors = [];
  9082. for (var i = 0; i < maxVertexAttributes; i++) {
  9083. newAttributes[i] = 0;
  9084. enabledAttributes[i] = 0;
  9085. attributeDivisors[i] = 0;
  9086. }
  9087. return {
  9088. // for backward compatibility on non-VAO support browser
  9089. geometry: null,
  9090. program: null,
  9091. wireframe: false,
  9092. newAttributes: newAttributes,
  9093. enabledAttributes: enabledAttributes,
  9094. attributeDivisors: attributeDivisors,
  9095. object: vao,
  9096. attributes: {},
  9097. index: null
  9098. };
  9099. }
  9100. function needsUpdate(geometry, index) {
  9101. var cachedAttributes = currentState.attributes;
  9102. var geometryAttributes = geometry.attributes;
  9103. var attributesNum = 0;
  9104. for (var key in geometryAttributes) {
  9105. var cachedAttribute = cachedAttributes[key];
  9106. var geometryAttribute = geometryAttributes[key];
  9107. if (cachedAttribute === undefined) return true;
  9108. if (cachedAttribute.attribute !== geometryAttribute) return true;
  9109. if (cachedAttribute.data !== geometryAttribute.data) return true;
  9110. attributesNum++;
  9111. }
  9112. if (currentState.attributesNum !== attributesNum) return true;
  9113. if (currentState.index !== index) return true;
  9114. return false;
  9115. }
  9116. function saveCache(geometry, index) {
  9117. var cache = {};
  9118. var attributes = geometry.attributes;
  9119. var attributesNum = 0;
  9120. for (var key in attributes) {
  9121. var attribute = attributes[key];
  9122. var data = {};
  9123. data.attribute = attribute;
  9124. if (attribute.data) {
  9125. data.data = attribute.data;
  9126. }
  9127. cache[key] = data;
  9128. attributesNum++;
  9129. }
  9130. currentState.attributes = cache;
  9131. currentState.attributesNum = attributesNum;
  9132. currentState.index = index;
  9133. }
  9134. function initAttributes() {
  9135. var newAttributes = currentState.newAttributes;
  9136. for (var i = 0, il = newAttributes.length; i < il; i++) {
  9137. newAttributes[i] = 0;
  9138. }
  9139. }
  9140. function enableAttribute(attribute) {
  9141. enableAttributeAndDivisor(attribute, 0);
  9142. }
  9143. function enableAttributeAndDivisor(attribute, meshPerAttribute) {
  9144. var newAttributes = currentState.newAttributes;
  9145. var enabledAttributes = currentState.enabledAttributes;
  9146. var attributeDivisors = currentState.attributeDivisors;
  9147. newAttributes[attribute] = 1;
  9148. if (enabledAttributes[attribute] === 0) {
  9149. gl.enableVertexAttribArray(attribute);
  9150. enabledAttributes[attribute] = 1;
  9151. }
  9152. if (attributeDivisors[attribute] !== meshPerAttribute) {
  9153. var _extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
  9154. _extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
  9155. attributeDivisors[attribute] = meshPerAttribute;
  9156. }
  9157. }
  9158. function disableUnusedAttributes() {
  9159. var newAttributes = currentState.newAttributes;
  9160. var enabledAttributes = currentState.enabledAttributes;
  9161. for (var i = 0, il = enabledAttributes.length; i < il; i++) {
  9162. if (enabledAttributes[i] !== newAttributes[i]) {
  9163. gl.disableVertexAttribArray(i);
  9164. enabledAttributes[i] = 0;
  9165. }
  9166. }
  9167. }
  9168. function vertexAttribPointer(index, size, type, normalized, stride, offset) {
  9169. if (capabilities.isWebGL2 === true && (type === 5124 || type === 5125)) {
  9170. gl.vertexAttribIPointer(index, size, type, stride, offset);
  9171. } else {
  9172. gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
  9173. }
  9174. }
  9175. function setupVertexAttributes(object, material, program, geometry) {
  9176. if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
  9177. if (extensions.get('ANGLE_instanced_arrays') === null) return;
  9178. }
  9179. initAttributes();
  9180. var geometryAttributes = geometry.attributes;
  9181. var programAttributes = program.getAttributes();
  9182. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9183. for (var name in programAttributes) {
  9184. var programAttribute = programAttributes[name];
  9185. if (programAttribute >= 0) {
  9186. var geometryAttribute = geometryAttributes[name];
  9187. if (geometryAttribute !== undefined) {
  9188. var normalized = geometryAttribute.normalized;
  9189. var size = geometryAttribute.itemSize;
  9190. var attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore
  9191. if (attribute === undefined) continue;
  9192. var buffer = attribute.buffer;
  9193. var type = attribute.type;
  9194. var bytesPerElement = attribute.bytesPerElement;
  9195. if (geometryAttribute.isInterleavedBufferAttribute) {
  9196. var data = geometryAttribute.data;
  9197. var stride = data.stride;
  9198. var offset = geometryAttribute.offset;
  9199. if (data && data.isInstancedInterleavedBuffer) {
  9200. enableAttributeAndDivisor(programAttribute, data.meshPerAttribute);
  9201. if (geometry._maxInstanceCount === undefined) {
  9202. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9203. }
  9204. } else {
  9205. enableAttribute(programAttribute);
  9206. }
  9207. gl.bindBuffer(34962, buffer);
  9208. vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement);
  9209. } else {
  9210. if (geometryAttribute.isInstancedBufferAttribute) {
  9211. enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute);
  9212. if (geometry._maxInstanceCount === undefined) {
  9213. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9214. }
  9215. } else {
  9216. enableAttribute(programAttribute);
  9217. }
  9218. gl.bindBuffer(34962, buffer);
  9219. vertexAttribPointer(programAttribute, size, type, normalized, 0, 0);
  9220. }
  9221. } else if (name === 'instanceMatrix') {
  9222. var _attribute = attributes.get(object.instanceMatrix); // TODO Attribute may not be available on context restore
  9223. if (_attribute === undefined) continue;
  9224. var _buffer = _attribute.buffer;
  9225. var _type = _attribute.type;
  9226. enableAttributeAndDivisor(programAttribute + 0, 1);
  9227. enableAttributeAndDivisor(programAttribute + 1, 1);
  9228. enableAttributeAndDivisor(programAttribute + 2, 1);
  9229. enableAttributeAndDivisor(programAttribute + 3, 1);
  9230. gl.bindBuffer(34962, _buffer);
  9231. gl.vertexAttribPointer(programAttribute + 0, 4, _type, false, 64, 0);
  9232. gl.vertexAttribPointer(programAttribute + 1, 4, _type, false, 64, 16);
  9233. gl.vertexAttribPointer(programAttribute + 2, 4, _type, false, 64, 32);
  9234. gl.vertexAttribPointer(programAttribute + 3, 4, _type, false, 64, 48);
  9235. } else if (name === 'instanceColor') {
  9236. var _attribute2 = attributes.get(object.instanceColor); // TODO Attribute may not be available on context restore
  9237. if (_attribute2 === undefined) continue;
  9238. var _buffer2 = _attribute2.buffer;
  9239. var _type2 = _attribute2.type;
  9240. enableAttributeAndDivisor(programAttribute, 1);
  9241. gl.bindBuffer(34962, _buffer2);
  9242. gl.vertexAttribPointer(programAttribute, 3, _type2, false, 12, 0);
  9243. } else if (materialDefaultAttributeValues !== undefined) {
  9244. var value = materialDefaultAttributeValues[name];
  9245. if (value !== undefined) {
  9246. switch (value.length) {
  9247. case 2:
  9248. gl.vertexAttrib2fv(programAttribute, value);
  9249. break;
  9250. case 3:
  9251. gl.vertexAttrib3fv(programAttribute, value);
  9252. break;
  9253. case 4:
  9254. gl.vertexAttrib4fv(programAttribute, value);
  9255. break;
  9256. default:
  9257. gl.vertexAttrib1fv(programAttribute, value);
  9258. }
  9259. }
  9260. }
  9261. }
  9262. }
  9263. disableUnusedAttributes();
  9264. }
  9265. function dispose() {
  9266. reset();
  9267. for (var geometryId in bindingStates) {
  9268. var programMap = bindingStates[geometryId];
  9269. for (var programId in programMap) {
  9270. var stateMap = programMap[programId];
  9271. for (var wireframe in stateMap) {
  9272. deleteVertexArrayObject(stateMap[wireframe].object);
  9273. delete stateMap[wireframe];
  9274. }
  9275. delete programMap[programId];
  9276. }
  9277. delete bindingStates[geometryId];
  9278. }
  9279. }
  9280. function releaseStatesOfGeometry(geometry) {
  9281. if (bindingStates[geometry.id] === undefined) return;
  9282. var programMap = bindingStates[geometry.id];
  9283. for (var programId in programMap) {
  9284. var stateMap = programMap[programId];
  9285. for (var wireframe in stateMap) {
  9286. deleteVertexArrayObject(stateMap[wireframe].object);
  9287. delete stateMap[wireframe];
  9288. }
  9289. delete programMap[programId];
  9290. }
  9291. delete bindingStates[geometry.id];
  9292. }
  9293. function releaseStatesOfProgram(program) {
  9294. for (var geometryId in bindingStates) {
  9295. var programMap = bindingStates[geometryId];
  9296. if (programMap[program.id] === undefined) continue;
  9297. var stateMap = programMap[program.id];
  9298. for (var wireframe in stateMap) {
  9299. deleteVertexArrayObject(stateMap[wireframe].object);
  9300. delete stateMap[wireframe];
  9301. }
  9302. delete programMap[program.id];
  9303. }
  9304. }
  9305. function reset() {
  9306. resetDefaultState();
  9307. if (currentState === defaultState) return;
  9308. currentState = defaultState;
  9309. bindVertexArrayObject(currentState.object);
  9310. } // for backward-compatilibity
  9311. function resetDefaultState() {
  9312. defaultState.geometry = null;
  9313. defaultState.program = null;
  9314. defaultState.wireframe = false;
  9315. }
  9316. return {
  9317. setup: setup,
  9318. reset: reset,
  9319. resetDefaultState: resetDefaultState,
  9320. dispose: dispose,
  9321. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9322. releaseStatesOfProgram: releaseStatesOfProgram,
  9323. initAttributes: initAttributes,
  9324. enableAttribute: enableAttribute,
  9325. disableUnusedAttributes: disableUnusedAttributes
  9326. };
  9327. }
  9328. function WebGLBufferRenderer(gl, extensions, info, capabilities) {
  9329. var isWebGL2 = capabilities.isWebGL2;
  9330. var mode;
  9331. function setMode(value) {
  9332. mode = value;
  9333. }
  9334. function render(start, count) {
  9335. gl.drawArrays(mode, start, count);
  9336. info.update(count, mode, 1);
  9337. }
  9338. function renderInstances(start, count, primcount) {
  9339. if (primcount === 0) return;
  9340. var extension, methodName;
  9341. if (isWebGL2) {
  9342. extension = gl;
  9343. methodName = 'drawArraysInstanced';
  9344. } else {
  9345. extension = extensions.get('ANGLE_instanced_arrays');
  9346. methodName = 'drawArraysInstancedANGLE';
  9347. if (extension === null) {
  9348. console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9349. return;
  9350. }
  9351. }
  9352. extension[methodName](mode, start, count, primcount);
  9353. info.update(count, mode, primcount);
  9354. } //
  9355. this.setMode = setMode;
  9356. this.render = render;
  9357. this.renderInstances = renderInstances;
  9358. }
  9359. function WebGLCapabilities(gl, extensions, parameters) {
  9360. var maxAnisotropy;
  9361. function getMaxAnisotropy() {
  9362. if (maxAnisotropy !== undefined) return maxAnisotropy;
  9363. var extension = extensions.get('EXT_texture_filter_anisotropic');
  9364. if (extension !== null) {
  9365. maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
  9366. } else {
  9367. maxAnisotropy = 0;
  9368. }
  9369. return maxAnisotropy;
  9370. }
  9371. function getMaxPrecision(precision) {
  9372. if (precision === 'highp') {
  9373. if (gl.getShaderPrecisionFormat(35633, 36338).precision > 0 && gl.getShaderPrecisionFormat(35632, 36338).precision > 0) {
  9374. return 'highp';
  9375. }
  9376. precision = 'mediump';
  9377. }
  9378. if (precision === 'mediump') {
  9379. if (gl.getShaderPrecisionFormat(35633, 36337).precision > 0 && gl.getShaderPrecisionFormat(35632, 36337).precision > 0) {
  9380. return 'mediump';
  9381. }
  9382. }
  9383. return 'lowp';
  9384. }
  9385. /* eslint-disable no-undef */
  9386. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
  9387. /* eslint-enable no-undef */
  9388. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9389. var maxPrecision = getMaxPrecision(precision);
  9390. if (maxPrecision !== precision) {
  9391. console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
  9392. precision = maxPrecision;
  9393. }
  9394. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9395. var maxTextures = gl.getParameter(34930);
  9396. var maxVertexTextures = gl.getParameter(35660);
  9397. var maxTextureSize = gl.getParameter(3379);
  9398. var maxCubemapSize = gl.getParameter(34076);
  9399. var maxAttributes = gl.getParameter(34921);
  9400. var maxVertexUniforms = gl.getParameter(36347);
  9401. var maxVaryings = gl.getParameter(36348);
  9402. var maxFragmentUniforms = gl.getParameter(36349);
  9403. var vertexTextures = maxVertexTextures > 0;
  9404. var floatFragmentTextures = isWebGL2 || !!extensions.get('OES_texture_float');
  9405. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9406. var maxSamples = isWebGL2 ? gl.getParameter(36183) : 0;
  9407. return {
  9408. isWebGL2: isWebGL2,
  9409. getMaxAnisotropy: getMaxAnisotropy,
  9410. getMaxPrecision: getMaxPrecision,
  9411. precision: precision,
  9412. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9413. maxTextures: maxTextures,
  9414. maxVertexTextures: maxVertexTextures,
  9415. maxTextureSize: maxTextureSize,
  9416. maxCubemapSize: maxCubemapSize,
  9417. maxAttributes: maxAttributes,
  9418. maxVertexUniforms: maxVertexUniforms,
  9419. maxVaryings: maxVaryings,
  9420. maxFragmentUniforms: maxFragmentUniforms,
  9421. vertexTextures: vertexTextures,
  9422. floatFragmentTextures: floatFragmentTextures,
  9423. floatVertexTextures: floatVertexTextures,
  9424. maxSamples: maxSamples
  9425. };
  9426. }
  9427. function WebGLClipping(properties) {
  9428. var scope = this;
  9429. var globalState = null,
  9430. numGlobalPlanes = 0,
  9431. localClippingEnabled = false,
  9432. renderingShadows = false;
  9433. var plane = new Plane(),
  9434. viewNormalMatrix = new Matrix3(),
  9435. uniform = {
  9436. value: null,
  9437. needsUpdate: false
  9438. };
  9439. this.uniform = uniform;
  9440. this.numPlanes = 0;
  9441. this.numIntersection = 0;
  9442. this.init = function (planes, enableLocalClipping, camera) {
  9443. var enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to
  9444. // run another frame in order to reset the state:
  9445. numGlobalPlanes !== 0 || localClippingEnabled;
  9446. localClippingEnabled = enableLocalClipping;
  9447. globalState = projectPlanes(planes, camera, 0);
  9448. numGlobalPlanes = planes.length;
  9449. return enabled;
  9450. };
  9451. this.beginShadows = function () {
  9452. renderingShadows = true;
  9453. projectPlanes(null);
  9454. };
  9455. this.endShadows = function () {
  9456. renderingShadows = false;
  9457. resetGlobalState();
  9458. };
  9459. this.setState = function (material, camera, useCache) {
  9460. var planes = material.clippingPlanes,
  9461. clipIntersection = material.clipIntersection,
  9462. clipShadows = material.clipShadows;
  9463. var materialProperties = properties.get(material);
  9464. if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
  9465. // there's no local clipping
  9466. if (renderingShadows) {
  9467. // there's no global clipping
  9468. projectPlanes(null);
  9469. } else {
  9470. resetGlobalState();
  9471. }
  9472. } else {
  9473. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9474. lGlobal = nGlobal * 4;
  9475. var dstArray = materialProperties.clippingState || null;
  9476. uniform.value = dstArray; // ensure unique state
  9477. dstArray = projectPlanes(planes, camera, lGlobal, useCache);
  9478. for (var i = 0; i !== lGlobal; ++i) {
  9479. dstArray[i] = globalState[i];
  9480. }
  9481. materialProperties.clippingState = dstArray;
  9482. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9483. this.numPlanes += nGlobal;
  9484. }
  9485. };
  9486. function resetGlobalState() {
  9487. if (uniform.value !== globalState) {
  9488. uniform.value = globalState;
  9489. uniform.needsUpdate = numGlobalPlanes > 0;
  9490. }
  9491. scope.numPlanes = numGlobalPlanes;
  9492. scope.numIntersection = 0;
  9493. }
  9494. function projectPlanes(planes, camera, dstOffset, skipTransform) {
  9495. var nPlanes = planes !== null ? planes.length : 0;
  9496. var dstArray = null;
  9497. if (nPlanes !== 0) {
  9498. dstArray = uniform.value;
  9499. if (skipTransform !== true || dstArray === null) {
  9500. var flatSize = dstOffset + nPlanes * 4,
  9501. viewMatrix = camera.matrixWorldInverse;
  9502. viewNormalMatrix.getNormalMatrix(viewMatrix);
  9503. if (dstArray === null || dstArray.length < flatSize) {
  9504. dstArray = new Float32Array(flatSize);
  9505. }
  9506. for (var i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
  9507. plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);
  9508. plane.normal.toArray(dstArray, i4);
  9509. dstArray[i4 + 3] = plane.constant;
  9510. }
  9511. }
  9512. uniform.value = dstArray;
  9513. uniform.needsUpdate = true;
  9514. }
  9515. scope.numPlanes = nPlanes;
  9516. scope.numIntersection = 0;
  9517. return dstArray;
  9518. }
  9519. }
  9520. function WebGLCubeMaps(renderer) {
  9521. var cubemaps = new WeakMap();
  9522. function mapTextureMapping(texture, mapping) {
  9523. if (mapping === EquirectangularReflectionMapping) {
  9524. texture.mapping = CubeReflectionMapping;
  9525. } else if (mapping === EquirectangularRefractionMapping) {
  9526. texture.mapping = CubeRefractionMapping;
  9527. }
  9528. return texture;
  9529. }
  9530. function get(texture) {
  9531. if (texture && texture.isTexture) {
  9532. var mapping = texture.mapping;
  9533. if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
  9534. if (cubemaps.has(texture)) {
  9535. var cubemap = cubemaps.get(texture).texture;
  9536. return mapTextureMapping(cubemap, texture.mapping);
  9537. } else {
  9538. var image = texture.image;
  9539. if (image && image.height > 0) {
  9540. var currentRenderList = renderer.getRenderList();
  9541. var currentRenderTarget = renderer.getRenderTarget();
  9542. var renderTarget = new WebGLCubeRenderTarget(image.height / 2);
  9543. renderTarget.fromEquirectangularTexture(renderer, texture);
  9544. cubemaps.set(texture, renderTarget);
  9545. renderer.setRenderTarget(currentRenderTarget);
  9546. renderer.setRenderList(currentRenderList);
  9547. texture.addEventListener('dispose', onTextureDispose);
  9548. return mapTextureMapping(renderTarget.texture, texture.mapping);
  9549. } else {
  9550. // image not yet ready. try the conversion next frame
  9551. return null;
  9552. }
  9553. }
  9554. }
  9555. }
  9556. return texture;
  9557. }
  9558. function onTextureDispose(event) {
  9559. var texture = event.target;
  9560. texture.removeEventListener('dispose', onTextureDispose);
  9561. var cubemap = cubemaps.get(texture);
  9562. if (cubemap !== undefined) {
  9563. cubemaps.delete(texture);
  9564. cubemap.dispose();
  9565. }
  9566. }
  9567. function dispose() {
  9568. cubemaps = new WeakMap();
  9569. }
  9570. return {
  9571. get: get,
  9572. dispose: dispose
  9573. };
  9574. }
  9575. function WebGLExtensions(gl) {
  9576. var extensions = {};
  9577. return {
  9578. has: function has(name) {
  9579. if (extensions[name] !== undefined) {
  9580. return extensions[name] !== null;
  9581. }
  9582. var extension;
  9583. switch (name) {
  9584. case 'WEBGL_depth_texture':
  9585. extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');
  9586. break;
  9587. case 'EXT_texture_filter_anisotropic':
  9588. extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
  9589. break;
  9590. case 'WEBGL_compressed_texture_s3tc':
  9591. extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  9592. break;
  9593. case 'WEBGL_compressed_texture_pvrtc':
  9594. extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  9595. break;
  9596. default:
  9597. extension = gl.getExtension(name);
  9598. }
  9599. extensions[name] = extension;
  9600. return extension !== null;
  9601. },
  9602. get: function get(name) {
  9603. if (!this.has(name)) {
  9604. console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
  9605. }
  9606. return extensions[name];
  9607. }
  9608. };
  9609. }
  9610. function WebGLGeometries(gl, attributes, info, bindingStates) {
  9611. var geometries = new WeakMap();
  9612. var wireframeAttributes = new WeakMap();
  9613. function onGeometryDispose(event) {
  9614. var geometry = event.target;
  9615. var buffergeometry = geometries.get(geometry);
  9616. if (buffergeometry.index !== null) {
  9617. attributes.remove(buffergeometry.index);
  9618. }
  9619. for (var name in buffergeometry.attributes) {
  9620. attributes.remove(buffergeometry.attributes[name]);
  9621. }
  9622. geometry.removeEventListener('dispose', onGeometryDispose);
  9623. geometries.delete(geometry);
  9624. var attribute = wireframeAttributes.get(buffergeometry);
  9625. if (attribute) {
  9626. attributes.remove(attribute);
  9627. wireframeAttributes.delete(buffergeometry);
  9628. }
  9629. bindingStates.releaseStatesOfGeometry(buffergeometry);
  9630. if (geometry.isInstancedBufferGeometry === true) {
  9631. delete geometry._maxInstanceCount;
  9632. } //
  9633. info.memory.geometries--;
  9634. }
  9635. function get(object, geometry) {
  9636. var buffergeometry = geometries.get(geometry);
  9637. if (buffergeometry) return buffergeometry;
  9638. geometry.addEventListener('dispose', onGeometryDispose);
  9639. if (geometry.isBufferGeometry) {
  9640. buffergeometry = geometry;
  9641. } else {
  9642. console.log('TODO: Remove this', geometry);
  9643. }
  9644. geometries.set(geometry, buffergeometry);
  9645. info.memory.geometries++;
  9646. return buffergeometry;
  9647. }
  9648. function update(geometry) {
  9649. var geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.
  9650. for (var name in geometryAttributes) {
  9651. attributes.update(geometryAttributes[name], 34962);
  9652. } // morph targets
  9653. var morphAttributes = geometry.morphAttributes;
  9654. for (var _name in morphAttributes) {
  9655. var array = morphAttributes[_name];
  9656. for (var i = 0, l = array.length; i < l; i++) {
  9657. attributes.update(array[i], 34962);
  9658. }
  9659. }
  9660. }
  9661. function updateWireframeAttribute(geometry) {
  9662. var indices = [];
  9663. var geometryIndex = geometry.index;
  9664. var geometryPosition = geometry.attributes.position;
  9665. var version = 0;
  9666. if (geometryIndex !== null) {
  9667. var array = geometryIndex.array;
  9668. version = geometryIndex.version;
  9669. for (var i = 0, l = array.length; i < l; i += 3) {
  9670. var a = array[i + 0];
  9671. var b = array[i + 1];
  9672. var c = array[i + 2];
  9673. indices.push(a, b, b, c, c, a);
  9674. }
  9675. } else {
  9676. var _array = geometryPosition.array;
  9677. version = geometryPosition.version;
  9678. for (var _i = 0, _l = _array.length / 3 - 1; _i < _l; _i += 3) {
  9679. var _a = _i + 0;
  9680. var _b = _i + 1;
  9681. var _c = _i + 2;
  9682. indices.push(_a, _b, _b, _c, _c, _a);
  9683. }
  9684. }
  9685. var attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
  9686. attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
  9687. //
  9688. var previousAttribute = wireframeAttributes.get(geometry);
  9689. if (previousAttribute) attributes.remove(previousAttribute); //
  9690. wireframeAttributes.set(geometry, attribute);
  9691. }
  9692. function getWireframeAttribute(geometry) {
  9693. var currentAttribute = wireframeAttributes.get(geometry);
  9694. if (currentAttribute) {
  9695. var geometryIndex = geometry.index;
  9696. if (geometryIndex !== null) {
  9697. // if the attribute is obsolete, create a new one
  9698. if (currentAttribute.version < geometryIndex.version) {
  9699. updateWireframeAttribute(geometry);
  9700. }
  9701. }
  9702. } else {
  9703. updateWireframeAttribute(geometry);
  9704. }
  9705. return wireframeAttributes.get(geometry);
  9706. }
  9707. return {
  9708. get: get,
  9709. update: update,
  9710. getWireframeAttribute: getWireframeAttribute
  9711. };
  9712. }
  9713. function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
  9714. var isWebGL2 = capabilities.isWebGL2;
  9715. var mode;
  9716. function setMode(value) {
  9717. mode = value;
  9718. }
  9719. var type, bytesPerElement;
  9720. function setIndex(value) {
  9721. type = value.type;
  9722. bytesPerElement = value.bytesPerElement;
  9723. }
  9724. function render(start, count) {
  9725. gl.drawElements(mode, count, type, start * bytesPerElement);
  9726. info.update(count, mode, 1);
  9727. }
  9728. function renderInstances(start, count, primcount) {
  9729. if (primcount === 0) return;
  9730. var extension, methodName;
  9731. if (isWebGL2) {
  9732. extension = gl;
  9733. methodName = 'drawElementsInstanced';
  9734. } else {
  9735. extension = extensions.get('ANGLE_instanced_arrays');
  9736. methodName = 'drawElementsInstancedANGLE';
  9737. if (extension === null) {
  9738. console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9739. return;
  9740. }
  9741. }
  9742. extension[methodName](mode, count, type, start * bytesPerElement, primcount);
  9743. info.update(count, mode, primcount);
  9744. } //
  9745. this.setMode = setMode;
  9746. this.setIndex = setIndex;
  9747. this.render = render;
  9748. this.renderInstances = renderInstances;
  9749. }
  9750. function WebGLInfo(gl) {
  9751. var memory = {
  9752. geometries: 0,
  9753. textures: 0
  9754. };
  9755. var render = {
  9756. frame: 0,
  9757. calls: 0,
  9758. triangles: 0,
  9759. points: 0,
  9760. lines: 0
  9761. };
  9762. function update(count, mode, instanceCount) {
  9763. render.calls++;
  9764. switch (mode) {
  9765. case 4:
  9766. render.triangles += instanceCount * (count / 3);
  9767. break;
  9768. case 1:
  9769. render.lines += instanceCount * (count / 2);
  9770. break;
  9771. case 3:
  9772. render.lines += instanceCount * (count - 1);
  9773. break;
  9774. case 2:
  9775. render.lines += instanceCount * count;
  9776. break;
  9777. case 0:
  9778. render.points += instanceCount * count;
  9779. break;
  9780. default:
  9781. console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
  9782. break;
  9783. }
  9784. }
  9785. function reset() {
  9786. render.frame++;
  9787. render.calls = 0;
  9788. render.triangles = 0;
  9789. render.points = 0;
  9790. render.lines = 0;
  9791. }
  9792. return {
  9793. memory: memory,
  9794. render: render,
  9795. programs: null,
  9796. autoReset: true,
  9797. reset: reset,
  9798. update: update
  9799. };
  9800. }
  9801. function numericalSort(a, b) {
  9802. return a[0] - b[0];
  9803. }
  9804. function absNumericalSort(a, b) {
  9805. return Math.abs(b[1]) - Math.abs(a[1]);
  9806. }
  9807. function WebGLMorphtargets(gl) {
  9808. var influencesList = {};
  9809. var morphInfluences = new Float32Array(8);
  9810. var workInfluences = [];
  9811. for (var i = 0; i < 8; i++) {
  9812. workInfluences[i] = [i, 0];
  9813. }
  9814. function update(object, geometry, material, program) {
  9815. var objectInfluences = object.morphTargetInfluences; // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9816. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9817. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9818. var influences = influencesList[geometry.id];
  9819. if (influences === undefined) {
  9820. // initialise list
  9821. influences = [];
  9822. for (var _i = 0; _i < length; _i++) {
  9823. influences[_i] = [_i, 0];
  9824. }
  9825. influencesList[geometry.id] = influences;
  9826. } // Collect influences
  9827. for (var _i2 = 0; _i2 < length; _i2++) {
  9828. var influence = influences[_i2];
  9829. influence[0] = _i2;
  9830. influence[1] = objectInfluences[_i2];
  9831. }
  9832. influences.sort(absNumericalSort);
  9833. for (var _i3 = 0; _i3 < 8; _i3++) {
  9834. if (_i3 < length && influences[_i3][1]) {
  9835. workInfluences[_i3][0] = influences[_i3][0];
  9836. workInfluences[_i3][1] = influences[_i3][1];
  9837. } else {
  9838. workInfluences[_i3][0] = Number.MAX_SAFE_INTEGER;
  9839. workInfluences[_i3][1] = 0;
  9840. }
  9841. }
  9842. workInfluences.sort(numericalSort);
  9843. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9844. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9845. var morphInfluencesSum = 0;
  9846. for (var _i4 = 0; _i4 < 8; _i4++) {
  9847. var _influence = workInfluences[_i4];
  9848. var index = _influence[0];
  9849. var value = _influence[1];
  9850. if (index !== Number.MAX_SAFE_INTEGER && value) {
  9851. if (morphTargets && geometry.getAttribute('morphTarget' + _i4) !== morphTargets[index]) {
  9852. geometry.setAttribute('morphTarget' + _i4, morphTargets[index]);
  9853. }
  9854. if (morphNormals && geometry.getAttribute('morphNormal' + _i4) !== morphNormals[index]) {
  9855. geometry.setAttribute('morphNormal' + _i4, morphNormals[index]);
  9856. }
  9857. morphInfluences[_i4] = value;
  9858. morphInfluencesSum += value;
  9859. } else {
  9860. if (morphTargets && geometry.hasAttribute('morphTarget' + _i4) === true) {
  9861. geometry.deleteAttribute('morphTarget' + _i4);
  9862. }
  9863. if (morphNormals && geometry.hasAttribute('morphNormal' + _i4) === true) {
  9864. geometry.deleteAttribute('morphNormal' + _i4);
  9865. }
  9866. morphInfluences[_i4] = 0;
  9867. }
  9868. } // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9869. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9870. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9871. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9872. program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
  9873. program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
  9874. }
  9875. return {
  9876. update: update
  9877. };
  9878. }
  9879. function WebGLObjects(gl, geometries, attributes, info) {
  9880. var updateMap = new WeakMap();
  9881. function update(object) {
  9882. var frame = info.render.frame;
  9883. var geometry = object.geometry;
  9884. var buffergeometry = geometries.get(object, geometry); // Update once per frame
  9885. if (updateMap.get(buffergeometry) !== frame) {
  9886. geometries.update(buffergeometry);
  9887. updateMap.set(buffergeometry, frame);
  9888. }
  9889. if (object.isInstancedMesh) {
  9890. if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) {
  9891. object.addEventListener('dispose', onInstancedMeshDispose);
  9892. }
  9893. attributes.update(object.instanceMatrix, 34962);
  9894. if (object.instanceColor !== null) {
  9895. attributes.update(object.instanceColor, 34962);
  9896. }
  9897. }
  9898. return buffergeometry;
  9899. }
  9900. function dispose() {
  9901. updateMap = new WeakMap();
  9902. }
  9903. function onInstancedMeshDispose(event) {
  9904. var instancedMesh = event.target;
  9905. instancedMesh.removeEventListener('dispose', onInstancedMeshDispose);
  9906. attributes.remove(instancedMesh.instanceMatrix);
  9907. if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
  9908. }
  9909. return {
  9910. update: update,
  9911. dispose: dispose
  9912. };
  9913. }
  9914. function DataTexture2DArray(data, width, height, depth) {
  9915. if (data === void 0) {
  9916. data = null;
  9917. }
  9918. if (width === void 0) {
  9919. width = 1;
  9920. }
  9921. if (height === void 0) {
  9922. height = 1;
  9923. }
  9924. if (depth === void 0) {
  9925. depth = 1;
  9926. }
  9927. Texture.call(this, null);
  9928. this.image = {
  9929. data: data,
  9930. width: width,
  9931. height: height,
  9932. depth: depth
  9933. };
  9934. this.magFilter = NearestFilter;
  9935. this.minFilter = NearestFilter;
  9936. this.wrapR = ClampToEdgeWrapping;
  9937. this.generateMipmaps = false;
  9938. this.flipY = false;
  9939. this.needsUpdate = true;
  9940. }
  9941. DataTexture2DArray.prototype = Object.create(Texture.prototype);
  9942. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9943. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9944. function DataTexture3D(data, width, height, depth) {
  9945. if (data === void 0) {
  9946. data = null;
  9947. }
  9948. if (width === void 0) {
  9949. width = 1;
  9950. }
  9951. if (height === void 0) {
  9952. height = 1;
  9953. }
  9954. if (depth === void 0) {
  9955. depth = 1;
  9956. }
  9957. // We're going to add .setXXX() methods for setting properties later.
  9958. // Users can still set in DataTexture3D directly.
  9959. //
  9960. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  9961. // texture.anisotropy = 16;
  9962. //
  9963. // See #14839
  9964. Texture.call(this, null);
  9965. this.image = {
  9966. data: data,
  9967. width: width,
  9968. height: height,
  9969. depth: depth
  9970. };
  9971. this.magFilter = NearestFilter;
  9972. this.minFilter = NearestFilter;
  9973. this.wrapR = ClampToEdgeWrapping;
  9974. this.generateMipmaps = false;
  9975. this.flipY = false;
  9976. this.needsUpdate = true;
  9977. }
  9978. DataTexture3D.prototype = Object.create(Texture.prototype);
  9979. DataTexture3D.prototype.constructor = DataTexture3D;
  9980. DataTexture3D.prototype.isDataTexture3D = true;
  9981. /**
  9982. * Uniforms of a program.
  9983. * Those form a tree structure with a special top-level container for the root,
  9984. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9985. *
  9986. *
  9987. * Properties of inner nodes including the top-level container:
  9988. *
  9989. * .seq - array of nested uniforms
  9990. * .map - nested uniforms by name
  9991. *
  9992. *
  9993. * Methods of all nodes except the top-level container:
  9994. *
  9995. * .setValue( gl, value, [textures] )
  9996. *
  9997. * uploads a uniform value(s)
  9998. * the 'textures' parameter is needed for sampler uniforms
  9999. *
  10000. *
  10001. * Static methods of the top-level container (textures factorizations):
  10002. *
  10003. * .upload( gl, seq, values, textures )
  10004. *
  10005. * sets uniforms in 'seq' to 'values[id].value'
  10006. *
  10007. * .seqWithValue( seq, values ) : filteredSeq
  10008. *
  10009. * filters 'seq' entries with corresponding entry in values
  10010. *
  10011. *
  10012. * Methods of the top-level container (textures factorizations):
  10013. *
  10014. * .setValue( gl, name, value, textures )
  10015. *
  10016. * sets uniform with name 'name' to 'value'
  10017. *
  10018. * .setOptional( gl, obj, prop )
  10019. *
  10020. * like .set for an optional property of the object
  10021. *
  10022. */
  10023. var emptyTexture = new Texture();
  10024. var emptyTexture2dArray = new DataTexture2DArray();
  10025. var emptyTexture3d = new DataTexture3D();
  10026. var emptyCubeTexture = new CubeTexture(); // --- Utilities ---
  10027. // Array Caches (provide typed arrays for temporary by size)
  10028. var arrayCacheF32 = [];
  10029. var arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms
  10030. var mat4array = new Float32Array(16);
  10031. var mat3array = new Float32Array(9);
  10032. var mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices
  10033. function flatten(array, nBlocks, blockSize) {
  10034. var firstElem = array[0];
  10035. if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
  10036. // see http://jacksondunstan.com/articles/983
  10037. var n = nBlocks * blockSize;
  10038. var r = arrayCacheF32[n];
  10039. if (r === undefined) {
  10040. r = new Float32Array(n);
  10041. arrayCacheF32[n] = r;
  10042. }
  10043. if (nBlocks !== 0) {
  10044. firstElem.toArray(r, 0);
  10045. for (var i = 1, offset = 0; i !== nBlocks; ++i) {
  10046. offset += blockSize;
  10047. array[i].toArray(r, offset);
  10048. }
  10049. }
  10050. return r;
  10051. }
  10052. function arraysEqual(a, b) {
  10053. if (a.length !== b.length) return false;
  10054. for (var i = 0, l = a.length; i < l; i++) {
  10055. if (a[i] !== b[i]) return false;
  10056. }
  10057. return true;
  10058. }
  10059. function copyArray(a, b) {
  10060. for (var i = 0, l = b.length; i < l; i++) {
  10061. a[i] = b[i];
  10062. }
  10063. } // Texture unit allocation
  10064. function allocTexUnits(textures, n) {
  10065. var r = arrayCacheI32[n];
  10066. if (r === undefined) {
  10067. r = new Int32Array(n);
  10068. arrayCacheI32[n] = r;
  10069. }
  10070. for (var i = 0; i !== n; ++i) {
  10071. r[i] = textures.allocateTextureUnit();
  10072. }
  10073. return r;
  10074. } // --- Setters ---
  10075. // Note: Defining these methods externally, because they come in a bunch
  10076. // and this way their names minify.
  10077. // Single scalar
  10078. function setValueV1f(gl, v) {
  10079. var cache = this.cache;
  10080. if (cache[0] === v) return;
  10081. gl.uniform1f(this.addr, v);
  10082. cache[0] = v;
  10083. } // Single float vector (from flat array or THREE.VectorN)
  10084. function setValueV2f(gl, v) {
  10085. var cache = this.cache;
  10086. if (v.x !== undefined) {
  10087. if (cache[0] !== v.x || cache[1] !== v.y) {
  10088. gl.uniform2f(this.addr, v.x, v.y);
  10089. cache[0] = v.x;
  10090. cache[1] = v.y;
  10091. }
  10092. } else {
  10093. if (arraysEqual(cache, v)) return;
  10094. gl.uniform2fv(this.addr, v);
  10095. copyArray(cache, v);
  10096. }
  10097. }
  10098. function setValueV3f(gl, v) {
  10099. var cache = this.cache;
  10100. if (v.x !== undefined) {
  10101. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
  10102. gl.uniform3f(this.addr, v.x, v.y, v.z);
  10103. cache[0] = v.x;
  10104. cache[1] = v.y;
  10105. cache[2] = v.z;
  10106. }
  10107. } else if (v.r !== undefined) {
  10108. if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
  10109. gl.uniform3f(this.addr, v.r, v.g, v.b);
  10110. cache[0] = v.r;
  10111. cache[1] = v.g;
  10112. cache[2] = v.b;
  10113. }
  10114. } else {
  10115. if (arraysEqual(cache, v)) return;
  10116. gl.uniform3fv(this.addr, v);
  10117. copyArray(cache, v);
  10118. }
  10119. }
  10120. function setValueV4f(gl, v) {
  10121. var cache = this.cache;
  10122. if (v.x !== undefined) {
  10123. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
  10124. gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
  10125. cache[0] = v.x;
  10126. cache[1] = v.y;
  10127. cache[2] = v.z;
  10128. cache[3] = v.w;
  10129. }
  10130. } else {
  10131. if (arraysEqual(cache, v)) return;
  10132. gl.uniform4fv(this.addr, v);
  10133. copyArray(cache, v);
  10134. }
  10135. } // Single matrix (from flat array or MatrixN)
  10136. function setValueM2(gl, v) {
  10137. var cache = this.cache;
  10138. var elements = v.elements;
  10139. if (elements === undefined) {
  10140. if (arraysEqual(cache, v)) return;
  10141. gl.uniformMatrix2fv(this.addr, false, v);
  10142. copyArray(cache, v);
  10143. } else {
  10144. if (arraysEqual(cache, elements)) return;
  10145. mat2array.set(elements);
  10146. gl.uniformMatrix2fv(this.addr, false, mat2array);
  10147. copyArray(cache, elements);
  10148. }
  10149. }
  10150. function setValueM3(gl, v) {
  10151. var cache = this.cache;
  10152. var elements = v.elements;
  10153. if (elements === undefined) {
  10154. if (arraysEqual(cache, v)) return;
  10155. gl.uniformMatrix3fv(this.addr, false, v);
  10156. copyArray(cache, v);
  10157. } else {
  10158. if (arraysEqual(cache, elements)) return;
  10159. mat3array.set(elements);
  10160. gl.uniformMatrix3fv(this.addr, false, mat3array);
  10161. copyArray(cache, elements);
  10162. }
  10163. }
  10164. function setValueM4(gl, v) {
  10165. var cache = this.cache;
  10166. var elements = v.elements;
  10167. if (elements === undefined) {
  10168. if (arraysEqual(cache, v)) return;
  10169. gl.uniformMatrix4fv(this.addr, false, v);
  10170. copyArray(cache, v);
  10171. } else {
  10172. if (arraysEqual(cache, elements)) return;
  10173. mat4array.set(elements);
  10174. gl.uniformMatrix4fv(this.addr, false, mat4array);
  10175. copyArray(cache, elements);
  10176. }
  10177. } // Single texture (2D / Cube)
  10178. function setValueT1(gl, v, textures) {
  10179. var cache = this.cache;
  10180. var unit = textures.allocateTextureUnit();
  10181. if (cache[0] !== unit) {
  10182. gl.uniform1i(this.addr, unit);
  10183. cache[0] = unit;
  10184. }
  10185. textures.safeSetTexture2D(v || emptyTexture, unit);
  10186. }
  10187. function setValueT2DArray1(gl, v, textures) {
  10188. var cache = this.cache;
  10189. var unit = textures.allocateTextureUnit();
  10190. if (cache[0] !== unit) {
  10191. gl.uniform1i(this.addr, unit);
  10192. cache[0] = unit;
  10193. }
  10194. textures.setTexture2DArray(v || emptyTexture2dArray, unit);
  10195. }
  10196. function setValueT3D1(gl, v, textures) {
  10197. var cache = this.cache;
  10198. var unit = textures.allocateTextureUnit();
  10199. if (cache[0] !== unit) {
  10200. gl.uniform1i(this.addr, unit);
  10201. cache[0] = unit;
  10202. }
  10203. textures.setTexture3D(v || emptyTexture3d, unit);
  10204. }
  10205. function setValueT6(gl, v, textures) {
  10206. var cache = this.cache;
  10207. var unit = textures.allocateTextureUnit();
  10208. if (cache[0] !== unit) {
  10209. gl.uniform1i(this.addr, unit);
  10210. cache[0] = unit;
  10211. }
  10212. textures.safeSetTextureCube(v || emptyCubeTexture, unit);
  10213. } // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10214. function setValueV1i(gl, v) {
  10215. var cache = this.cache;
  10216. if (cache[0] === v) return;
  10217. gl.uniform1i(this.addr, v);
  10218. cache[0] = v;
  10219. }
  10220. function setValueV2i(gl, v) {
  10221. var cache = this.cache;
  10222. if (arraysEqual(cache, v)) return;
  10223. gl.uniform2iv(this.addr, v);
  10224. copyArray(cache, v);
  10225. }
  10226. function setValueV3i(gl, v) {
  10227. var cache = this.cache;
  10228. if (arraysEqual(cache, v)) return;
  10229. gl.uniform3iv(this.addr, v);
  10230. copyArray(cache, v);
  10231. }
  10232. function setValueV4i(gl, v) {
  10233. var cache = this.cache;
  10234. if (arraysEqual(cache, v)) return;
  10235. gl.uniform4iv(this.addr, v);
  10236. copyArray(cache, v);
  10237. } // uint
  10238. function setValueV1ui(gl, v) {
  10239. var cache = this.cache;
  10240. if (cache[0] === v) return;
  10241. gl.uniform1ui(this.addr, v);
  10242. cache[0] = v;
  10243. } // Helper to pick the right setter for the singular case
  10244. function getSingularSetter(type) {
  10245. switch (type) {
  10246. case 0x1406:
  10247. return setValueV1f;
  10248. // FLOAT
  10249. case 0x8b50:
  10250. return setValueV2f;
  10251. // _VEC2
  10252. case 0x8b51:
  10253. return setValueV3f;
  10254. // _VEC3
  10255. case 0x8b52:
  10256. return setValueV4f;
  10257. // _VEC4
  10258. case 0x8b5a:
  10259. return setValueM2;
  10260. // _MAT2
  10261. case 0x8b5b:
  10262. return setValueM3;
  10263. // _MAT3
  10264. case 0x8b5c:
  10265. return setValueM4;
  10266. // _MAT4
  10267. case 0x1404:
  10268. case 0x8b56:
  10269. return setValueV1i;
  10270. // INT, BOOL
  10271. case 0x8b53:
  10272. case 0x8b57:
  10273. return setValueV2i;
  10274. // _VEC2
  10275. case 0x8b54:
  10276. case 0x8b58:
  10277. return setValueV3i;
  10278. // _VEC3
  10279. case 0x8b55:
  10280. case 0x8b59:
  10281. return setValueV4i;
  10282. // _VEC4
  10283. case 0x1405:
  10284. return setValueV1ui;
  10285. // UINT
  10286. case 0x8b5e: // SAMPLER_2D
  10287. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10288. case 0x8dca: // INT_SAMPLER_2D
  10289. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10290. case 0x8b62:
  10291. // SAMPLER_2D_SHADOW
  10292. return setValueT1;
  10293. case 0x8b5f: // SAMPLER_3D
  10294. case 0x8dcb: // INT_SAMPLER_3D
  10295. case 0x8dd3:
  10296. // UNSIGNED_INT_SAMPLER_3D
  10297. return setValueT3D1;
  10298. case 0x8b60: // SAMPLER_CUBE
  10299. case 0x8dcc: // INT_SAMPLER_CUBE
  10300. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10301. case 0x8dc5:
  10302. // SAMPLER_CUBE_SHADOW
  10303. return setValueT6;
  10304. case 0x8dc1: // SAMPLER_2D_ARRAY
  10305. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10306. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10307. case 0x8dc4:
  10308. // SAMPLER_2D_ARRAY_SHADOW
  10309. return setValueT2DArray1;
  10310. }
  10311. } // Array of scalars
  10312. function setValueV1fArray(gl, v) {
  10313. gl.uniform1fv(this.addr, v);
  10314. } // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10315. function setValueV1iArray(gl, v) {
  10316. gl.uniform1iv(this.addr, v);
  10317. }
  10318. function setValueV2iArray(gl, v) {
  10319. gl.uniform2iv(this.addr, v);
  10320. }
  10321. function setValueV3iArray(gl, v) {
  10322. gl.uniform3iv(this.addr, v);
  10323. }
  10324. function setValueV4iArray(gl, v) {
  10325. gl.uniform4iv(this.addr, v);
  10326. } // Array of vectors (flat or from THREE classes)
  10327. function setValueV2fArray(gl, v) {
  10328. var data = flatten(v, this.size, 2);
  10329. gl.uniform2fv(this.addr, data);
  10330. }
  10331. function setValueV3fArray(gl, v) {
  10332. var data = flatten(v, this.size, 3);
  10333. gl.uniform3fv(this.addr, data);
  10334. }
  10335. function setValueV4fArray(gl, v) {
  10336. var data = flatten(v, this.size, 4);
  10337. gl.uniform4fv(this.addr, data);
  10338. } // Array of matrices (flat or from THREE clases)
  10339. function setValueM2Array(gl, v) {
  10340. var data = flatten(v, this.size, 4);
  10341. gl.uniformMatrix2fv(this.addr, false, data);
  10342. }
  10343. function setValueM3Array(gl, v) {
  10344. var data = flatten(v, this.size, 9);
  10345. gl.uniformMatrix3fv(this.addr, false, data);
  10346. }
  10347. function setValueM4Array(gl, v) {
  10348. var data = flatten(v, this.size, 16);
  10349. gl.uniformMatrix4fv(this.addr, false, data);
  10350. } // Array of textures (2D / Cube)
  10351. function setValueT1Array(gl, v, textures) {
  10352. var n = v.length;
  10353. var units = allocTexUnits(textures, n);
  10354. gl.uniform1iv(this.addr, units);
  10355. for (var i = 0; i !== n; ++i) {
  10356. textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
  10357. }
  10358. }
  10359. function setValueT6Array(gl, v, textures) {
  10360. var n = v.length;
  10361. var units = allocTexUnits(textures, n);
  10362. gl.uniform1iv(this.addr, units);
  10363. for (var i = 0; i !== n; ++i) {
  10364. textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
  10365. }
  10366. } // Helper to pick the right setter for a pure (bottom-level) array
  10367. function getPureArraySetter(type) {
  10368. switch (type) {
  10369. case 0x1406:
  10370. return setValueV1fArray;
  10371. // FLOAT
  10372. case 0x8b50:
  10373. return setValueV2fArray;
  10374. // _VEC2
  10375. case 0x8b51:
  10376. return setValueV3fArray;
  10377. // _VEC3
  10378. case 0x8b52:
  10379. return setValueV4fArray;
  10380. // _VEC4
  10381. case 0x8b5a:
  10382. return setValueM2Array;
  10383. // _MAT2
  10384. case 0x8b5b:
  10385. return setValueM3Array;
  10386. // _MAT3
  10387. case 0x8b5c:
  10388. return setValueM4Array;
  10389. // _MAT4
  10390. case 0x1404:
  10391. case 0x8b56:
  10392. return setValueV1iArray;
  10393. // INT, BOOL
  10394. case 0x8b53:
  10395. case 0x8b57:
  10396. return setValueV2iArray;
  10397. // _VEC2
  10398. case 0x8b54:
  10399. case 0x8b58:
  10400. return setValueV3iArray;
  10401. // _VEC3
  10402. case 0x8b55:
  10403. case 0x8b59:
  10404. return setValueV4iArray;
  10405. // _VEC4
  10406. case 0x8b5e: // SAMPLER_2D
  10407. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10408. case 0x8dca: // INT_SAMPLER_2D
  10409. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10410. case 0x8b62:
  10411. // SAMPLER_2D_SHADOW
  10412. return setValueT1Array;
  10413. case 0x8b60: // SAMPLER_CUBE
  10414. case 0x8dcc: // INT_SAMPLER_CUBE
  10415. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10416. case 0x8dc5:
  10417. // SAMPLER_CUBE_SHADOW
  10418. return setValueT6Array;
  10419. }
  10420. } // --- Uniform Classes ---
  10421. function SingleUniform(id, activeInfo, addr) {
  10422. this.id = id;
  10423. this.addr = addr;
  10424. this.cache = [];
  10425. this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  10426. }
  10427. function PureArrayUniform(id, activeInfo, addr) {
  10428. this.id = id;
  10429. this.addr = addr;
  10430. this.cache = [];
  10431. this.size = activeInfo.size;
  10432. this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  10433. }
  10434. PureArrayUniform.prototype.updateCache = function (data) {
  10435. var cache = this.cache;
  10436. if (data instanceof Float32Array && cache.length !== data.length) {
  10437. this.cache = new Float32Array(data.length);
  10438. }
  10439. copyArray(cache, data);
  10440. };
  10441. function StructuredUniform(id) {
  10442. this.id = id;
  10443. this.seq = [];
  10444. this.map = {};
  10445. }
  10446. StructuredUniform.prototype.setValue = function (gl, value, textures) {
  10447. var seq = this.seq;
  10448. for (var i = 0, n = seq.length; i !== n; ++i) {
  10449. var u = seq[i];
  10450. u.setValue(gl, value[u.id], textures);
  10451. }
  10452. }; // --- Top-level ---
  10453. // Parser - builds up the property tree from the path strings
  10454. var RePathPart = /(\w+)(\])?(\[|\.)?/g; // extracts
  10455. // - the identifier (member name or array index)
  10456. // - followed by an optional right bracket (found when array index)
  10457. // - followed by an optional left bracket or dot (type of subscript)
  10458. //
  10459. // Note: These portions can be read in a non-overlapping fashion and
  10460. // allow straightforward parsing of the hierarchy that WebGL encodes
  10461. // in the uniform names.
  10462. function addUniform(container, uniformObject) {
  10463. container.seq.push(uniformObject);
  10464. container.map[uniformObject.id] = uniformObject;
  10465. }
  10466. function parseUniform(activeInfo, addr, container) {
  10467. var path = activeInfo.name,
  10468. pathLength = path.length; // reset RegExp object, because of the early exit of a previous run
  10469. RePathPart.lastIndex = 0;
  10470. while (true) {
  10471. var match = RePathPart.exec(path),
  10472. matchEnd = RePathPart.lastIndex;
  10473. var id = match[1];
  10474. var idIsIndex = match[2] === ']',
  10475. subscript = match[3];
  10476. if (idIsIndex) id = id | 0; // convert to integer
  10477. if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {
  10478. // bare name or "pure" bottom-level array "[0]" suffix
  10479. addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
  10480. break;
  10481. } else {
  10482. // step into inner node / create it in case it doesn't exist
  10483. var map = container.map;
  10484. var next = map[id];
  10485. if (next === undefined) {
  10486. next = new StructuredUniform(id);
  10487. addUniform(container, next);
  10488. }
  10489. container = next;
  10490. }
  10491. }
  10492. } // Root Container
  10493. function WebGLUniforms(gl, program) {
  10494. this.seq = [];
  10495. this.map = {};
  10496. var n = gl.getProgramParameter(program, 35718);
  10497. for (var i = 0; i < n; ++i) {
  10498. var info = gl.getActiveUniform(program, i),
  10499. addr = gl.getUniformLocation(program, info.name);
  10500. parseUniform(info, addr, this);
  10501. }
  10502. }
  10503. WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
  10504. var u = this.map[name];
  10505. if (u !== undefined) u.setValue(gl, value, textures);
  10506. };
  10507. WebGLUniforms.prototype.setOptional = function (gl, object, name) {
  10508. var v = object[name];
  10509. if (v !== undefined) this.setValue(gl, name, v);
  10510. }; // Static interface
  10511. WebGLUniforms.upload = function (gl, seq, values, textures) {
  10512. for (var i = 0, n = seq.length; i !== n; ++i) {
  10513. var u = seq[i],
  10514. v = values[u.id];
  10515. if (v.needsUpdate !== false) {
  10516. // note: always updating when .needsUpdate is undefined
  10517. u.setValue(gl, v.value, textures);
  10518. }
  10519. }
  10520. };
  10521. WebGLUniforms.seqWithValue = function (seq, values) {
  10522. var r = [];
  10523. for (var i = 0, n = seq.length; i !== n; ++i) {
  10524. var u = seq[i];
  10525. if (u.id in values) r.push(u);
  10526. }
  10527. return r;
  10528. };
  10529. function WebGLShader(gl, type, string) {
  10530. var shader = gl.createShader(type);
  10531. gl.shaderSource(shader, string);
  10532. gl.compileShader(shader);
  10533. return shader;
  10534. }
  10535. var programIdCount = 0;
  10536. function addLineNumbers(string) {
  10537. var lines = string.split('\n');
  10538. for (var i = 0; i < lines.length; i++) {
  10539. lines[i] = i + 1 + ': ' + lines[i];
  10540. }
  10541. return lines.join('\n');
  10542. }
  10543. function getEncodingComponents(encoding) {
  10544. switch (encoding) {
  10545. case LinearEncoding:
  10546. return ['Linear', '( value )'];
  10547. case sRGBEncoding:
  10548. return ['sRGB', '( value )'];
  10549. case RGBEEncoding:
  10550. return ['RGBE', '( value )'];
  10551. case RGBM7Encoding:
  10552. return ['RGBM', '( value, 7.0 )'];
  10553. case RGBM16Encoding:
  10554. return ['RGBM', '( value, 16.0 )'];
  10555. case RGBDEncoding:
  10556. return ['RGBD', '( value, 256.0 )'];
  10557. case GammaEncoding:
  10558. return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
  10559. case LogLuvEncoding:
  10560. return ['LogLuv', '( value )'];
  10561. default:
  10562. console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
  10563. return ['Linear', '( value )'];
  10564. }
  10565. }
  10566. function getShaderErrors(gl, shader, type) {
  10567. var status = gl.getShaderParameter(shader, 35713);
  10568. var log = gl.getShaderInfoLog(shader).trim();
  10569. if (status && log === '') return ''; // --enable-privileged-webgl-extension
  10570. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10571. var source = gl.getShaderSource(shader);
  10572. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers(source);
  10573. }
  10574. function getTexelDecodingFunction(functionName, encoding) {
  10575. var components = getEncodingComponents(encoding);
  10576. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
  10577. }
  10578. function getTexelEncodingFunction(functionName, encoding) {
  10579. var components = getEncodingComponents(encoding);
  10580. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
  10581. }
  10582. function getToneMappingFunction(functionName, toneMapping) {
  10583. var toneMappingName;
  10584. switch (toneMapping) {
  10585. case LinearToneMapping:
  10586. toneMappingName = 'Linear';
  10587. break;
  10588. case ReinhardToneMapping:
  10589. toneMappingName = 'Reinhard';
  10590. break;
  10591. case CineonToneMapping:
  10592. toneMappingName = 'OptimizedCineon';
  10593. break;
  10594. case ACESFilmicToneMapping:
  10595. toneMappingName = 'ACESFilmic';
  10596. break;
  10597. case CustomToneMapping:
  10598. toneMappingName = 'Custom';
  10599. break;
  10600. default:
  10601. console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
  10602. toneMappingName = 'Linear';
  10603. }
  10604. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10605. }
  10606. function generateExtensions(parameters) {
  10607. var chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
  10608. return chunks.filter(filterEmptyLine).join('\n');
  10609. }
  10610. function generateDefines(defines) {
  10611. var chunks = [];
  10612. for (var name in defines) {
  10613. var value = defines[name];
  10614. if (value === false) continue;
  10615. chunks.push('#define ' + name + ' ' + value);
  10616. }
  10617. return chunks.join('\n');
  10618. }
  10619. function fetchAttributeLocations(gl, program) {
  10620. var attributes = {};
  10621. var n = gl.getProgramParameter(program, 35721);
  10622. for (var i = 0; i < n; i++) {
  10623. var info = gl.getActiveAttrib(program, i);
  10624. var name = info.name; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10625. attributes[name] = gl.getAttribLocation(program, name);
  10626. }
  10627. return attributes;
  10628. }
  10629. function filterEmptyLine(string) {
  10630. return string !== '';
  10631. }
  10632. function replaceLightNums(string, parameters) {
  10633. return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
  10634. }
  10635. function replaceClippingPlaneNums(string, parameters) {
  10636. return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
  10637. } // Resolve Includes
  10638. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10639. function resolveIncludes(string) {
  10640. return string.replace(includePattern, includeReplacer);
  10641. }
  10642. function includeReplacer(match, include) {
  10643. var string = ShaderChunk[include];
  10644. if (string === undefined) {
  10645. throw new Error('Can not resolve #include <' + include + '>');
  10646. }
  10647. return resolveIncludes(string);
  10648. } // Unroll Loops
  10649. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10650. var unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
  10651. function unrollLoops(string) {
  10652. return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
  10653. }
  10654. function deprecatedLoopReplacer(match, start, end, snippet) {
  10655. console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
  10656. return loopReplacer(match, start, end, snippet);
  10657. }
  10658. function loopReplacer(match, start, end, snippet) {
  10659. var string = '';
  10660. for (var i = parseInt(start); i < parseInt(end); i++) {
  10661. string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
  10662. }
  10663. return string;
  10664. } //
  10665. function generatePrecision(parameters) {
  10666. var precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  10667. if (parameters.precision === 'highp') {
  10668. precisionstring += '\n#define HIGH_PRECISION';
  10669. } else if (parameters.precision === 'mediump') {
  10670. precisionstring += '\n#define MEDIUM_PRECISION';
  10671. } else if (parameters.precision === 'lowp') {
  10672. precisionstring += '\n#define LOW_PRECISION';
  10673. }
  10674. return precisionstring;
  10675. }
  10676. function generateShadowMapTypeDefine(parameters) {
  10677. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10678. if (parameters.shadowMapType === PCFShadowMap) {
  10679. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10680. } else if (parameters.shadowMapType === PCFSoftShadowMap) {
  10681. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10682. } else if (parameters.shadowMapType === VSMShadowMap) {
  10683. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10684. }
  10685. return shadowMapTypeDefine;
  10686. }
  10687. function generateEnvMapTypeDefine(parameters) {
  10688. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10689. if (parameters.envMap) {
  10690. switch (parameters.envMapMode) {
  10691. case CubeReflectionMapping:
  10692. case CubeRefractionMapping:
  10693. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10694. break;
  10695. case CubeUVReflectionMapping:
  10696. case CubeUVRefractionMapping:
  10697. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10698. break;
  10699. }
  10700. }
  10701. return envMapTypeDefine;
  10702. }
  10703. function generateEnvMapModeDefine(parameters) {
  10704. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10705. if (parameters.envMap) {
  10706. switch (parameters.envMapMode) {
  10707. case CubeRefractionMapping:
  10708. case CubeUVRefractionMapping:
  10709. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10710. break;
  10711. }
  10712. }
  10713. return envMapModeDefine;
  10714. }
  10715. function generateEnvMapBlendingDefine(parameters) {
  10716. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10717. if (parameters.envMap) {
  10718. switch (parameters.combine) {
  10719. case MultiplyOperation:
  10720. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10721. break;
  10722. case MixOperation:
  10723. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10724. break;
  10725. case AddOperation:
  10726. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10727. break;
  10728. }
  10729. }
  10730. return envMapBlendingDefine;
  10731. }
  10732. function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
  10733. var gl = renderer.getContext();
  10734. var defines = parameters.defines;
  10735. var vertexShader = parameters.vertexShader;
  10736. var fragmentShader = parameters.fragmentShader;
  10737. var shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
  10738. var envMapTypeDefine = generateEnvMapTypeDefine(parameters);
  10739. var envMapModeDefine = generateEnvMapModeDefine(parameters);
  10740. var envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
  10741. var gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
  10742. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
  10743. var customDefines = generateDefines(defines);
  10744. var program = gl.createProgram();
  10745. var prefixVertex, prefixFragment;
  10746. var versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  10747. if (parameters.isRawShaderMaterial) {
  10748. prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');
  10749. if (prefixVertex.length > 0) {
  10750. prefixVertex += '\n';
  10751. }
  10752. prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');
  10753. if (prefixFragment.length > 0) {
  10754. prefixFragment += '\n';
  10755. }
  10756. } else {
  10757. prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', ' attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', ' attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', ' attribute vec4 tangent;', '#endif', '#ifdef USE_COLOR', ' attribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n');
  10758. prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer
  10759. '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
  10760. parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below
  10761. parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n');
  10762. }
  10763. vertexShader = resolveIncludes(vertexShader);
  10764. vertexShader = replaceLightNums(vertexShader, parameters);
  10765. vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
  10766. fragmentShader = resolveIncludes(fragmentShader);
  10767. fragmentShader = replaceLightNums(fragmentShader, parameters);
  10768. fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
  10769. vertexShader = unrollLoops(vertexShader);
  10770. fragmentShader = unrollLoops(fragmentShader);
  10771. if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
  10772. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  10773. versionString = '#version 300 es\n';
  10774. prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
  10775. prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment;
  10776. }
  10777. var vertexGlsl = versionString + prefixVertex + vertexShader;
  10778. var fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
  10779. // console.log( '*FRAGMENT*', fragmentGlsl );
  10780. var glVertexShader = WebGLShader(gl, 35633, vertexGlsl);
  10781. var glFragmentShader = WebGLShader(gl, 35632, fragmentGlsl);
  10782. gl.attachShader(program, glVertexShader);
  10783. gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.
  10784. if (parameters.index0AttributeName !== undefined) {
  10785. gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
  10786. } else if (parameters.morphTargets === true) {
  10787. // programs with morphTargets displace position out of attribute 0
  10788. gl.bindAttribLocation(program, 0, 'position');
  10789. }
  10790. gl.linkProgram(program); // check for link errors
  10791. if (renderer.debug.checkShaderErrors) {
  10792. var programLog = gl.getProgramInfoLog(program).trim();
  10793. var vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
  10794. var fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
  10795. var runnable = true;
  10796. var haveDiagnostics = true;
  10797. if (gl.getProgramParameter(program, 35714) === false) {
  10798. runnable = false;
  10799. var vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
  10800. var fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
  10801. console.error('THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter(program, 35715), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors);
  10802. } else if (programLog !== '') {
  10803. console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog);
  10804. } else if (vertexLog === '' || fragmentLog === '') {
  10805. haveDiagnostics = false;
  10806. }
  10807. if (haveDiagnostics) {
  10808. this.diagnostics = {
  10809. runnable: runnable,
  10810. programLog: programLog,
  10811. vertexShader: {
  10812. log: vertexLog,
  10813. prefix: prefixVertex
  10814. },
  10815. fragmentShader: {
  10816. log: fragmentLog,
  10817. prefix: prefixFragment
  10818. }
  10819. };
  10820. }
  10821. } // Clean up
  10822. // Crashes in iOS9 and iOS10. #18402
  10823. // gl.detachShader( program, glVertexShader );
  10824. // gl.detachShader( program, glFragmentShader );
  10825. gl.deleteShader(glVertexShader);
  10826. gl.deleteShader(glFragmentShader); // set up caching for uniform locations
  10827. var cachedUniforms;
  10828. this.getUniforms = function () {
  10829. if (cachedUniforms === undefined) {
  10830. cachedUniforms = new WebGLUniforms(gl, program);
  10831. }
  10832. return cachedUniforms;
  10833. }; // set up caching for attribute locations
  10834. var cachedAttributes;
  10835. this.getAttributes = function () {
  10836. if (cachedAttributes === undefined) {
  10837. cachedAttributes = fetchAttributeLocations(gl, program);
  10838. }
  10839. return cachedAttributes;
  10840. }; // free resource
  10841. this.destroy = function () {
  10842. bindingStates.releaseStatesOfProgram(this);
  10843. gl.deleteProgram(program);
  10844. this.program = undefined;
  10845. }; //
  10846. this.name = parameters.shaderName;
  10847. this.id = programIdCount++;
  10848. this.cacheKey = cacheKey;
  10849. this.usedTimes = 1;
  10850. this.program = program;
  10851. this.vertexShader = glVertexShader;
  10852. this.fragmentShader = glFragmentShader;
  10853. return this;
  10854. }
  10855. function WebGLPrograms(renderer, cubemaps, extensions, capabilities, bindingStates, clipping) {
  10856. var programs = [];
  10857. var isWebGL2 = capabilities.isWebGL2;
  10858. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  10859. var floatVertexTextures = capabilities.floatVertexTextures;
  10860. var maxVertexUniforms = capabilities.maxVertexUniforms;
  10861. var vertexTextures = capabilities.vertexTextures;
  10862. var precision = capabilities.precision;
  10863. var shaderIDs = {
  10864. MeshDepthMaterial: 'depth',
  10865. MeshDistanceMaterial: 'distanceRGBA',
  10866. MeshNormalMaterial: 'normal',
  10867. MeshBasicMaterial: 'basic',
  10868. MeshLambertMaterial: 'lambert',
  10869. MeshPhongMaterial: 'phong',
  10870. MeshToonMaterial: 'toon',
  10871. MeshStandardMaterial: 'physical',
  10872. MeshPhysicalMaterial: 'physical',
  10873. MeshMatcapMaterial: 'matcap',
  10874. LineBasicMaterial: 'basic',
  10875. LineDashedMaterial: 'dashed',
  10876. PointsMaterial: 'points',
  10877. ShadowMaterial: 'shadow',
  10878. SpriteMaterial: 'sprite'
  10879. };
  10880. var parameterNames = ['precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'sheen', 'transmissionMap'];
  10881. function getMaxBones(object) {
  10882. var skeleton = object.skeleton;
  10883. var bones = skeleton.bones;
  10884. if (floatVertexTextures) {
  10885. return 1024;
  10886. } else {
  10887. // default for when object is not specified
  10888. // ( for example when prebuilding shader to be used with multiple objects )
  10889. //
  10890. // - leave some extra space for other uniforms
  10891. // - limit here is ANGLE's 254 max uniform vectors
  10892. // (up to 54 should be safe)
  10893. var nVertexUniforms = maxVertexUniforms;
  10894. var nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
  10895. var maxBones = Math.min(nVertexMatrices, bones.length);
  10896. if (maxBones < bones.length) {
  10897. console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');
  10898. return 0;
  10899. }
  10900. return maxBones;
  10901. }
  10902. }
  10903. function getTextureEncodingFromMap(map) {
  10904. var encoding;
  10905. if (map && map.isTexture) {
  10906. encoding = map.encoding;
  10907. } else if (map && map.isWebGLRenderTarget) {
  10908. console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.');
  10909. encoding = map.texture.encoding;
  10910. } else {
  10911. encoding = LinearEncoding;
  10912. }
  10913. return encoding;
  10914. }
  10915. function getParameters(material, lights, shadows, scene, object) {
  10916. var fog = scene.fog;
  10917. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  10918. var envMap = cubemaps.get(material.envMap || environment);
  10919. var shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
  10920. // (not to blow over maxLights budget)
  10921. var maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;
  10922. if (material.precision !== null) {
  10923. precision = capabilities.getMaxPrecision(material.precision);
  10924. if (precision !== material.precision) {
  10925. console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
  10926. }
  10927. }
  10928. var vertexShader, fragmentShader;
  10929. if (shaderID) {
  10930. var shader = ShaderLib[shaderID];
  10931. vertexShader = shader.vertexShader;
  10932. fragmentShader = shader.fragmentShader;
  10933. } else {
  10934. vertexShader = material.vertexShader;
  10935. fragmentShader = material.fragmentShader;
  10936. }
  10937. var currentRenderTarget = renderer.getRenderTarget();
  10938. var parameters = {
  10939. isWebGL2: isWebGL2,
  10940. shaderID: shaderID,
  10941. shaderName: material.type,
  10942. vertexShader: vertexShader,
  10943. fragmentShader: fragmentShader,
  10944. defines: material.defines,
  10945. isRawShaderMaterial: material.isRawShaderMaterial === true,
  10946. glslVersion: material.glslVersion,
  10947. precision: precision,
  10948. instancing: object.isInstancedMesh === true,
  10949. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  10950. supportsVertexTextures: vertexTextures,
  10951. outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
  10952. map: !!material.map,
  10953. mapEncoding: getTextureEncodingFromMap(material.map),
  10954. matcap: !!material.matcap,
  10955. matcapEncoding: getTextureEncodingFromMap(material.matcap),
  10956. envMap: !!envMap,
  10957. envMapMode: envMap && envMap.mapping,
  10958. envMapEncoding: getTextureEncodingFromMap(envMap),
  10959. envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
  10960. lightMap: !!material.lightMap,
  10961. lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
  10962. aoMap: !!material.aoMap,
  10963. emissiveMap: !!material.emissiveMap,
  10964. emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
  10965. bumpMap: !!material.bumpMap,
  10966. normalMap: !!material.normalMap,
  10967. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10968. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10969. clearcoatMap: !!material.clearcoatMap,
  10970. clearcoatRoughnessMap: !!material.clearcoatRoughnessMap,
  10971. clearcoatNormalMap: !!material.clearcoatNormalMap,
  10972. displacementMap: !!material.displacementMap,
  10973. roughnessMap: !!material.roughnessMap,
  10974. metalnessMap: !!material.metalnessMap,
  10975. specularMap: !!material.specularMap,
  10976. alphaMap: !!material.alphaMap,
  10977. gradientMap: !!material.gradientMap,
  10978. sheen: !!material.sheen,
  10979. transmissionMap: !!material.transmissionMap,
  10980. combine: material.combine,
  10981. vertexTangents: material.normalMap && material.vertexTangents,
  10982. vertexColors: material.vertexColors,
  10983. vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap,
  10984. uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.transmissionMap) && !!material.displacementMap,
  10985. fog: !!fog,
  10986. useFog: material.fog,
  10987. fogExp2: fog && fog.isFogExp2,
  10988. flatShading: material.flatShading,
  10989. sizeAttenuation: material.sizeAttenuation,
  10990. logarithmicDepthBuffer: logarithmicDepthBuffer,
  10991. skinning: material.skinning && maxBones > 0,
  10992. maxBones: maxBones,
  10993. useVertexTexture: floatVertexTextures,
  10994. morphTargets: material.morphTargets,
  10995. morphNormals: material.morphNormals,
  10996. maxMorphTargets: renderer.maxMorphTargets,
  10997. maxMorphNormals: renderer.maxMorphNormals,
  10998. numDirLights: lights.directional.length,
  10999. numPointLights: lights.point.length,
  11000. numSpotLights: lights.spot.length,
  11001. numRectAreaLights: lights.rectArea.length,
  11002. numHemiLights: lights.hemi.length,
  11003. numDirLightShadows: lights.directionalShadowMap.length,
  11004. numPointLightShadows: lights.pointShadowMap.length,
  11005. numSpotLightShadows: lights.spotShadowMap.length,
  11006. numClippingPlanes: clipping.numPlanes,
  11007. numClipIntersection: clipping.numIntersection,
  11008. dithering: material.dithering,
  11009. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11010. shadowMapType: renderer.shadowMap.type,
  11011. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11012. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11013. premultipliedAlpha: material.premultipliedAlpha,
  11014. alphaTest: material.alphaTest,
  11015. doubleSided: material.side === DoubleSide,
  11016. flipSided: material.side === BackSide,
  11017. depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
  11018. index0AttributeName: material.index0AttributeName,
  11019. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11020. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11021. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11022. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11023. rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
  11024. rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
  11025. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
  11026. customProgramCacheKey: material.customProgramCacheKey()
  11027. };
  11028. return parameters;
  11029. }
  11030. function getProgramCacheKey(parameters) {
  11031. var array = [];
  11032. if (parameters.shaderID) {
  11033. array.push(parameters.shaderID);
  11034. } else {
  11035. array.push(parameters.fragmentShader);
  11036. array.push(parameters.vertexShader);
  11037. }
  11038. if (parameters.defines !== undefined) {
  11039. for (var name in parameters.defines) {
  11040. array.push(name);
  11041. array.push(parameters.defines[name]);
  11042. }
  11043. }
  11044. if (parameters.isRawShaderMaterial === false) {
  11045. for (var i = 0; i < parameterNames.length; i++) {
  11046. array.push(parameters[parameterNames[i]]);
  11047. }
  11048. array.push(renderer.outputEncoding);
  11049. array.push(renderer.gammaFactor);
  11050. }
  11051. array.push(parameters.customProgramCacheKey);
  11052. return array.join();
  11053. }
  11054. function getUniforms(material) {
  11055. var shaderID = shaderIDs[material.type];
  11056. var uniforms;
  11057. if (shaderID) {
  11058. var shader = ShaderLib[shaderID];
  11059. uniforms = UniformsUtils.clone(shader.uniforms);
  11060. } else {
  11061. uniforms = material.uniforms;
  11062. }
  11063. return uniforms;
  11064. }
  11065. function acquireProgram(parameters, cacheKey) {
  11066. var program; // Check if code has been already compiled
  11067. for (var p = 0, pl = programs.length; p < pl; p++) {
  11068. var preexistingProgram = programs[p];
  11069. if (preexistingProgram.cacheKey === cacheKey) {
  11070. program = preexistingProgram;
  11071. ++program.usedTimes;
  11072. break;
  11073. }
  11074. }
  11075. if (program === undefined) {
  11076. program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
  11077. programs.push(program);
  11078. }
  11079. return program;
  11080. }
  11081. function releaseProgram(program) {
  11082. if (--program.usedTimes === 0) {
  11083. // Remove from unordered set
  11084. var i = programs.indexOf(program);
  11085. programs[i] = programs[programs.length - 1];
  11086. programs.pop(); // Free WebGL resources
  11087. program.destroy();
  11088. }
  11089. }
  11090. return {
  11091. getParameters: getParameters,
  11092. getProgramCacheKey: getProgramCacheKey,
  11093. getUniforms: getUniforms,
  11094. acquireProgram: acquireProgram,
  11095. releaseProgram: releaseProgram,
  11096. // Exposed for resource monitoring & error feedback via renderer.info:
  11097. programs: programs
  11098. };
  11099. }
  11100. function WebGLProperties() {
  11101. var properties = new WeakMap();
  11102. function get(object) {
  11103. var map = properties.get(object);
  11104. if (map === undefined) {
  11105. map = {};
  11106. properties.set(object, map);
  11107. }
  11108. return map;
  11109. }
  11110. function remove(object) {
  11111. properties.delete(object);
  11112. }
  11113. function update(object, key, value) {
  11114. properties.get(object)[key] = value;
  11115. }
  11116. function dispose() {
  11117. properties = new WeakMap();
  11118. }
  11119. return {
  11120. get: get,
  11121. remove: remove,
  11122. update: update,
  11123. dispose: dispose
  11124. };
  11125. }
  11126. function painterSortStable(a, b) {
  11127. if (a.groupOrder !== b.groupOrder) {
  11128. return a.groupOrder - b.groupOrder;
  11129. } else if (a.renderOrder !== b.renderOrder) {
  11130. return a.renderOrder - b.renderOrder;
  11131. } else if (a.program !== b.program) {
  11132. return a.program.id - b.program.id;
  11133. } else if (a.material.id !== b.material.id) {
  11134. return a.material.id - b.material.id;
  11135. } else if (a.z !== b.z) {
  11136. return a.z - b.z;
  11137. } else {
  11138. return a.id - b.id;
  11139. }
  11140. }
  11141. function reversePainterSortStable(a, b) {
  11142. if (a.groupOrder !== b.groupOrder) {
  11143. return a.groupOrder - b.groupOrder;
  11144. } else if (a.renderOrder !== b.renderOrder) {
  11145. return a.renderOrder - b.renderOrder;
  11146. } else if (a.z !== b.z) {
  11147. return b.z - a.z;
  11148. } else {
  11149. return a.id - b.id;
  11150. }
  11151. }
  11152. function WebGLRenderList(properties) {
  11153. var renderItems = [];
  11154. var renderItemsIndex = 0;
  11155. var opaque = [];
  11156. var transparent = [];
  11157. var defaultProgram = {
  11158. id: -1
  11159. };
  11160. function init() {
  11161. renderItemsIndex = 0;
  11162. opaque.length = 0;
  11163. transparent.length = 0;
  11164. }
  11165. function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
  11166. var renderItem = renderItems[renderItemsIndex];
  11167. var materialProperties = properties.get(material);
  11168. if (renderItem === undefined) {
  11169. renderItem = {
  11170. id: object.id,
  11171. object: object,
  11172. geometry: geometry,
  11173. material: material,
  11174. program: materialProperties.program || defaultProgram,
  11175. groupOrder: groupOrder,
  11176. renderOrder: object.renderOrder,
  11177. z: z,
  11178. group: group
  11179. };
  11180. renderItems[renderItemsIndex] = renderItem;
  11181. } else {
  11182. renderItem.id = object.id;
  11183. renderItem.object = object;
  11184. renderItem.geometry = geometry;
  11185. renderItem.material = material;
  11186. renderItem.program = materialProperties.program || defaultProgram;
  11187. renderItem.groupOrder = groupOrder;
  11188. renderItem.renderOrder = object.renderOrder;
  11189. renderItem.z = z;
  11190. renderItem.group = group;
  11191. }
  11192. renderItemsIndex++;
  11193. return renderItem;
  11194. }
  11195. function push(object, geometry, material, groupOrder, z, group) {
  11196. var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11197. (material.transparent === true ? transparent : opaque).push(renderItem);
  11198. }
  11199. function unshift(object, geometry, material, groupOrder, z, group) {
  11200. var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11201. (material.transparent === true ? transparent : opaque).unshift(renderItem);
  11202. }
  11203. function sort(customOpaqueSort, customTransparentSort) {
  11204. if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
  11205. if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
  11206. }
  11207. function finish() {
  11208. // Clear references from inactive renderItems in the list
  11209. for (var i = renderItemsIndex, il = renderItems.length; i < il; i++) {
  11210. var renderItem = renderItems[i];
  11211. if (renderItem.id === null) break;
  11212. renderItem.id = null;
  11213. renderItem.object = null;
  11214. renderItem.geometry = null;
  11215. renderItem.material = null;
  11216. renderItem.program = null;
  11217. renderItem.group = null;
  11218. }
  11219. }
  11220. return {
  11221. opaque: opaque,
  11222. transparent: transparent,
  11223. init: init,
  11224. push: push,
  11225. unshift: unshift,
  11226. finish: finish,
  11227. sort: sort
  11228. };
  11229. }
  11230. function WebGLRenderLists(properties) {
  11231. var lists = new WeakMap();
  11232. function get(scene, camera) {
  11233. var cameras = lists.get(scene);
  11234. var list;
  11235. if (cameras === undefined) {
  11236. list = new WebGLRenderList(properties);
  11237. lists.set(scene, new WeakMap());
  11238. lists.get(scene).set(camera, list);
  11239. } else {
  11240. list = cameras.get(camera);
  11241. if (list === undefined) {
  11242. list = new WebGLRenderList(properties);
  11243. cameras.set(camera, list);
  11244. }
  11245. }
  11246. return list;
  11247. }
  11248. function dispose() {
  11249. lists = new WeakMap();
  11250. }
  11251. return {
  11252. get: get,
  11253. dispose: dispose
  11254. };
  11255. }
  11256. function UniformsCache() {
  11257. var lights = {};
  11258. return {
  11259. get: function get(light) {
  11260. if (lights[light.id] !== undefined) {
  11261. return lights[light.id];
  11262. }
  11263. var uniforms;
  11264. switch (light.type) {
  11265. case 'DirectionalLight':
  11266. uniforms = {
  11267. direction: new Vector3(),
  11268. color: new Color()
  11269. };
  11270. break;
  11271. case 'SpotLight':
  11272. uniforms = {
  11273. position: new Vector3(),
  11274. direction: new Vector3(),
  11275. color: new Color(),
  11276. distance: 0,
  11277. coneCos: 0,
  11278. penumbraCos: 0,
  11279. decay: 0
  11280. };
  11281. break;
  11282. case 'PointLight':
  11283. uniforms = {
  11284. position: new Vector3(),
  11285. color: new Color(),
  11286. distance: 0,
  11287. decay: 0
  11288. };
  11289. break;
  11290. case 'HemisphereLight':
  11291. uniforms = {
  11292. direction: new Vector3(),
  11293. skyColor: new Color(),
  11294. groundColor: new Color()
  11295. };
  11296. break;
  11297. case 'RectAreaLight':
  11298. uniforms = {
  11299. color: new Color(),
  11300. position: new Vector3(),
  11301. halfWidth: new Vector3(),
  11302. halfHeight: new Vector3()
  11303. };
  11304. break;
  11305. }
  11306. lights[light.id] = uniforms;
  11307. return uniforms;
  11308. }
  11309. };
  11310. }
  11311. function ShadowUniformsCache() {
  11312. var lights = {};
  11313. return {
  11314. get: function get(light) {
  11315. if (lights[light.id] !== undefined) {
  11316. return lights[light.id];
  11317. }
  11318. var uniforms;
  11319. switch (light.type) {
  11320. case 'DirectionalLight':
  11321. uniforms = {
  11322. shadowBias: 0,
  11323. shadowNormalBias: 0,
  11324. shadowRadius: 1,
  11325. shadowMapSize: new Vector2()
  11326. };
  11327. break;
  11328. case 'SpotLight':
  11329. uniforms = {
  11330. shadowBias: 0,
  11331. shadowNormalBias: 0,
  11332. shadowRadius: 1,
  11333. shadowMapSize: new Vector2()
  11334. };
  11335. break;
  11336. case 'PointLight':
  11337. uniforms = {
  11338. shadowBias: 0,
  11339. shadowNormalBias: 0,
  11340. shadowRadius: 1,
  11341. shadowMapSize: new Vector2(),
  11342. shadowCameraNear: 1,
  11343. shadowCameraFar: 1000
  11344. };
  11345. break;
  11346. // TODO (abelnation): set RectAreaLight shadow uniforms
  11347. }
  11348. lights[light.id] = uniforms;
  11349. return uniforms;
  11350. }
  11351. };
  11352. }
  11353. var nextVersion = 0;
  11354. function shadowCastingLightsFirst(lightA, lightB) {
  11355. return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
  11356. }
  11357. function WebGLLights(extensions, capabilities) {
  11358. var cache = new UniformsCache();
  11359. var shadowCache = ShadowUniformsCache();
  11360. var state = {
  11361. version: 0,
  11362. hash: {
  11363. directionalLength: -1,
  11364. pointLength: -1,
  11365. spotLength: -1,
  11366. rectAreaLength: -1,
  11367. hemiLength: -1,
  11368. numDirectionalShadows: -1,
  11369. numPointShadows: -1,
  11370. numSpotShadows: -1
  11371. },
  11372. ambient: [0, 0, 0],
  11373. probe: [],
  11374. directional: [],
  11375. directionalShadow: [],
  11376. directionalShadowMap: [],
  11377. directionalShadowMatrix: [],
  11378. spot: [],
  11379. spotShadow: [],
  11380. spotShadowMap: [],
  11381. spotShadowMatrix: [],
  11382. rectArea: [],
  11383. rectAreaLTC1: null,
  11384. rectAreaLTC2: null,
  11385. point: [],
  11386. pointShadow: [],
  11387. pointShadowMap: [],
  11388. pointShadowMatrix: [],
  11389. hemi: []
  11390. };
  11391. for (var i = 0; i < 9; i++) {
  11392. state.probe.push(new Vector3());
  11393. }
  11394. var vector3 = new Vector3();
  11395. var matrix4 = new Matrix4();
  11396. var matrix42 = new Matrix4();
  11397. function setup(lights) {
  11398. var r = 0,
  11399. g = 0,
  11400. b = 0;
  11401. for (var _i = 0; _i < 9; _i++) {
  11402. state.probe[_i].set(0, 0, 0);
  11403. }
  11404. var directionalLength = 0;
  11405. var pointLength = 0;
  11406. var spotLength = 0;
  11407. var rectAreaLength = 0;
  11408. var hemiLength = 0;
  11409. var numDirectionalShadows = 0;
  11410. var numPointShadows = 0;
  11411. var numSpotShadows = 0;
  11412. lights.sort(shadowCastingLightsFirst);
  11413. for (var _i2 = 0, l = lights.length; _i2 < l; _i2++) {
  11414. var light = lights[_i2];
  11415. var color = light.color;
  11416. var intensity = light.intensity;
  11417. var distance = light.distance;
  11418. var shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;
  11419. if (light.isAmbientLight) {
  11420. r += color.r * intensity;
  11421. g += color.g * intensity;
  11422. b += color.b * intensity;
  11423. } else if (light.isLightProbe) {
  11424. for (var j = 0; j < 9; j++) {
  11425. state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
  11426. }
  11427. } else if (light.isDirectionalLight) {
  11428. var uniforms = cache.get(light);
  11429. uniforms.color.copy(light.color).multiplyScalar(light.intensity);
  11430. if (light.castShadow) {
  11431. var shadow = light.shadow;
  11432. var shadowUniforms = shadowCache.get(light);
  11433. shadowUniforms.shadowBias = shadow.bias;
  11434. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11435. shadowUniforms.shadowRadius = shadow.radius;
  11436. shadowUniforms.shadowMapSize = shadow.mapSize;
  11437. state.directionalShadow[directionalLength] = shadowUniforms;
  11438. state.directionalShadowMap[directionalLength] = shadowMap;
  11439. state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
  11440. numDirectionalShadows++;
  11441. }
  11442. state.directional[directionalLength] = uniforms;
  11443. directionalLength++;
  11444. } else if (light.isSpotLight) {
  11445. var _uniforms = cache.get(light);
  11446. _uniforms.position.setFromMatrixPosition(light.matrixWorld);
  11447. _uniforms.color.copy(color).multiplyScalar(intensity);
  11448. _uniforms.distance = distance;
  11449. _uniforms.coneCos = Math.cos(light.angle);
  11450. _uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
  11451. _uniforms.decay = light.decay;
  11452. if (light.castShadow) {
  11453. var _shadow = light.shadow;
  11454. var _shadowUniforms = shadowCache.get(light);
  11455. _shadowUniforms.shadowBias = _shadow.bias;
  11456. _shadowUniforms.shadowNormalBias = _shadow.normalBias;
  11457. _shadowUniforms.shadowRadius = _shadow.radius;
  11458. _shadowUniforms.shadowMapSize = _shadow.mapSize;
  11459. state.spotShadow[spotLength] = _shadowUniforms;
  11460. state.spotShadowMap[spotLength] = shadowMap;
  11461. state.spotShadowMatrix[spotLength] = light.shadow.matrix;
  11462. numSpotShadows++;
  11463. }
  11464. state.spot[spotLength] = _uniforms;
  11465. spotLength++;
  11466. } else if (light.isRectAreaLight) {
  11467. var _uniforms2 = cache.get(light); // (a) intensity is the total visible light emitted
  11468. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11469. // (b) intensity is the brightness of the light
  11470. _uniforms2.color.copy(color).multiplyScalar(intensity);
  11471. _uniforms2.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  11472. _uniforms2.halfHeight.set(0.0, light.height * 0.5, 0.0);
  11473. state.rectArea[rectAreaLength] = _uniforms2;
  11474. rectAreaLength++;
  11475. } else if (light.isPointLight) {
  11476. var _uniforms3 = cache.get(light);
  11477. _uniforms3.color.copy(light.color).multiplyScalar(light.intensity);
  11478. _uniforms3.distance = light.distance;
  11479. _uniforms3.decay = light.decay;
  11480. if (light.castShadow) {
  11481. var _shadow2 = light.shadow;
  11482. var _shadowUniforms2 = shadowCache.get(light);
  11483. _shadowUniforms2.shadowBias = _shadow2.bias;
  11484. _shadowUniforms2.shadowNormalBias = _shadow2.normalBias;
  11485. _shadowUniforms2.shadowRadius = _shadow2.radius;
  11486. _shadowUniforms2.shadowMapSize = _shadow2.mapSize;
  11487. _shadowUniforms2.shadowCameraNear = _shadow2.camera.near;
  11488. _shadowUniforms2.shadowCameraFar = _shadow2.camera.far;
  11489. state.pointShadow[pointLength] = _shadowUniforms2;
  11490. state.pointShadowMap[pointLength] = shadowMap;
  11491. state.pointShadowMatrix[pointLength] = light.shadow.matrix;
  11492. numPointShadows++;
  11493. }
  11494. state.point[pointLength] = _uniforms3;
  11495. pointLength++;
  11496. } else if (light.isHemisphereLight) {
  11497. var _uniforms4 = cache.get(light);
  11498. _uniforms4.skyColor.copy(light.color).multiplyScalar(intensity);
  11499. _uniforms4.groundColor.copy(light.groundColor).multiplyScalar(intensity);
  11500. state.hemi[hemiLength] = _uniforms4;
  11501. hemiLength++;
  11502. }
  11503. }
  11504. if (rectAreaLength > 0) {
  11505. if (capabilities.isWebGL2) {
  11506. // WebGL 2
  11507. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  11508. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  11509. } else {
  11510. // WebGL 1
  11511. if (extensions.has('OES_texture_float_linear') === true) {
  11512. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  11513. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  11514. } else if (extensions.has('OES_texture_half_float_linear') === true) {
  11515. state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
  11516. state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
  11517. } else {
  11518. console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
  11519. }
  11520. }
  11521. }
  11522. state.ambient[0] = r;
  11523. state.ambient[1] = g;
  11524. state.ambient[2] = b;
  11525. var hash = state.hash;
  11526. if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) {
  11527. state.directional.length = directionalLength;
  11528. state.spot.length = spotLength;
  11529. state.rectArea.length = rectAreaLength;
  11530. state.point.length = pointLength;
  11531. state.hemi.length = hemiLength;
  11532. state.directionalShadow.length = numDirectionalShadows;
  11533. state.directionalShadowMap.length = numDirectionalShadows;
  11534. state.pointShadow.length = numPointShadows;
  11535. state.pointShadowMap.length = numPointShadows;
  11536. state.spotShadow.length = numSpotShadows;
  11537. state.spotShadowMap.length = numSpotShadows;
  11538. state.directionalShadowMatrix.length = numDirectionalShadows;
  11539. state.pointShadowMatrix.length = numPointShadows;
  11540. state.spotShadowMatrix.length = numSpotShadows;
  11541. hash.directionalLength = directionalLength;
  11542. hash.pointLength = pointLength;
  11543. hash.spotLength = spotLength;
  11544. hash.rectAreaLength = rectAreaLength;
  11545. hash.hemiLength = hemiLength;
  11546. hash.numDirectionalShadows = numDirectionalShadows;
  11547. hash.numPointShadows = numPointShadows;
  11548. hash.numSpotShadows = numSpotShadows;
  11549. state.version = nextVersion++;
  11550. }
  11551. }
  11552. function setupView(lights, camera) {
  11553. var directionalLength = 0;
  11554. var pointLength = 0;
  11555. var spotLength = 0;
  11556. var rectAreaLength = 0;
  11557. var hemiLength = 0;
  11558. var viewMatrix = camera.matrixWorldInverse;
  11559. for (var _i3 = 0, l = lights.length; _i3 < l; _i3++) {
  11560. var light = lights[_i3];
  11561. if (light.isDirectionalLight) {
  11562. var uniforms = state.directional[directionalLength];
  11563. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  11564. vector3.setFromMatrixPosition(light.target.matrixWorld);
  11565. uniforms.direction.sub(vector3);
  11566. uniforms.direction.transformDirection(viewMatrix);
  11567. directionalLength++;
  11568. } else if (light.isSpotLight) {
  11569. var _uniforms5 = state.spot[spotLength];
  11570. _uniforms5.position.setFromMatrixPosition(light.matrixWorld);
  11571. _uniforms5.position.applyMatrix4(viewMatrix);
  11572. _uniforms5.direction.setFromMatrixPosition(light.matrixWorld);
  11573. vector3.setFromMatrixPosition(light.target.matrixWorld);
  11574. _uniforms5.direction.sub(vector3);
  11575. _uniforms5.direction.transformDirection(viewMatrix);
  11576. spotLength++;
  11577. } else if (light.isRectAreaLight) {
  11578. var _uniforms6 = state.rectArea[rectAreaLength];
  11579. _uniforms6.position.setFromMatrixPosition(light.matrixWorld);
  11580. _uniforms6.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors
  11581. matrix42.identity();
  11582. matrix4.copy(light.matrixWorld);
  11583. matrix4.premultiply(viewMatrix);
  11584. matrix42.extractRotation(matrix4);
  11585. _uniforms6.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  11586. _uniforms6.halfHeight.set(0.0, light.height * 0.5, 0.0);
  11587. _uniforms6.halfWidth.applyMatrix4(matrix42);
  11588. _uniforms6.halfHeight.applyMatrix4(matrix42);
  11589. rectAreaLength++;
  11590. } else if (light.isPointLight) {
  11591. var _uniforms7 = state.point[pointLength];
  11592. _uniforms7.position.setFromMatrixPosition(light.matrixWorld);
  11593. _uniforms7.position.applyMatrix4(viewMatrix);
  11594. pointLength++;
  11595. } else if (light.isHemisphereLight) {
  11596. var _uniforms8 = state.hemi[hemiLength];
  11597. _uniforms8.direction.setFromMatrixPosition(light.matrixWorld);
  11598. _uniforms8.direction.transformDirection(viewMatrix);
  11599. _uniforms8.direction.normalize();
  11600. hemiLength++;
  11601. }
  11602. }
  11603. }
  11604. return {
  11605. setup: setup,
  11606. setupView: setupView,
  11607. state: state
  11608. };
  11609. }
  11610. function WebGLRenderState(extensions, capabilities) {
  11611. var lights = new WebGLLights(extensions, capabilities);
  11612. var lightsArray = [];
  11613. var shadowsArray = [];
  11614. function init() {
  11615. lightsArray.length = 0;
  11616. shadowsArray.length = 0;
  11617. }
  11618. function pushLight(light) {
  11619. lightsArray.push(light);
  11620. }
  11621. function pushShadow(shadowLight) {
  11622. shadowsArray.push(shadowLight);
  11623. }
  11624. function setupLights() {
  11625. lights.setup(lightsArray);
  11626. }
  11627. function setupLightsView(camera) {
  11628. lights.setupView(lightsArray, camera);
  11629. }
  11630. var state = {
  11631. lightsArray: lightsArray,
  11632. shadowsArray: shadowsArray,
  11633. lights: lights
  11634. };
  11635. return {
  11636. init: init,
  11637. state: state,
  11638. setupLights: setupLights,
  11639. setupLightsView: setupLightsView,
  11640. pushLight: pushLight,
  11641. pushShadow: pushShadow
  11642. };
  11643. }
  11644. function WebGLRenderStates(extensions, capabilities) {
  11645. var renderStates = new WeakMap();
  11646. function get(scene, renderCallDepth) {
  11647. if (renderCallDepth === void 0) {
  11648. renderCallDepth = 0;
  11649. }
  11650. var renderState;
  11651. if (renderStates.has(scene) === false) {
  11652. renderState = new WebGLRenderState(extensions, capabilities);
  11653. renderStates.set(scene, []);
  11654. renderStates.get(scene).push(renderState);
  11655. } else {
  11656. if (renderCallDepth >= renderStates.get(scene).length) {
  11657. renderState = new WebGLRenderState(extensions, capabilities);
  11658. renderStates.get(scene).push(renderState);
  11659. } else {
  11660. renderState = renderStates.get(scene)[renderCallDepth];
  11661. }
  11662. }
  11663. return renderState;
  11664. }
  11665. function dispose() {
  11666. renderStates = new WeakMap();
  11667. }
  11668. return {
  11669. get: get,
  11670. dispose: dispose
  11671. };
  11672. }
  11673. /**
  11674. * parameters = {
  11675. *
  11676. * opacity: <float>,
  11677. *
  11678. * map: new THREE.Texture( <Image> ),
  11679. *
  11680. * alphaMap: new THREE.Texture( <Image> ),
  11681. *
  11682. * displacementMap: new THREE.Texture( <Image> ),
  11683. * displacementScale: <float>,
  11684. * displacementBias: <float>,
  11685. *
  11686. * wireframe: <boolean>,
  11687. * wireframeLinewidth: <float>
  11688. * }
  11689. */
  11690. function MeshDepthMaterial(parameters) {
  11691. Material.call(this);
  11692. this.type = 'MeshDepthMaterial';
  11693. this.depthPacking = BasicDepthPacking;
  11694. this.skinning = false;
  11695. this.morphTargets = false;
  11696. this.map = null;
  11697. this.alphaMap = null;
  11698. this.displacementMap = null;
  11699. this.displacementScale = 1;
  11700. this.displacementBias = 0;
  11701. this.wireframe = false;
  11702. this.wireframeLinewidth = 1;
  11703. this.fog = false;
  11704. this.setValues(parameters);
  11705. }
  11706. MeshDepthMaterial.prototype = Object.create(Material.prototype);
  11707. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11708. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11709. MeshDepthMaterial.prototype.copy = function (source) {
  11710. Material.prototype.copy.call(this, source);
  11711. this.depthPacking = source.depthPacking;
  11712. this.skinning = source.skinning;
  11713. this.morphTargets = source.morphTargets;
  11714. this.map = source.map;
  11715. this.alphaMap = source.alphaMap;
  11716. this.displacementMap = source.displacementMap;
  11717. this.displacementScale = source.displacementScale;
  11718. this.displacementBias = source.displacementBias;
  11719. this.wireframe = source.wireframe;
  11720. this.wireframeLinewidth = source.wireframeLinewidth;
  11721. return this;
  11722. };
  11723. /**
  11724. * parameters = {
  11725. *
  11726. * referencePosition: <float>,
  11727. * nearDistance: <float>,
  11728. * farDistance: <float>,
  11729. *
  11730. * skinning: <bool>,
  11731. * morphTargets: <bool>,
  11732. *
  11733. * map: new THREE.Texture( <Image> ),
  11734. *
  11735. * alphaMap: new THREE.Texture( <Image> ),
  11736. *
  11737. * displacementMap: new THREE.Texture( <Image> ),
  11738. * displacementScale: <float>,
  11739. * displacementBias: <float>
  11740. *
  11741. * }
  11742. */
  11743. function MeshDistanceMaterial(parameters) {
  11744. Material.call(this);
  11745. this.type = 'MeshDistanceMaterial';
  11746. this.referencePosition = new Vector3();
  11747. this.nearDistance = 1;
  11748. this.farDistance = 1000;
  11749. this.skinning = false;
  11750. this.morphTargets = false;
  11751. this.map = null;
  11752. this.alphaMap = null;
  11753. this.displacementMap = null;
  11754. this.displacementScale = 1;
  11755. this.displacementBias = 0;
  11756. this.fog = false;
  11757. this.setValues(parameters);
  11758. }
  11759. MeshDistanceMaterial.prototype = Object.create(Material.prototype);
  11760. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11761. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11762. MeshDistanceMaterial.prototype.copy = function (source) {
  11763. Material.prototype.copy.call(this, source);
  11764. this.referencePosition.copy(source.referencePosition);
  11765. this.nearDistance = source.nearDistance;
  11766. this.farDistance = source.farDistance;
  11767. this.skinning = source.skinning;
  11768. this.morphTargets = source.morphTargets;
  11769. this.map = source.map;
  11770. this.alphaMap = source.alphaMap;
  11771. this.displacementMap = source.displacementMap;
  11772. this.displacementScale = source.displacementScale;
  11773. this.displacementBias = source.displacementBias;
  11774. return this;
  11775. };
  11776. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11777. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11778. function WebGLShadowMap(_renderer, _objects, maxTextureSize) {
  11779. var _frustum = new Frustum();
  11780. var _shadowMapSize = new Vector2(),
  11781. _viewportSize = new Vector2(),
  11782. _viewport = new Vector4(),
  11783. _depthMaterials = [],
  11784. _distanceMaterials = [],
  11785. _materialCache = {};
  11786. var shadowSide = {
  11787. 0: BackSide,
  11788. 1: FrontSide,
  11789. 2: DoubleSide
  11790. };
  11791. var shadowMaterialVertical = new ShaderMaterial({
  11792. defines: {
  11793. SAMPLE_RATE: 2.0 / 8.0,
  11794. HALF_SAMPLE_RATE: 1.0 / 8.0
  11795. },
  11796. uniforms: {
  11797. shadow_pass: {
  11798. value: null
  11799. },
  11800. resolution: {
  11801. value: new Vector2()
  11802. },
  11803. radius: {
  11804. value: 4.0
  11805. }
  11806. },
  11807. vertexShader: vsm_vert,
  11808. fragmentShader: vsm_frag
  11809. });
  11810. var shadowMaterialHorizontal = shadowMaterialVertical.clone();
  11811. shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
  11812. var fullScreenTri = new BufferGeometry();
  11813. fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
  11814. var fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
  11815. var scope = this;
  11816. this.enabled = false;
  11817. this.autoUpdate = true;
  11818. this.needsUpdate = false;
  11819. this.type = PCFShadowMap;
  11820. this.render = function (lights, scene, camera) {
  11821. if (scope.enabled === false) return;
  11822. if (scope.autoUpdate === false && scope.needsUpdate === false) return;
  11823. if (lights.length === 0) return;
  11824. var currentRenderTarget = _renderer.getRenderTarget();
  11825. var activeCubeFace = _renderer.getActiveCubeFace();
  11826. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11827. var _state = _renderer.state; // Set GL state for depth map.
  11828. _state.setBlending(NoBlending);
  11829. _state.buffers.color.setClear(1, 1, 1, 1);
  11830. _state.buffers.depth.setTest(true);
  11831. _state.setScissorTest(false); // render depth map
  11832. for (var i = 0, il = lights.length; i < il; i++) {
  11833. var light = lights[i];
  11834. var shadow = light.shadow;
  11835. if (shadow === undefined) {
  11836. console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
  11837. continue;
  11838. }
  11839. if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
  11840. _shadowMapSize.copy(shadow.mapSize);
  11841. var shadowFrameExtents = shadow.getFrameExtents();
  11842. _shadowMapSize.multiply(shadowFrameExtents);
  11843. _viewportSize.copy(shadow.mapSize);
  11844. if (_shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize) {
  11845. if (_shadowMapSize.x > maxTextureSize) {
  11846. _viewportSize.x = Math.floor(maxTextureSize / shadowFrameExtents.x);
  11847. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11848. shadow.mapSize.x = _viewportSize.x;
  11849. }
  11850. if (_shadowMapSize.y > maxTextureSize) {
  11851. _viewportSize.y = Math.floor(maxTextureSize / shadowFrameExtents.y);
  11852. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11853. shadow.mapSize.y = _viewportSize.y;
  11854. }
  11855. }
  11856. if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
  11857. var pars = {
  11858. minFilter: LinearFilter,
  11859. magFilter: LinearFilter,
  11860. format: RGBAFormat
  11861. };
  11862. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  11863. shadow.map.texture.name = light.name + '.shadowMap';
  11864. shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  11865. shadow.camera.updateProjectionMatrix();
  11866. }
  11867. if (shadow.map === null) {
  11868. var _pars = {
  11869. minFilter: NearestFilter,
  11870. magFilter: NearestFilter,
  11871. format: RGBAFormat
  11872. };
  11873. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, _pars);
  11874. shadow.map.texture.name = light.name + '.shadowMap';
  11875. shadow.camera.updateProjectionMatrix();
  11876. }
  11877. _renderer.setRenderTarget(shadow.map);
  11878. _renderer.clear();
  11879. var viewportCount = shadow.getViewportCount();
  11880. for (var vp = 0; vp < viewportCount; vp++) {
  11881. var viewport = shadow.getViewport(vp);
  11882. _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
  11883. _state.viewport(_viewport);
  11884. shadow.updateMatrices(light, vp);
  11885. _frustum = shadow.getFrustum();
  11886. renderObject(scene, camera, shadow.camera, light, this.type);
  11887. } // do blur pass for VSM
  11888. if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
  11889. VSMPass(shadow, camera);
  11890. }
  11891. shadow.needsUpdate = false;
  11892. }
  11893. scope.needsUpdate = false;
  11894. _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
  11895. };
  11896. function VSMPass(shadow, camera) {
  11897. var geometry = _objects.update(fullScreenMesh); // vertical pass
  11898. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11899. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11900. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11901. _renderer.setRenderTarget(shadow.mapPass);
  11902. _renderer.clear();
  11903. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass
  11904. shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11905. shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
  11906. shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
  11907. _renderer.setRenderTarget(shadow.map);
  11908. _renderer.clear();
  11909. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
  11910. }
  11911. function getDepthMaterialVariant(useMorphing, useSkinning, useInstancing) {
  11912. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11913. var material = _depthMaterials[index];
  11914. if (material === undefined) {
  11915. material = new MeshDepthMaterial({
  11916. depthPacking: RGBADepthPacking,
  11917. morphTargets: useMorphing,
  11918. skinning: useSkinning
  11919. });
  11920. _depthMaterials[index] = material;
  11921. }
  11922. return material;
  11923. }
  11924. function getDistanceMaterialVariant(useMorphing, useSkinning, useInstancing) {
  11925. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11926. var material = _distanceMaterials[index];
  11927. if (material === undefined) {
  11928. material = new MeshDistanceMaterial({
  11929. morphTargets: useMorphing,
  11930. skinning: useSkinning
  11931. });
  11932. _distanceMaterials[index] = material;
  11933. }
  11934. return material;
  11935. }
  11936. function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
  11937. var result = null;
  11938. var getMaterialVariant = getDepthMaterialVariant;
  11939. var customMaterial = object.customDepthMaterial;
  11940. if (light.isPointLight === true) {
  11941. getMaterialVariant = getDistanceMaterialVariant;
  11942. customMaterial = object.customDistanceMaterial;
  11943. }
  11944. if (customMaterial === undefined) {
  11945. var useMorphing = false;
  11946. if (material.morphTargets === true) {
  11947. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11948. }
  11949. var useSkinning = false;
  11950. if (object.isSkinnedMesh === true) {
  11951. if (material.skinning === true) {
  11952. useSkinning = true;
  11953. } else {
  11954. console.warn('THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object);
  11955. }
  11956. }
  11957. var useInstancing = object.isInstancedMesh === true;
  11958. result = getMaterialVariant(useMorphing, useSkinning, useInstancing);
  11959. } else {
  11960. result = customMaterial;
  11961. }
  11962. if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0) {
  11963. // in this case we need a unique material instance reflecting the
  11964. // appropriate state
  11965. var keyA = result.uuid,
  11966. keyB = material.uuid;
  11967. var materialsForVariant = _materialCache[keyA];
  11968. if (materialsForVariant === undefined) {
  11969. materialsForVariant = {};
  11970. _materialCache[keyA] = materialsForVariant;
  11971. }
  11972. var cachedMaterial = materialsForVariant[keyB];
  11973. if (cachedMaterial === undefined) {
  11974. cachedMaterial = result.clone();
  11975. materialsForVariant[keyB] = cachedMaterial;
  11976. }
  11977. result = cachedMaterial;
  11978. }
  11979. result.visible = material.visible;
  11980. result.wireframe = material.wireframe;
  11981. if (type === VSMShadowMap) {
  11982. result.side = material.shadowSide !== null ? material.shadowSide : material.side;
  11983. } else {
  11984. result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
  11985. }
  11986. result.clipShadows = material.clipShadows;
  11987. result.clippingPlanes = material.clippingPlanes;
  11988. result.clipIntersection = material.clipIntersection;
  11989. result.wireframeLinewidth = material.wireframeLinewidth;
  11990. result.linewidth = material.linewidth;
  11991. if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
  11992. result.referencePosition.setFromMatrixPosition(light.matrixWorld);
  11993. result.nearDistance = shadowCameraNear;
  11994. result.farDistance = shadowCameraFar;
  11995. }
  11996. return result;
  11997. }
  11998. function renderObject(object, camera, shadowCamera, light, type) {
  11999. if (object.visible === false) return;
  12000. var visible = object.layers.test(camera.layers);
  12001. if (visible && (object.isMesh || object.isLine || object.isPoints)) {
  12002. if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
  12003. object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
  12004. var geometry = _objects.update(object);
  12005. var material = object.material;
  12006. if (Array.isArray(material)) {
  12007. var groups = geometry.groups;
  12008. for (var k = 0, kl = groups.length; k < kl; k++) {
  12009. var group = groups[k];
  12010. var groupMaterial = material[group.materialIndex];
  12011. if (groupMaterial && groupMaterial.visible) {
  12012. var depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
  12013. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
  12014. }
  12015. }
  12016. } else if (material.visible) {
  12017. var _depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);
  12018. _renderer.renderBufferDirect(shadowCamera, null, geometry, _depthMaterial, object, null);
  12019. }
  12020. }
  12021. }
  12022. var children = object.children;
  12023. for (var i = 0, l = children.length; i < l; i++) {
  12024. renderObject(children[i], camera, shadowCamera, light, type);
  12025. }
  12026. }
  12027. }
  12028. function WebGLState(gl, extensions, capabilities) {
  12029. var _equationToGL, _factorToGL;
  12030. var isWebGL2 = capabilities.isWebGL2;
  12031. function ColorBuffer() {
  12032. var locked = false;
  12033. var color = new Vector4();
  12034. var currentColorMask = null;
  12035. var currentColorClear = new Vector4(0, 0, 0, 0);
  12036. return {
  12037. setMask: function setMask(colorMask) {
  12038. if (currentColorMask !== colorMask && !locked) {
  12039. gl.colorMask(colorMask, colorMask, colorMask, colorMask);
  12040. currentColorMask = colorMask;
  12041. }
  12042. },
  12043. setLocked: function setLocked(lock) {
  12044. locked = lock;
  12045. },
  12046. setClear: function setClear(r, g, b, a, premultipliedAlpha) {
  12047. if (premultipliedAlpha === true) {
  12048. r *= a;
  12049. g *= a;
  12050. b *= a;
  12051. }
  12052. color.set(r, g, b, a);
  12053. if (currentColorClear.equals(color) === false) {
  12054. gl.clearColor(r, g, b, a);
  12055. currentColorClear.copy(color);
  12056. }
  12057. },
  12058. reset: function reset() {
  12059. locked = false;
  12060. currentColorMask = null;
  12061. currentColorClear.set(-1, 0, 0, 0); // set to invalid state
  12062. }
  12063. };
  12064. }
  12065. function DepthBuffer() {
  12066. var locked = false;
  12067. var currentDepthMask = null;
  12068. var currentDepthFunc = null;
  12069. var currentDepthClear = null;
  12070. return {
  12071. setTest: function setTest(depthTest) {
  12072. if (depthTest) {
  12073. enable(2929);
  12074. } else {
  12075. disable(2929);
  12076. }
  12077. },
  12078. setMask: function setMask(depthMask) {
  12079. if (currentDepthMask !== depthMask && !locked) {
  12080. gl.depthMask(depthMask);
  12081. currentDepthMask = depthMask;
  12082. }
  12083. },
  12084. setFunc: function setFunc(depthFunc) {
  12085. if (currentDepthFunc !== depthFunc) {
  12086. if (depthFunc) {
  12087. switch (depthFunc) {
  12088. case NeverDepth:
  12089. gl.depthFunc(512);
  12090. break;
  12091. case AlwaysDepth:
  12092. gl.depthFunc(519);
  12093. break;
  12094. case LessDepth:
  12095. gl.depthFunc(513);
  12096. break;
  12097. case LessEqualDepth:
  12098. gl.depthFunc(515);
  12099. break;
  12100. case EqualDepth:
  12101. gl.depthFunc(514);
  12102. break;
  12103. case GreaterEqualDepth:
  12104. gl.depthFunc(518);
  12105. break;
  12106. case GreaterDepth:
  12107. gl.depthFunc(516);
  12108. break;
  12109. case NotEqualDepth:
  12110. gl.depthFunc(517);
  12111. break;
  12112. default:
  12113. gl.depthFunc(515);
  12114. }
  12115. } else {
  12116. gl.depthFunc(515);
  12117. }
  12118. currentDepthFunc = depthFunc;
  12119. }
  12120. },
  12121. setLocked: function setLocked(lock) {
  12122. locked = lock;
  12123. },
  12124. setClear: function setClear(depth) {
  12125. if (currentDepthClear !== depth) {
  12126. gl.clearDepth(depth);
  12127. currentDepthClear = depth;
  12128. }
  12129. },
  12130. reset: function reset() {
  12131. locked = false;
  12132. currentDepthMask = null;
  12133. currentDepthFunc = null;
  12134. currentDepthClear = null;
  12135. }
  12136. };
  12137. }
  12138. function StencilBuffer() {
  12139. var locked = false;
  12140. var currentStencilMask = null;
  12141. var currentStencilFunc = null;
  12142. var currentStencilRef = null;
  12143. var currentStencilFuncMask = null;
  12144. var currentStencilFail = null;
  12145. var currentStencilZFail = null;
  12146. var currentStencilZPass = null;
  12147. var currentStencilClear = null;
  12148. return {
  12149. setTest: function setTest(stencilTest) {
  12150. if (!locked) {
  12151. if (stencilTest) {
  12152. enable(2960);
  12153. } else {
  12154. disable(2960);
  12155. }
  12156. }
  12157. },
  12158. setMask: function setMask(stencilMask) {
  12159. if (currentStencilMask !== stencilMask && !locked) {
  12160. gl.stencilMask(stencilMask);
  12161. currentStencilMask = stencilMask;
  12162. }
  12163. },
  12164. setFunc: function setFunc(stencilFunc, stencilRef, stencilMask) {
  12165. if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
  12166. gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
  12167. currentStencilFunc = stencilFunc;
  12168. currentStencilRef = stencilRef;
  12169. currentStencilFuncMask = stencilMask;
  12170. }
  12171. },
  12172. setOp: function setOp(stencilFail, stencilZFail, stencilZPass) {
  12173. if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
  12174. gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
  12175. currentStencilFail = stencilFail;
  12176. currentStencilZFail = stencilZFail;
  12177. currentStencilZPass = stencilZPass;
  12178. }
  12179. },
  12180. setLocked: function setLocked(lock) {
  12181. locked = lock;
  12182. },
  12183. setClear: function setClear(stencil) {
  12184. if (currentStencilClear !== stencil) {
  12185. gl.clearStencil(stencil);
  12186. currentStencilClear = stencil;
  12187. }
  12188. },
  12189. reset: function reset() {
  12190. locked = false;
  12191. currentStencilMask = null;
  12192. currentStencilFunc = null;
  12193. currentStencilRef = null;
  12194. currentStencilFuncMask = null;
  12195. currentStencilFail = null;
  12196. currentStencilZFail = null;
  12197. currentStencilZPass = null;
  12198. currentStencilClear = null;
  12199. }
  12200. };
  12201. } //
  12202. var colorBuffer = new ColorBuffer();
  12203. var depthBuffer = new DepthBuffer();
  12204. var stencilBuffer = new StencilBuffer();
  12205. var enabledCapabilities = {};
  12206. var currentProgram = null;
  12207. var currentBlendingEnabled = null;
  12208. var currentBlending = null;
  12209. var currentBlendEquation = null;
  12210. var currentBlendSrc = null;
  12211. var currentBlendDst = null;
  12212. var currentBlendEquationAlpha = null;
  12213. var currentBlendSrcAlpha = null;
  12214. var currentBlendDstAlpha = null;
  12215. var currentPremultipledAlpha = false;
  12216. var currentFlipSided = null;
  12217. var currentCullFace = null;
  12218. var currentLineWidth = null;
  12219. var currentPolygonOffsetFactor = null;
  12220. var currentPolygonOffsetUnits = null;
  12221. var maxTextures = gl.getParameter(35661);
  12222. var lineWidthAvailable = false;
  12223. var version = 0;
  12224. var glVersion = gl.getParameter(7938);
  12225. if (glVersion.indexOf('WebGL') !== -1) {
  12226. version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
  12227. lineWidthAvailable = version >= 1.0;
  12228. } else if (glVersion.indexOf('OpenGL ES') !== -1) {
  12229. version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
  12230. lineWidthAvailable = version >= 2.0;
  12231. }
  12232. var currentTextureSlot = null;
  12233. var currentBoundTextures = {};
  12234. var currentScissor = new Vector4();
  12235. var currentViewport = new Vector4();
  12236. function createTexture(type, target, count) {
  12237. var data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
  12238. var texture = gl.createTexture();
  12239. gl.bindTexture(type, texture);
  12240. gl.texParameteri(type, 10241, 9728);
  12241. gl.texParameteri(type, 10240, 9728);
  12242. for (var i = 0; i < count; i++) {
  12243. gl.texImage2D(target + i, 0, 6408, 1, 1, 0, 6408, 5121, data);
  12244. }
  12245. return texture;
  12246. }
  12247. var emptyTextures = {};
  12248. emptyTextures[3553] = createTexture(3553, 3553, 1);
  12249. emptyTextures[34067] = createTexture(34067, 34069, 6); // init
  12250. colorBuffer.setClear(0, 0, 0, 1);
  12251. depthBuffer.setClear(1);
  12252. stencilBuffer.setClear(0);
  12253. enable(2929);
  12254. depthBuffer.setFunc(LessEqualDepth);
  12255. setFlipSided(false);
  12256. setCullFace(CullFaceBack);
  12257. enable(2884);
  12258. setBlending(NoBlending); //
  12259. function enable(id) {
  12260. if (enabledCapabilities[id] !== true) {
  12261. gl.enable(id);
  12262. enabledCapabilities[id] = true;
  12263. }
  12264. }
  12265. function disable(id) {
  12266. if (enabledCapabilities[id] !== false) {
  12267. gl.disable(id);
  12268. enabledCapabilities[id] = false;
  12269. }
  12270. }
  12271. function useProgram(program) {
  12272. if (currentProgram !== program) {
  12273. gl.useProgram(program);
  12274. currentProgram = program;
  12275. return true;
  12276. }
  12277. return false;
  12278. }
  12279. var equationToGL = (_equationToGL = {}, _equationToGL[AddEquation] = 32774, _equationToGL[SubtractEquation] = 32778, _equationToGL[ReverseSubtractEquation] = 32779, _equationToGL);
  12280. if (isWebGL2) {
  12281. equationToGL[MinEquation] = 32775;
  12282. equationToGL[MaxEquation] = 32776;
  12283. } else {
  12284. var extension = extensions.get('EXT_blend_minmax');
  12285. if (extension !== null) {
  12286. equationToGL[MinEquation] = extension.MIN_EXT;
  12287. equationToGL[MaxEquation] = extension.MAX_EXT;
  12288. }
  12289. }
  12290. var factorToGL = (_factorToGL = {}, _factorToGL[ZeroFactor] = 0, _factorToGL[OneFactor] = 1, _factorToGL[SrcColorFactor] = 768, _factorToGL[SrcAlphaFactor] = 770, _factorToGL[SrcAlphaSaturateFactor] = 776, _factorToGL[DstColorFactor] = 774, _factorToGL[DstAlphaFactor] = 772, _factorToGL[OneMinusSrcColorFactor] = 769, _factorToGL[OneMinusSrcAlphaFactor] = 771, _factorToGL[OneMinusDstColorFactor] = 775, _factorToGL[OneMinusDstAlphaFactor] = 773, _factorToGL);
  12291. function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
  12292. if (blending === NoBlending) {
  12293. if (currentBlendingEnabled) {
  12294. disable(3042);
  12295. currentBlendingEnabled = false;
  12296. }
  12297. return;
  12298. }
  12299. if (!currentBlendingEnabled) {
  12300. enable(3042);
  12301. currentBlendingEnabled = true;
  12302. }
  12303. if (blending !== CustomBlending) {
  12304. if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
  12305. if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
  12306. gl.blendEquation(32774);
  12307. currentBlendEquation = AddEquation;
  12308. currentBlendEquationAlpha = AddEquation;
  12309. }
  12310. if (premultipliedAlpha) {
  12311. switch (blending) {
  12312. case NormalBlending:
  12313. gl.blendFuncSeparate(1, 771, 1, 771);
  12314. break;
  12315. case AdditiveBlending:
  12316. gl.blendFunc(1, 1);
  12317. break;
  12318. case SubtractiveBlending:
  12319. gl.blendFuncSeparate(0, 0, 769, 771);
  12320. break;
  12321. case MultiplyBlending:
  12322. gl.blendFuncSeparate(0, 768, 0, 770);
  12323. break;
  12324. default:
  12325. console.error('THREE.WebGLState: Invalid blending: ', blending);
  12326. break;
  12327. }
  12328. } else {
  12329. switch (blending) {
  12330. case NormalBlending:
  12331. gl.blendFuncSeparate(770, 771, 1, 771);
  12332. break;
  12333. case AdditiveBlending:
  12334. gl.blendFunc(770, 1);
  12335. break;
  12336. case SubtractiveBlending:
  12337. gl.blendFunc(0, 769);
  12338. break;
  12339. case MultiplyBlending:
  12340. gl.blendFunc(0, 768);
  12341. break;
  12342. default:
  12343. console.error('THREE.WebGLState: Invalid blending: ', blending);
  12344. break;
  12345. }
  12346. }
  12347. currentBlendSrc = null;
  12348. currentBlendDst = null;
  12349. currentBlendSrcAlpha = null;
  12350. currentBlendDstAlpha = null;
  12351. currentBlending = blending;
  12352. currentPremultipledAlpha = premultipliedAlpha;
  12353. }
  12354. return;
  12355. } // custom blending
  12356. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12357. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12358. blendDstAlpha = blendDstAlpha || blendDst;
  12359. if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
  12360. gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
  12361. currentBlendEquation = blendEquation;
  12362. currentBlendEquationAlpha = blendEquationAlpha;
  12363. }
  12364. if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
  12365. gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
  12366. currentBlendSrc = blendSrc;
  12367. currentBlendDst = blendDst;
  12368. currentBlendSrcAlpha = blendSrcAlpha;
  12369. currentBlendDstAlpha = blendDstAlpha;
  12370. }
  12371. currentBlending = blending;
  12372. currentPremultipledAlpha = null;
  12373. }
  12374. function setMaterial(material, frontFaceCW) {
  12375. material.side === DoubleSide ? disable(2884) : enable(2884);
  12376. var flipSided = material.side === BackSide;
  12377. if (frontFaceCW) flipSided = !flipSided;
  12378. setFlipSided(flipSided);
  12379. material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);
  12380. depthBuffer.setFunc(material.depthFunc);
  12381. depthBuffer.setTest(material.depthTest);
  12382. depthBuffer.setMask(material.depthWrite);
  12383. colorBuffer.setMask(material.colorWrite);
  12384. var stencilWrite = material.stencilWrite;
  12385. stencilBuffer.setTest(stencilWrite);
  12386. if (stencilWrite) {
  12387. stencilBuffer.setMask(material.stencilWriteMask);
  12388. stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
  12389. stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
  12390. }
  12391. setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
  12392. } //
  12393. function setFlipSided(flipSided) {
  12394. if (currentFlipSided !== flipSided) {
  12395. if (flipSided) {
  12396. gl.frontFace(2304);
  12397. } else {
  12398. gl.frontFace(2305);
  12399. }
  12400. currentFlipSided = flipSided;
  12401. }
  12402. }
  12403. function setCullFace(cullFace) {
  12404. if (cullFace !== CullFaceNone) {
  12405. enable(2884);
  12406. if (cullFace !== currentCullFace) {
  12407. if (cullFace === CullFaceBack) {
  12408. gl.cullFace(1029);
  12409. } else if (cullFace === CullFaceFront) {
  12410. gl.cullFace(1028);
  12411. } else {
  12412. gl.cullFace(1032);
  12413. }
  12414. }
  12415. } else {
  12416. disable(2884);
  12417. }
  12418. currentCullFace = cullFace;
  12419. }
  12420. function setLineWidth(width) {
  12421. if (width !== currentLineWidth) {
  12422. if (lineWidthAvailable) gl.lineWidth(width);
  12423. currentLineWidth = width;
  12424. }
  12425. }
  12426. function setPolygonOffset(polygonOffset, factor, units) {
  12427. if (polygonOffset) {
  12428. enable(32823);
  12429. if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
  12430. gl.polygonOffset(factor, units);
  12431. currentPolygonOffsetFactor = factor;
  12432. currentPolygonOffsetUnits = units;
  12433. }
  12434. } else {
  12435. disable(32823);
  12436. }
  12437. }
  12438. function setScissorTest(scissorTest) {
  12439. if (scissorTest) {
  12440. enable(3089);
  12441. } else {
  12442. disable(3089);
  12443. }
  12444. } // texture
  12445. function activeTexture(webglSlot) {
  12446. if (webglSlot === undefined) webglSlot = 33984 + maxTextures - 1;
  12447. if (currentTextureSlot !== webglSlot) {
  12448. gl.activeTexture(webglSlot);
  12449. currentTextureSlot = webglSlot;
  12450. }
  12451. }
  12452. function bindTexture(webglType, webglTexture) {
  12453. if (currentTextureSlot === null) {
  12454. activeTexture();
  12455. }
  12456. var boundTexture = currentBoundTextures[currentTextureSlot];
  12457. if (boundTexture === undefined) {
  12458. boundTexture = {
  12459. type: undefined,
  12460. texture: undefined
  12461. };
  12462. currentBoundTextures[currentTextureSlot] = boundTexture;
  12463. }
  12464. if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
  12465. gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
  12466. boundTexture.type = webglType;
  12467. boundTexture.texture = webglTexture;
  12468. }
  12469. }
  12470. function unbindTexture() {
  12471. var boundTexture = currentBoundTextures[currentTextureSlot];
  12472. if (boundTexture !== undefined && boundTexture.type !== undefined) {
  12473. gl.bindTexture(boundTexture.type, null);
  12474. boundTexture.type = undefined;
  12475. boundTexture.texture = undefined;
  12476. }
  12477. }
  12478. function compressedTexImage2D() {
  12479. try {
  12480. gl.compressedTexImage2D.apply(gl, arguments);
  12481. } catch (error) {
  12482. console.error('THREE.WebGLState:', error);
  12483. }
  12484. }
  12485. function texImage2D() {
  12486. try {
  12487. gl.texImage2D.apply(gl, arguments);
  12488. } catch (error) {
  12489. console.error('THREE.WebGLState:', error);
  12490. }
  12491. }
  12492. function texImage3D() {
  12493. try {
  12494. gl.texImage3D.apply(gl, arguments);
  12495. } catch (error) {
  12496. console.error('THREE.WebGLState:', error);
  12497. }
  12498. } //
  12499. function scissor(scissor) {
  12500. if (currentScissor.equals(scissor) === false) {
  12501. gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
  12502. currentScissor.copy(scissor);
  12503. }
  12504. }
  12505. function viewport(viewport) {
  12506. if (currentViewport.equals(viewport) === false) {
  12507. gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
  12508. currentViewport.copy(viewport);
  12509. }
  12510. } //
  12511. function reset() {
  12512. enabledCapabilities = {};
  12513. currentTextureSlot = null;
  12514. currentBoundTextures = {};
  12515. currentProgram = null;
  12516. currentBlendingEnabled = null;
  12517. currentBlending = null;
  12518. currentBlendEquation = null;
  12519. currentBlendSrc = null;
  12520. currentBlendDst = null;
  12521. currentBlendEquationAlpha = null;
  12522. currentBlendSrcAlpha = null;
  12523. currentBlendDstAlpha = null;
  12524. currentPremultipledAlpha = false;
  12525. currentFlipSided = null;
  12526. currentCullFace = null;
  12527. currentLineWidth = null;
  12528. currentPolygonOffsetFactor = null;
  12529. currentPolygonOffsetUnits = null;
  12530. colorBuffer.reset();
  12531. depthBuffer.reset();
  12532. stencilBuffer.reset();
  12533. }
  12534. return {
  12535. buffers: {
  12536. color: colorBuffer,
  12537. depth: depthBuffer,
  12538. stencil: stencilBuffer
  12539. },
  12540. enable: enable,
  12541. disable: disable,
  12542. useProgram: useProgram,
  12543. setBlending: setBlending,
  12544. setMaterial: setMaterial,
  12545. setFlipSided: setFlipSided,
  12546. setCullFace: setCullFace,
  12547. setLineWidth: setLineWidth,
  12548. setPolygonOffset: setPolygonOffset,
  12549. setScissorTest: setScissorTest,
  12550. activeTexture: activeTexture,
  12551. bindTexture: bindTexture,
  12552. unbindTexture: unbindTexture,
  12553. compressedTexImage2D: compressedTexImage2D,
  12554. texImage2D: texImage2D,
  12555. texImage3D: texImage3D,
  12556. scissor: scissor,
  12557. viewport: viewport,
  12558. reset: reset
  12559. };
  12560. }
  12561. function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
  12562. var _wrappingToGL, _filterToGL;
  12563. var isWebGL2 = capabilities.isWebGL2;
  12564. var maxTextures = capabilities.maxTextures;
  12565. var maxCubemapSize = capabilities.maxCubemapSize;
  12566. var maxTextureSize = capabilities.maxTextureSize;
  12567. var maxSamples = capabilities.maxSamples;
  12568. var _videoTextures = new WeakMap();
  12569. var _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12570. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12571. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12572. var useOffscreenCanvas = false;
  12573. try {
  12574. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
  12575. } catch (err) {// Ignore any errors
  12576. }
  12577. function createCanvas(width, height) {
  12578. // Use OffscreenCanvas when available. Specially needed in web workers
  12579. return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  12580. }
  12581. function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
  12582. var scale = 1; // handle case if texture exceeds max size
  12583. if (image.width > maxSize || image.height > maxSize) {
  12584. scale = maxSize / Math.max(image.width, image.height);
  12585. } // only perform resize if necessary
  12586. if (scale < 1 || needsPowerOfTwo === true) {
  12587. // only perform resize for certain image types
  12588. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  12589. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12590. var width = floor(scale * image.width);
  12591. var height = floor(scale * image.height);
  12592. if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas
  12593. var canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
  12594. canvas.width = width;
  12595. canvas.height = height;
  12596. var context = canvas.getContext('2d');
  12597. context.drawImage(image, 0, 0, width, height);
  12598. console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
  12599. return canvas;
  12600. } else {
  12601. if ('data' in image) {
  12602. console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
  12603. }
  12604. return image;
  12605. }
  12606. }
  12607. return image;
  12608. }
  12609. function isPowerOfTwo(image) {
  12610. return MathUtils.isPowerOfTwo(image.width) && MathUtils.isPowerOfTwo(image.height);
  12611. }
  12612. function textureNeedsPowerOfTwo(texture) {
  12613. if (isWebGL2) return false;
  12614. return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12615. }
  12616. function textureNeedsGenerateMipmaps(texture, supportsMips) {
  12617. return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12618. }
  12619. function generateMipmap(target, texture, width, height) {
  12620. _gl.generateMipmap(target);
  12621. var textureProperties = properties.get(texture); // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12622. textureProperties.__maxMipLevel = Math.log(Math.max(width, height)) * Math.LOG2E;
  12623. }
  12624. function getInternalFormat(internalFormatName, glFormat, glType) {
  12625. if (isWebGL2 === false) return glFormat;
  12626. if (internalFormatName !== null) {
  12627. if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
  12628. console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
  12629. }
  12630. var internalFormat = glFormat;
  12631. if (glFormat === 6403) {
  12632. if (glType === 5126) internalFormat = 33326;
  12633. if (glType === 5131) internalFormat = 33325;
  12634. if (glType === 5121) internalFormat = 33321;
  12635. }
  12636. if (glFormat === 6407) {
  12637. if (glType === 5126) internalFormat = 34837;
  12638. if (glType === 5131) internalFormat = 34843;
  12639. if (glType === 5121) internalFormat = 32849;
  12640. }
  12641. if (glFormat === 6408) {
  12642. if (glType === 5126) internalFormat = 34836;
  12643. if (glType === 5131) internalFormat = 34842;
  12644. if (glType === 5121) internalFormat = 32856;
  12645. }
  12646. if (internalFormat === 33325 || internalFormat === 33326 || internalFormat === 34842 || internalFormat === 34836) {
  12647. extensions.get('EXT_color_buffer_float');
  12648. }
  12649. return internalFormat;
  12650. } // Fallback filters for non-power-of-2 textures
  12651. function filterFallback(f) {
  12652. if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
  12653. return 9728;
  12654. }
  12655. return 9729;
  12656. } //
  12657. function onTextureDispose(event) {
  12658. var texture = event.target;
  12659. texture.removeEventListener('dispose', onTextureDispose);
  12660. deallocateTexture(texture);
  12661. if (texture.isVideoTexture) {
  12662. _videoTextures.delete(texture);
  12663. }
  12664. info.memory.textures--;
  12665. }
  12666. function onRenderTargetDispose(event) {
  12667. var renderTarget = event.target;
  12668. renderTarget.removeEventListener('dispose', onRenderTargetDispose);
  12669. deallocateRenderTarget(renderTarget);
  12670. info.memory.textures--;
  12671. } //
  12672. function deallocateTexture(texture) {
  12673. var textureProperties = properties.get(texture);
  12674. if (textureProperties.__webglInit === undefined) return;
  12675. _gl.deleteTexture(textureProperties.__webglTexture);
  12676. properties.remove(texture);
  12677. }
  12678. function deallocateRenderTarget(renderTarget) {
  12679. var renderTargetProperties = properties.get(renderTarget);
  12680. var textureProperties = properties.get(renderTarget.texture);
  12681. if (!renderTarget) return;
  12682. if (textureProperties.__webglTexture !== undefined) {
  12683. _gl.deleteTexture(textureProperties.__webglTexture);
  12684. }
  12685. if (renderTarget.depthTexture) {
  12686. renderTarget.depthTexture.dispose();
  12687. }
  12688. if (renderTarget.isWebGLCubeRenderTarget) {
  12689. for (var i = 0; i < 6; i++) {
  12690. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
  12691. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
  12692. }
  12693. } else {
  12694. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
  12695. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
  12696. if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
  12697. if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
  12698. if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
  12699. }
  12700. properties.remove(renderTarget.texture);
  12701. properties.remove(renderTarget);
  12702. } //
  12703. var textureUnits = 0;
  12704. function resetTextureUnits() {
  12705. textureUnits = 0;
  12706. }
  12707. function allocateTextureUnit() {
  12708. var textureUnit = textureUnits;
  12709. if (textureUnit >= maxTextures) {
  12710. console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
  12711. }
  12712. textureUnits += 1;
  12713. return textureUnit;
  12714. } //
  12715. function setTexture2D(texture, slot) {
  12716. var textureProperties = properties.get(texture);
  12717. if (texture.isVideoTexture) updateVideoTexture(texture);
  12718. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12719. var image = texture.image;
  12720. if (image === undefined) {
  12721. console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
  12722. } else if (image.complete === false) {
  12723. console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
  12724. } else {
  12725. uploadTexture(textureProperties, texture, slot);
  12726. return;
  12727. }
  12728. }
  12729. state.activeTexture(33984 + slot);
  12730. state.bindTexture(3553, textureProperties.__webglTexture);
  12731. }
  12732. function setTexture2DArray(texture, slot) {
  12733. var textureProperties = properties.get(texture);
  12734. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12735. uploadTexture(textureProperties, texture, slot);
  12736. return;
  12737. }
  12738. state.activeTexture(33984 + slot);
  12739. state.bindTexture(35866, textureProperties.__webglTexture);
  12740. }
  12741. function setTexture3D(texture, slot) {
  12742. var textureProperties = properties.get(texture);
  12743. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12744. uploadTexture(textureProperties, texture, slot);
  12745. return;
  12746. }
  12747. state.activeTexture(33984 + slot);
  12748. state.bindTexture(32879, textureProperties.__webglTexture);
  12749. }
  12750. function setTextureCube(texture, slot) {
  12751. var textureProperties = properties.get(texture);
  12752. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12753. uploadCubeTexture(textureProperties, texture, slot);
  12754. return;
  12755. }
  12756. state.activeTexture(33984 + slot);
  12757. state.bindTexture(34067, textureProperties.__webglTexture);
  12758. }
  12759. var wrappingToGL = (_wrappingToGL = {}, _wrappingToGL[RepeatWrapping] = 10497, _wrappingToGL[ClampToEdgeWrapping] = 33071, _wrappingToGL[MirroredRepeatWrapping] = 33648, _wrappingToGL);
  12760. var filterToGL = (_filterToGL = {}, _filterToGL[NearestFilter] = 9728, _filterToGL[NearestMipmapNearestFilter] = 9984, _filterToGL[NearestMipmapLinearFilter] = 9986, _filterToGL[LinearFilter] = 9729, _filterToGL[LinearMipmapNearestFilter] = 9985, _filterToGL[LinearMipmapLinearFilter] = 9987, _filterToGL);
  12761. function setTextureParameters(textureType, texture, supportsMips) {
  12762. if (supportsMips) {
  12763. _gl.texParameteri(textureType, 10242, wrappingToGL[texture.wrapS]);
  12764. _gl.texParameteri(textureType, 10243, wrappingToGL[texture.wrapT]);
  12765. if (textureType === 32879 || textureType === 35866) {
  12766. _gl.texParameteri(textureType, 32882, wrappingToGL[texture.wrapR]);
  12767. }
  12768. _gl.texParameteri(textureType, 10240, filterToGL[texture.magFilter]);
  12769. _gl.texParameteri(textureType, 10241, filterToGL[texture.minFilter]);
  12770. } else {
  12771. _gl.texParameteri(textureType, 10242, 33071);
  12772. _gl.texParameteri(textureType, 10243, 33071);
  12773. if (textureType === 32879 || textureType === 35866) {
  12774. _gl.texParameteri(textureType, 32882, 33071);
  12775. }
  12776. if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
  12777. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');
  12778. }
  12779. _gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter));
  12780. _gl.texParameteri(textureType, 10241, filterFallback(texture.minFilter));
  12781. if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
  12782. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');
  12783. }
  12784. }
  12785. var extension = extensions.get('EXT_texture_filter_anisotropic');
  12786. if (extension) {
  12787. if (texture.type === FloatType && extensions.get('OES_texture_float_linear') === null) return;
  12788. if (texture.type === HalfFloatType && (isWebGL2 || extensions.get('OES_texture_half_float_linear')) === null) return;
  12789. if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
  12790. _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
  12791. properties.get(texture).__currentAnisotropy = texture.anisotropy;
  12792. }
  12793. }
  12794. }
  12795. function initTexture(textureProperties, texture) {
  12796. if (textureProperties.__webglInit === undefined) {
  12797. textureProperties.__webglInit = true;
  12798. texture.addEventListener('dispose', onTextureDispose);
  12799. textureProperties.__webglTexture = _gl.createTexture();
  12800. info.memory.textures++;
  12801. }
  12802. }
  12803. function uploadTexture(textureProperties, texture, slot) {
  12804. var textureType = 3553;
  12805. if (texture.isDataTexture2DArray) textureType = 35866;
  12806. if (texture.isDataTexture3D) textureType = 32879;
  12807. initTexture(textureProperties, texture);
  12808. state.activeTexture(33984 + slot);
  12809. state.bindTexture(textureType, textureProperties.__webglTexture);
  12810. _gl.pixelStorei(37440, texture.flipY);
  12811. _gl.pixelStorei(37441, texture.premultiplyAlpha);
  12812. _gl.pixelStorei(3317, texture.unpackAlignment);
  12813. var needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo(texture.image) === false;
  12814. var image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
  12815. var supportsMips = isPowerOfTwo(image) || isWebGL2,
  12816. glFormat = utils.convert(texture.format);
  12817. var glType = utils.convert(texture.type),
  12818. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12819. setTextureParameters(textureType, texture, supportsMips);
  12820. var mipmap;
  12821. var mipmaps = texture.mipmaps;
  12822. if (texture.isDepthTexture) {
  12823. // populate depth texture with dummy data
  12824. glInternalFormat = 6402;
  12825. if (isWebGL2) {
  12826. if (texture.type === FloatType) {
  12827. glInternalFormat = 36012;
  12828. } else if (texture.type === UnsignedIntType) {
  12829. glInternalFormat = 33190;
  12830. } else if (texture.type === UnsignedInt248Type) {
  12831. glInternalFormat = 35056;
  12832. } else {
  12833. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  12834. }
  12835. } else {
  12836. if (texture.type === FloatType) {
  12837. console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
  12838. }
  12839. } // validation checks for WebGL 1
  12840. if (texture.format === DepthFormat && glInternalFormat === 6402) {
  12841. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12842. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12843. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12844. if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {
  12845. console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');
  12846. texture.type = UnsignedShortType;
  12847. glType = utils.convert(texture.type);
  12848. }
  12849. }
  12850. if (texture.format === DepthStencilFormat && glInternalFormat === 6402) {
  12851. // Depth stencil textures need the DEPTH_STENCIL internal format
  12852. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12853. glInternalFormat = 34041; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12854. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12855. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12856. if (texture.type !== UnsignedInt248Type) {
  12857. console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
  12858. texture.type = UnsignedInt248Type;
  12859. glType = utils.convert(texture.type);
  12860. }
  12861. } //
  12862. state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
  12863. } else if (texture.isDataTexture) {
  12864. // use manually created mipmaps if available
  12865. // if there are no manual mipmaps
  12866. // set 0 level mipmap and then use GL to generate other mipmap levels
  12867. if (mipmaps.length > 0 && supportsMips) {
  12868. for (var i = 0, il = mipmaps.length; i < il; i++) {
  12869. mipmap = mipmaps[i];
  12870. state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  12871. }
  12872. texture.generateMipmaps = false;
  12873. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12874. } else {
  12875. state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
  12876. textureProperties.__maxMipLevel = 0;
  12877. }
  12878. } else if (texture.isCompressedTexture) {
  12879. for (var _i = 0, _il = mipmaps.length; _i < _il; _i++) {
  12880. mipmap = mipmaps[_i];
  12881. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  12882. if (glFormat !== null) {
  12883. state.compressedTexImage2D(3553, _i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  12884. } else {
  12885. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
  12886. }
  12887. } else {
  12888. state.texImage2D(3553, _i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  12889. }
  12890. }
  12891. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12892. } else if (texture.isDataTexture2DArray) {
  12893. state.texImage3D(35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  12894. textureProperties.__maxMipLevel = 0;
  12895. } else if (texture.isDataTexture3D) {
  12896. state.texImage3D(32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  12897. textureProperties.__maxMipLevel = 0;
  12898. } else {
  12899. // regular Texture (image, video, canvas)
  12900. // use manually created mipmaps if available
  12901. // if there are no manual mipmaps
  12902. // set 0 level mipmap and then use GL to generate other mipmap levels
  12903. if (mipmaps.length > 0 && supportsMips) {
  12904. for (var _i2 = 0, _il2 = mipmaps.length; _i2 < _il2; _i2++) {
  12905. mipmap = mipmaps[_i2];
  12906. state.texImage2D(3553, _i2, glInternalFormat, glFormat, glType, mipmap);
  12907. }
  12908. texture.generateMipmaps = false;
  12909. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12910. } else {
  12911. state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image);
  12912. textureProperties.__maxMipLevel = 0;
  12913. }
  12914. }
  12915. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  12916. generateMipmap(textureType, texture, image.width, image.height);
  12917. }
  12918. textureProperties.__version = texture.version;
  12919. if (texture.onUpdate) texture.onUpdate(texture);
  12920. }
  12921. function uploadCubeTexture(textureProperties, texture, slot) {
  12922. if (texture.image.length !== 6) return;
  12923. initTexture(textureProperties, texture);
  12924. state.activeTexture(33984 + slot);
  12925. state.bindTexture(34067, textureProperties.__webglTexture);
  12926. _gl.pixelStorei(37440, texture.flipY);
  12927. _gl.pixelStorei(37441, texture.premultiplyAlpha);
  12928. _gl.pixelStorei(3317, texture.unpackAlignment);
  12929. var isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
  12930. var isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
  12931. var cubeImage = [];
  12932. for (var i = 0; i < 6; i++) {
  12933. if (!isCompressed && !isDataTexture) {
  12934. cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
  12935. } else {
  12936. cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
  12937. }
  12938. }
  12939. var image = cubeImage[0],
  12940. supportsMips = isPowerOfTwo(image) || isWebGL2,
  12941. glFormat = utils.convert(texture.format),
  12942. glType = utils.convert(texture.type),
  12943. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12944. setTextureParameters(34067, texture, supportsMips);
  12945. var mipmaps;
  12946. if (isCompressed) {
  12947. for (var _i3 = 0; _i3 < 6; _i3++) {
  12948. mipmaps = cubeImage[_i3].mipmaps;
  12949. for (var j = 0; j < mipmaps.length; j++) {
  12950. var mipmap = mipmaps[j];
  12951. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  12952. if (glFormat !== null) {
  12953. state.compressedTexImage2D(34069 + _i3, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  12954. } else {
  12955. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');
  12956. }
  12957. } else {
  12958. state.texImage2D(34069 + _i3, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  12959. }
  12960. }
  12961. }
  12962. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12963. } else {
  12964. mipmaps = texture.mipmaps;
  12965. for (var _i4 = 0; _i4 < 6; _i4++) {
  12966. if (isDataTexture) {
  12967. state.texImage2D(34069 + _i4, 0, glInternalFormat, cubeImage[_i4].width, cubeImage[_i4].height, 0, glFormat, glType, cubeImage[_i4].data);
  12968. for (var _j = 0; _j < mipmaps.length; _j++) {
  12969. var _mipmap = mipmaps[_j];
  12970. var mipmapImage = _mipmap.image[_i4].image;
  12971. state.texImage2D(34069 + _i4, _j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
  12972. }
  12973. } else {
  12974. state.texImage2D(34069 + _i4, 0, glInternalFormat, glFormat, glType, cubeImage[_i4]);
  12975. for (var _j2 = 0; _j2 < mipmaps.length; _j2++) {
  12976. var _mipmap2 = mipmaps[_j2];
  12977. state.texImage2D(34069 + _i4, _j2 + 1, glInternalFormat, glFormat, glType, _mipmap2.image[_i4]);
  12978. }
  12979. }
  12980. }
  12981. textureProperties.__maxMipLevel = mipmaps.length;
  12982. }
  12983. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  12984. // We assume images for cube map have the same size.
  12985. generateMipmap(34067, texture, image.width, image.height);
  12986. }
  12987. textureProperties.__version = texture.version;
  12988. if (texture.onUpdate) texture.onUpdate(texture);
  12989. } // Render targets
  12990. // Setup storage for target texture and bind it to correct framebuffer
  12991. function setupFrameBufferTexture(framebuffer, renderTarget, attachment, textureTarget) {
  12992. var glFormat = utils.convert(renderTarget.texture.format);
  12993. var glType = utils.convert(renderTarget.texture.type);
  12994. var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
  12995. state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
  12996. _gl.bindFramebuffer(36160, framebuffer);
  12997. _gl.framebufferTexture2D(36160, attachment, textureTarget, properties.get(renderTarget.texture).__webglTexture, 0);
  12998. _gl.bindFramebuffer(36160, null);
  12999. } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13000. function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
  13001. _gl.bindRenderbuffer(36161, renderbuffer);
  13002. if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
  13003. var glInternalFormat = 33189;
  13004. if (isMultisample) {
  13005. var depthTexture = renderTarget.depthTexture;
  13006. if (depthTexture && depthTexture.isDepthTexture) {
  13007. if (depthTexture.type === FloatType) {
  13008. glInternalFormat = 36012;
  13009. } else if (depthTexture.type === UnsignedIntType) {
  13010. glInternalFormat = 33190;
  13011. }
  13012. }
  13013. var samples = getRenderTargetSamples(renderTarget);
  13014. _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13015. } else {
  13016. _gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height);
  13017. }
  13018. _gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer);
  13019. } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
  13020. if (isMultisample) {
  13021. var _samples = getRenderTargetSamples(renderTarget);
  13022. _gl.renderbufferStorageMultisample(36161, _samples, 35056, renderTarget.width, renderTarget.height);
  13023. } else {
  13024. _gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height);
  13025. }
  13026. _gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer);
  13027. } else {
  13028. var glFormat = utils.convert(renderTarget.texture.format);
  13029. var glType = utils.convert(renderTarget.texture.type);
  13030. var _glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
  13031. if (isMultisample) {
  13032. var _samples2 = getRenderTargetSamples(renderTarget);
  13033. _gl.renderbufferStorageMultisample(36161, _samples2, _glInternalFormat, renderTarget.width, renderTarget.height);
  13034. } else {
  13035. _gl.renderbufferStorage(36161, _glInternalFormat, renderTarget.width, renderTarget.height);
  13036. }
  13037. }
  13038. _gl.bindRenderbuffer(36161, null);
  13039. } // Setup resources for a Depth Texture for a FBO (needs an extension)
  13040. function setupDepthTexture(framebuffer, renderTarget) {
  13041. var isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
  13042. if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
  13043. _gl.bindFramebuffer(36160, framebuffer);
  13044. if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
  13045. throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
  13046. } // upload an empty depth texture with framebuffer size
  13047. if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {
  13048. renderTarget.depthTexture.image.width = renderTarget.width;
  13049. renderTarget.depthTexture.image.height = renderTarget.height;
  13050. renderTarget.depthTexture.needsUpdate = true;
  13051. }
  13052. setTexture2D(renderTarget.depthTexture, 0);
  13053. var webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
  13054. if (renderTarget.depthTexture.format === DepthFormat) {
  13055. _gl.framebufferTexture2D(36160, 36096, 3553, webglDepthTexture, 0);
  13056. } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
  13057. _gl.framebufferTexture2D(36160, 33306, 3553, webglDepthTexture, 0);
  13058. } else {
  13059. throw new Error('Unknown depthTexture format');
  13060. }
  13061. } // Setup GL resources for a non-texture depth buffer
  13062. function setupDepthRenderbuffer(renderTarget) {
  13063. var renderTargetProperties = properties.get(renderTarget);
  13064. var isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13065. if (renderTarget.depthTexture) {
  13066. if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');
  13067. setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);
  13068. } else {
  13069. if (isCube) {
  13070. renderTargetProperties.__webglDepthbuffer = [];
  13071. for (var i = 0; i < 6; i++) {
  13072. _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer[i]);
  13073. renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
  13074. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
  13075. }
  13076. } else {
  13077. _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);
  13078. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13079. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
  13080. }
  13081. }
  13082. _gl.bindFramebuffer(36160, null);
  13083. } // Set up GL resources for the render target
  13084. function setupRenderTarget(renderTarget) {
  13085. var renderTargetProperties = properties.get(renderTarget);
  13086. var textureProperties = properties.get(renderTarget.texture);
  13087. renderTarget.addEventListener('dispose', onRenderTargetDispose);
  13088. textureProperties.__webglTexture = _gl.createTexture();
  13089. info.memory.textures++;
  13090. var isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13091. var isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;
  13092. var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858
  13093. if (isWebGL2 && renderTarget.texture.format === RGBFormat && (renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType)) {
  13094. renderTarget.texture.format = RGBAFormat;
  13095. console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');
  13096. } // Setup framebuffer
  13097. if (isCube) {
  13098. renderTargetProperties.__webglFramebuffer = [];
  13099. for (var i = 0; i < 6; i++) {
  13100. renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
  13101. }
  13102. } else {
  13103. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13104. if (isMultisample) {
  13105. if (isWebGL2) {
  13106. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13107. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13108. _gl.bindRenderbuffer(36161, renderTargetProperties.__webglColorRenderbuffer);
  13109. var glFormat = utils.convert(renderTarget.texture.format);
  13110. var glType = utils.convert(renderTarget.texture.type);
  13111. var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
  13112. var samples = getRenderTargetSamples(renderTarget);
  13113. _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13114. _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);
  13115. _gl.framebufferRenderbuffer(36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer);
  13116. _gl.bindRenderbuffer(36161, null);
  13117. if (renderTarget.depthBuffer) {
  13118. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13119. setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
  13120. }
  13121. _gl.bindFramebuffer(36160, null);
  13122. } else {
  13123. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  13124. }
  13125. }
  13126. } // Setup color buffer
  13127. if (isCube) {
  13128. state.bindTexture(34067, textureProperties.__webglTexture);
  13129. setTextureParameters(34067, renderTarget.texture, supportsMips);
  13130. for (var _i5 = 0; _i5 < 6; _i5++) {
  13131. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[_i5], renderTarget, 36064, 34069 + _i5);
  13132. }
  13133. if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
  13134. generateMipmap(34067, renderTarget.texture, renderTarget.width, renderTarget.height);
  13135. }
  13136. state.bindTexture(34067, null);
  13137. } else {
  13138. state.bindTexture(3553, textureProperties.__webglTexture);
  13139. setTextureParameters(3553, renderTarget.texture, supportsMips);
  13140. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553);
  13141. if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
  13142. generateMipmap(3553, renderTarget.texture, renderTarget.width, renderTarget.height);
  13143. }
  13144. state.bindTexture(3553, null);
  13145. } // Setup depth and stencil buffers
  13146. if (renderTarget.depthBuffer) {
  13147. setupDepthRenderbuffer(renderTarget);
  13148. }
  13149. }
  13150. function updateRenderTargetMipmap(renderTarget) {
  13151. var texture = renderTarget.texture;
  13152. var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2;
  13153. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13154. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13155. var webglTexture = properties.get(texture).__webglTexture;
  13156. state.bindTexture(target, webglTexture);
  13157. generateMipmap(target, texture, renderTarget.width, renderTarget.height);
  13158. state.bindTexture(target, null);
  13159. }
  13160. }
  13161. function updateMultisampleRenderTarget(renderTarget) {
  13162. if (renderTarget.isWebGLMultisampleRenderTarget) {
  13163. if (isWebGL2) {
  13164. var renderTargetProperties = properties.get(renderTarget);
  13165. _gl.bindFramebuffer(36008, renderTargetProperties.__webglMultisampledFramebuffer);
  13166. _gl.bindFramebuffer(36009, renderTargetProperties.__webglFramebuffer);
  13167. var width = renderTarget.width;
  13168. var height = renderTarget.height;
  13169. var mask = 16384;
  13170. if (renderTarget.depthBuffer) mask |= 256;
  13171. if (renderTarget.stencilBuffer) mask |= 1024;
  13172. _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, 9728);
  13173. _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer); // see #18905
  13174. } else {
  13175. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  13176. }
  13177. }
  13178. }
  13179. function getRenderTargetSamples(renderTarget) {
  13180. return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0;
  13181. }
  13182. function updateVideoTexture(texture) {
  13183. var frame = info.render.frame; // Check the last frame we updated the VideoTexture
  13184. if (_videoTextures.get(texture) !== frame) {
  13185. _videoTextures.set(texture, frame);
  13186. texture.update();
  13187. }
  13188. } // backwards compatibility
  13189. var warnedTexture2D = false;
  13190. var warnedTextureCube = false;
  13191. function safeSetTexture2D(texture, slot) {
  13192. if (texture && texture.isWebGLRenderTarget) {
  13193. if (warnedTexture2D === false) {
  13194. console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
  13195. warnedTexture2D = true;
  13196. }
  13197. texture = texture.texture;
  13198. }
  13199. setTexture2D(texture, slot);
  13200. }
  13201. function safeSetTextureCube(texture, slot) {
  13202. if (texture && texture.isWebGLCubeRenderTarget) {
  13203. if (warnedTextureCube === false) {
  13204. console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
  13205. warnedTextureCube = true;
  13206. }
  13207. texture = texture.texture;
  13208. }
  13209. setTextureCube(texture, slot);
  13210. } //
  13211. this.allocateTextureUnit = allocateTextureUnit;
  13212. this.resetTextureUnits = resetTextureUnits;
  13213. this.setTexture2D = setTexture2D;
  13214. this.setTexture2DArray = setTexture2DArray;
  13215. this.setTexture3D = setTexture3D;
  13216. this.setTextureCube = setTextureCube;
  13217. this.setupRenderTarget = setupRenderTarget;
  13218. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13219. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13220. this.safeSetTexture2D = safeSetTexture2D;
  13221. this.safeSetTextureCube = safeSetTextureCube;
  13222. }
  13223. function WebGLUtils(gl, extensions, capabilities) {
  13224. var isWebGL2 = capabilities.isWebGL2;
  13225. function convert(p) {
  13226. var extension;
  13227. if (p === UnsignedByteType) return 5121;
  13228. if (p === UnsignedShort4444Type) return 32819;
  13229. if (p === UnsignedShort5551Type) return 32820;
  13230. if (p === UnsignedShort565Type) return 33635;
  13231. if (p === ByteType) return 5120;
  13232. if (p === ShortType) return 5122;
  13233. if (p === UnsignedShortType) return 5123;
  13234. if (p === IntType) return 5124;
  13235. if (p === UnsignedIntType) return 5125;
  13236. if (p === FloatType) return 5126;
  13237. if (p === HalfFloatType) {
  13238. if (isWebGL2) return 5131;
  13239. extension = extensions.get('OES_texture_half_float');
  13240. if (extension !== null) {
  13241. return extension.HALF_FLOAT_OES;
  13242. } else {
  13243. return null;
  13244. }
  13245. }
  13246. if (p === AlphaFormat) return 6406;
  13247. if (p === RGBFormat) return 6407;
  13248. if (p === RGBAFormat) return 6408;
  13249. if (p === LuminanceFormat) return 6409;
  13250. if (p === LuminanceAlphaFormat) return 6410;
  13251. if (p === DepthFormat) return 6402;
  13252. if (p === DepthStencilFormat) return 34041;
  13253. if (p === RedFormat) return 6403; // WebGL2 formats.
  13254. if (p === RedIntegerFormat) return 36244;
  13255. if (p === RGFormat) return 33319;
  13256. if (p === RGIntegerFormat) return 33320;
  13257. if (p === RGBIntegerFormat) return 36248;
  13258. if (p === RGBAIntegerFormat) return 36249;
  13259. if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
  13260. extension = extensions.get('WEBGL_compressed_texture_s3tc');
  13261. if (extension !== null) {
  13262. if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13263. if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13264. if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13265. if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13266. } else {
  13267. return null;
  13268. }
  13269. }
  13270. if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
  13271. extension = extensions.get('WEBGL_compressed_texture_pvrtc');
  13272. if (extension !== null) {
  13273. if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13274. if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13275. if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13276. if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13277. } else {
  13278. return null;
  13279. }
  13280. }
  13281. if (p === RGB_ETC1_Format) {
  13282. extension = extensions.get('WEBGL_compressed_texture_etc1');
  13283. if (extension !== null) {
  13284. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13285. } else {
  13286. return null;
  13287. }
  13288. }
  13289. if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
  13290. extension = extensions.get('WEBGL_compressed_texture_etc');
  13291. if (extension !== null) {
  13292. if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;
  13293. if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;
  13294. }
  13295. }
  13296. if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format) {
  13297. extension = extensions.get('WEBGL_compressed_texture_astc');
  13298. if (extension !== null) {
  13299. // TODO Complete?
  13300. return p;
  13301. } else {
  13302. return null;
  13303. }
  13304. }
  13305. if (p === RGBA_BPTC_Format) {
  13306. extension = extensions.get('EXT_texture_compression_bptc');
  13307. if (extension !== null) {
  13308. // TODO Complete?
  13309. return p;
  13310. } else {
  13311. return null;
  13312. }
  13313. }
  13314. if (p === UnsignedInt248Type) {
  13315. if (isWebGL2) return 34042;
  13316. extension = extensions.get('WEBGL_depth_texture');
  13317. if (extension !== null) {
  13318. return extension.UNSIGNED_INT_24_8_WEBGL;
  13319. } else {
  13320. return null;
  13321. }
  13322. }
  13323. }
  13324. return {
  13325. convert: convert
  13326. };
  13327. }
  13328. function ArrayCamera(array) {
  13329. if (array === void 0) {
  13330. array = [];
  13331. }
  13332. PerspectiveCamera.call(this);
  13333. this.cameras = array;
  13334. }
  13335. ArrayCamera.prototype = Object.assign(Object.create(PerspectiveCamera.prototype), {
  13336. constructor: ArrayCamera,
  13337. isArrayCamera: true
  13338. });
  13339. function Group() {
  13340. Object3D.call(this);
  13341. this.type = 'Group';
  13342. }
  13343. Group.prototype = Object.assign(Object.create(Object3D.prototype), {
  13344. constructor: Group,
  13345. isGroup: true
  13346. });
  13347. function WebXRController() {
  13348. this._targetRay = null;
  13349. this._grip = null;
  13350. this._hand = null;
  13351. }
  13352. Object.assign(WebXRController.prototype, {
  13353. constructor: WebXRController,
  13354. getHandSpace: function getHandSpace() {
  13355. if (this._hand === null) {
  13356. this._hand = new Group();
  13357. this._hand.matrixAutoUpdate = false;
  13358. this._hand.visible = false;
  13359. this._hand.joints = [];
  13360. this._hand.inputState = {
  13361. pinching: false
  13362. };
  13363. if (window.XRHand) {
  13364. for (var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i++) {
  13365. // The transform of this joint will be updated with the joint pose on each frame
  13366. var joint = new Group();
  13367. joint.matrixAutoUpdate = false;
  13368. joint.visible = false;
  13369. this._hand.joints.push(joint); // ??
  13370. this._hand.add(joint);
  13371. }
  13372. }
  13373. }
  13374. return this._hand;
  13375. },
  13376. getTargetRaySpace: function getTargetRaySpace() {
  13377. if (this._targetRay === null) {
  13378. this._targetRay = new Group();
  13379. this._targetRay.matrixAutoUpdate = false;
  13380. this._targetRay.visible = false;
  13381. }
  13382. return this._targetRay;
  13383. },
  13384. getGripSpace: function getGripSpace() {
  13385. if (this._grip === null) {
  13386. this._grip = new Group();
  13387. this._grip.matrixAutoUpdate = false;
  13388. this._grip.visible = false;
  13389. }
  13390. return this._grip;
  13391. },
  13392. dispatchEvent: function dispatchEvent(event) {
  13393. if (this._targetRay !== null) {
  13394. this._targetRay.dispatchEvent(event);
  13395. }
  13396. if (this._grip !== null) {
  13397. this._grip.dispatchEvent(event);
  13398. }
  13399. if (this._hand !== null) {
  13400. this._hand.dispatchEvent(event);
  13401. }
  13402. return this;
  13403. },
  13404. disconnect: function disconnect(inputSource) {
  13405. this.dispatchEvent({
  13406. type: 'disconnected',
  13407. data: inputSource
  13408. });
  13409. if (this._targetRay !== null) {
  13410. this._targetRay.visible = false;
  13411. }
  13412. if (this._grip !== null) {
  13413. this._grip.visible = false;
  13414. }
  13415. if (this._hand !== null) {
  13416. this._hand.visible = false;
  13417. }
  13418. return this;
  13419. },
  13420. update: function update(inputSource, frame, referenceSpace) {
  13421. var inputPose = null;
  13422. var gripPose = null;
  13423. var handPose = null;
  13424. var targetRay = this._targetRay;
  13425. var grip = this._grip;
  13426. var hand = this._hand;
  13427. if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
  13428. if (hand && inputSource.hand) {
  13429. handPose = true;
  13430. for (var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i++) {
  13431. if (inputSource.hand[i]) {
  13432. // Update the joints groups with the XRJoint poses
  13433. var jointPose = frame.getJointPose(inputSource.hand[i], referenceSpace);
  13434. var joint = hand.joints[i];
  13435. if (jointPose !== null) {
  13436. joint.matrix.fromArray(jointPose.transform.matrix);
  13437. joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
  13438. joint.jointRadius = jointPose.radius;
  13439. }
  13440. joint.visible = jointPose !== null; // Custom events
  13441. // Check pinch
  13442. var indexTip = hand.joints[window.XRHand.INDEX_PHALANX_TIP];
  13443. var thumbTip = hand.joints[window.XRHand.THUMB_PHALANX_TIP];
  13444. var distance = indexTip.position.distanceTo(thumbTip.position);
  13445. var distanceToPinch = 0.02;
  13446. var threshold = 0.005;
  13447. if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
  13448. hand.inputState.pinching = false;
  13449. this.dispatchEvent({
  13450. type: 'pinchend',
  13451. handedness: inputSource.handedness,
  13452. target: this
  13453. });
  13454. } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
  13455. hand.inputState.pinching = true;
  13456. this.dispatchEvent({
  13457. type: 'pinchstart',
  13458. handedness: inputSource.handedness,
  13459. target: this
  13460. });
  13461. }
  13462. }
  13463. }
  13464. } else {
  13465. if (targetRay !== null) {
  13466. inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
  13467. if (inputPose !== null) {
  13468. targetRay.matrix.fromArray(inputPose.transform.matrix);
  13469. targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
  13470. }
  13471. }
  13472. if (grip !== null && inputSource.gripSpace) {
  13473. gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
  13474. if (gripPose !== null) {
  13475. grip.matrix.fromArray(gripPose.transform.matrix);
  13476. grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
  13477. }
  13478. }
  13479. }
  13480. }
  13481. if (targetRay !== null) {
  13482. targetRay.visible = inputPose !== null;
  13483. }
  13484. if (grip !== null) {
  13485. grip.visible = gripPose !== null;
  13486. }
  13487. if (hand !== null) {
  13488. hand.visible = handPose !== null;
  13489. }
  13490. return this;
  13491. }
  13492. });
  13493. function WebXRManager(renderer, gl) {
  13494. var scope = this;
  13495. var session = null;
  13496. var framebufferScaleFactor = 1.0;
  13497. var referenceSpace = null;
  13498. var referenceSpaceType = 'local-floor';
  13499. var pose = null;
  13500. var controllers = [];
  13501. var inputSourcesMap = new Map(); //
  13502. var cameraL = new PerspectiveCamera();
  13503. cameraL.layers.enable(1);
  13504. cameraL.viewport = new Vector4();
  13505. var cameraR = new PerspectiveCamera();
  13506. cameraR.layers.enable(2);
  13507. cameraR.viewport = new Vector4();
  13508. var cameras = [cameraL, cameraR];
  13509. var cameraVR = new ArrayCamera();
  13510. cameraVR.layers.enable(1);
  13511. cameraVR.layers.enable(2);
  13512. var _currentDepthNear = null;
  13513. var _currentDepthFar = null; //
  13514. this.enabled = false;
  13515. this.isPresenting = false;
  13516. this.getController = function (index) {
  13517. var controller = controllers[index];
  13518. if (controller === undefined) {
  13519. controller = new WebXRController();
  13520. controllers[index] = controller;
  13521. }
  13522. return controller.getTargetRaySpace();
  13523. };
  13524. this.getControllerGrip = function (index) {
  13525. var controller = controllers[index];
  13526. if (controller === undefined) {
  13527. controller = new WebXRController();
  13528. controllers[index] = controller;
  13529. }
  13530. return controller.getGripSpace();
  13531. };
  13532. this.getHand = function (index) {
  13533. var controller = controllers[index];
  13534. if (controller === undefined) {
  13535. controller = new WebXRController();
  13536. controllers[index] = controller;
  13537. }
  13538. return controller.getHandSpace();
  13539. }; //
  13540. function onSessionEvent(event) {
  13541. var controller = inputSourcesMap.get(event.inputSource);
  13542. if (controller) {
  13543. controller.dispatchEvent({
  13544. type: event.type,
  13545. data: event.inputSource
  13546. });
  13547. }
  13548. }
  13549. function onSessionEnd() {
  13550. inputSourcesMap.forEach(function (controller, inputSource) {
  13551. controller.disconnect(inputSource);
  13552. });
  13553. inputSourcesMap.clear(); //
  13554. renderer.setFramebuffer(null);
  13555. renderer.setRenderTarget(renderer.getRenderTarget()); // Hack #15830
  13556. animation.stop();
  13557. scope.isPresenting = false;
  13558. scope.dispatchEvent({
  13559. type: 'sessionend'
  13560. });
  13561. }
  13562. function onRequestReferenceSpace(value) {
  13563. referenceSpace = value;
  13564. animation.setContext(session);
  13565. animation.start();
  13566. scope.isPresenting = true;
  13567. scope.dispatchEvent({
  13568. type: 'sessionstart'
  13569. });
  13570. }
  13571. this.setFramebufferScaleFactor = function (value) {
  13572. framebufferScaleFactor = value;
  13573. if (scope.isPresenting === true) {
  13574. console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
  13575. }
  13576. };
  13577. this.setReferenceSpaceType = function (value) {
  13578. referenceSpaceType = value;
  13579. if (scope.isPresenting === true) {
  13580. console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
  13581. }
  13582. };
  13583. this.getReferenceSpace = function () {
  13584. return referenceSpace;
  13585. };
  13586. this.getSession = function () {
  13587. return session;
  13588. };
  13589. this.setSession = function (value) {
  13590. session = value;
  13591. if (session !== null) {
  13592. session.addEventListener('select', onSessionEvent);
  13593. session.addEventListener('selectstart', onSessionEvent);
  13594. session.addEventListener('selectend', onSessionEvent);
  13595. session.addEventListener('squeeze', onSessionEvent);
  13596. session.addEventListener('squeezestart', onSessionEvent);
  13597. session.addEventListener('squeezeend', onSessionEvent);
  13598. session.addEventListener('end', onSessionEnd);
  13599. var attributes = gl.getContextAttributes();
  13600. if (attributes.xrCompatible !== true) {
  13601. gl.makeXRCompatible();
  13602. }
  13603. var layerInit = {
  13604. antialias: attributes.antialias,
  13605. alpha: attributes.alpha,
  13606. depth: attributes.depth,
  13607. stencil: attributes.stencil,
  13608. framebufferScaleFactor: framebufferScaleFactor
  13609. }; // eslint-disable-next-line no-undef
  13610. var baseLayer = new XRWebGLLayer(session, gl, layerInit);
  13611. session.updateRenderState({
  13612. baseLayer: baseLayer
  13613. });
  13614. session.requestReferenceSpace(referenceSpaceType).then(onRequestReferenceSpace); //
  13615. session.addEventListener('inputsourceschange', updateInputSources);
  13616. }
  13617. };
  13618. function updateInputSources(event) {
  13619. var inputSources = session.inputSources; // Assign inputSources to available controllers
  13620. for (var i = 0; i < controllers.length; i++) {
  13621. inputSourcesMap.set(inputSources[i], controllers[i]);
  13622. } // Notify disconnected
  13623. for (var _i = 0; _i < event.removed.length; _i++) {
  13624. var inputSource = event.removed[_i];
  13625. var controller = inputSourcesMap.get(inputSource);
  13626. if (controller) {
  13627. controller.dispatchEvent({
  13628. type: 'disconnected',
  13629. data: inputSource
  13630. });
  13631. inputSourcesMap.delete(inputSource);
  13632. }
  13633. } // Notify connected
  13634. for (var _i2 = 0; _i2 < event.added.length; _i2++) {
  13635. var _inputSource = event.added[_i2];
  13636. var _controller = inputSourcesMap.get(_inputSource);
  13637. if (_controller) {
  13638. _controller.dispatchEvent({
  13639. type: 'connected',
  13640. data: _inputSource
  13641. });
  13642. }
  13643. }
  13644. } //
  13645. var cameraLPos = new Vector3();
  13646. var cameraRPos = new Vector3();
  13647. /**
  13648. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13649. * the cameras' projection and world matrices have already been set.
  13650. * And that near and far planes are identical for both cameras.
  13651. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13652. */
  13653. function setProjectionFromUnion(camera, cameraL, cameraR) {
  13654. cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
  13655. cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
  13656. var ipd = cameraLPos.distanceTo(cameraRPos);
  13657. var projL = cameraL.projectionMatrix.elements;
  13658. var projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
  13659. // most likely identical top and bottom frustum extents.
  13660. // Use the left camera for these values.
  13661. var near = projL[14] / (projL[10] - 1);
  13662. var far = projL[14] / (projL[10] + 1);
  13663. var topFov = (projL[9] + 1) / projL[5];
  13664. var bottomFov = (projL[9] - 1) / projL[5];
  13665. var leftFov = (projL[8] - 1) / projL[0];
  13666. var rightFov = (projR[8] + 1) / projR[0];
  13667. var left = near * leftFov;
  13668. var right = near * rightFov; // Calculate the new camera's position offset from the
  13669. // left camera. xOffset should be roughly half `ipd`.
  13670. var zOffset = ipd / (-leftFov + rightFov);
  13671. var xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?
  13672. cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
  13673. camera.translateX(xOffset);
  13674. camera.translateZ(zOffset);
  13675. camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
  13676. camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
  13677. // the values so that the near plane's position does not change in world space,
  13678. // although must now be relative to the new union camera.
  13679. var near2 = near + zOffset;
  13680. var far2 = far + zOffset;
  13681. var left2 = left - xOffset;
  13682. var right2 = right + (ipd - xOffset);
  13683. var top2 = topFov * far / far2 * near2;
  13684. var bottom2 = bottomFov * far / far2 * near2;
  13685. camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
  13686. }
  13687. function updateCamera(camera, parent) {
  13688. if (parent === null) {
  13689. camera.matrixWorld.copy(camera.matrix);
  13690. } else {
  13691. camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
  13692. }
  13693. camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
  13694. }
  13695. this.getCamera = function (camera) {
  13696. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13697. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13698. if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
  13699. // Note that the new renderState won't apply until the next frame. See #18320
  13700. session.updateRenderState({
  13701. depthNear: cameraVR.near,
  13702. depthFar: cameraVR.far
  13703. });
  13704. _currentDepthNear = cameraVR.near;
  13705. _currentDepthFar = cameraVR.far;
  13706. }
  13707. var parent = camera.parent;
  13708. var cameras = cameraVR.cameras;
  13709. updateCamera(cameraVR, parent);
  13710. for (var i = 0; i < cameras.length; i++) {
  13711. updateCamera(cameras[i], parent);
  13712. } // update camera and its children
  13713. camera.matrixWorld.copy(cameraVR.matrixWorld);
  13714. var children = camera.children;
  13715. for (var _i3 = 0, l = children.length; _i3 < l; _i3++) {
  13716. children[_i3].updateMatrixWorld(true);
  13717. } // update projection matrix for proper view frustum culling
  13718. if (cameras.length === 2) {
  13719. setProjectionFromUnion(cameraVR, cameraL, cameraR);
  13720. } else {
  13721. // assume single camera setup (AR)
  13722. cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
  13723. }
  13724. return cameraVR;
  13725. }; // Animation Loop
  13726. var onAnimationFrameCallback = null;
  13727. function onAnimationFrame(time, frame) {
  13728. pose = frame.getViewerPose(referenceSpace);
  13729. if (pose !== null) {
  13730. var views = pose.views;
  13731. var baseLayer = session.renderState.baseLayer;
  13732. renderer.setFramebuffer(baseLayer.framebuffer);
  13733. var cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list
  13734. if (views.length !== cameraVR.cameras.length) {
  13735. cameraVR.cameras.length = 0;
  13736. cameraVRNeedsUpdate = true;
  13737. }
  13738. for (var i = 0; i < views.length; i++) {
  13739. var view = views[i];
  13740. var viewport = baseLayer.getViewport(view);
  13741. var camera = cameras[i];
  13742. camera.matrix.fromArray(view.transform.matrix);
  13743. camera.projectionMatrix.fromArray(view.projectionMatrix);
  13744. camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
  13745. if (i === 0) {
  13746. cameraVR.matrix.copy(camera.matrix);
  13747. }
  13748. if (cameraVRNeedsUpdate === true) {
  13749. cameraVR.cameras.push(camera);
  13750. }
  13751. }
  13752. } //
  13753. var inputSources = session.inputSources;
  13754. for (var _i4 = 0; _i4 < controllers.length; _i4++) {
  13755. var controller = controllers[_i4];
  13756. var inputSource = inputSources[_i4];
  13757. controller.update(inputSource, frame, referenceSpace);
  13758. }
  13759. if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
  13760. }
  13761. var animation = new WebGLAnimation();
  13762. animation.setAnimationLoop(onAnimationFrame);
  13763. this.setAnimationLoop = function (callback) {
  13764. onAnimationFrameCallback = callback;
  13765. };
  13766. this.dispose = function () {};
  13767. }
  13768. Object.assign(WebXRManager.prototype, EventDispatcher.prototype);
  13769. function WebGLMaterials(properties) {
  13770. function refreshFogUniforms(uniforms, fog) {
  13771. uniforms.fogColor.value.copy(fog.color);
  13772. if (fog.isFog) {
  13773. uniforms.fogNear.value = fog.near;
  13774. uniforms.fogFar.value = fog.far;
  13775. } else if (fog.isFogExp2) {
  13776. uniforms.fogDensity.value = fog.density;
  13777. }
  13778. }
  13779. function refreshMaterialUniforms(uniforms, material, pixelRatio, height) {
  13780. if (material.isMeshBasicMaterial) {
  13781. refreshUniformsCommon(uniforms, material);
  13782. } else if (material.isMeshLambertMaterial) {
  13783. refreshUniformsCommon(uniforms, material);
  13784. refreshUniformsLambert(uniforms, material);
  13785. } else if (material.isMeshToonMaterial) {
  13786. refreshUniformsCommon(uniforms, material);
  13787. refreshUniformsToon(uniforms, material);
  13788. } else if (material.isMeshPhongMaterial) {
  13789. refreshUniformsCommon(uniforms, material);
  13790. refreshUniformsPhong(uniforms, material);
  13791. } else if (material.isMeshStandardMaterial) {
  13792. refreshUniformsCommon(uniforms, material);
  13793. if (material.isMeshPhysicalMaterial) {
  13794. refreshUniformsPhysical(uniforms, material);
  13795. } else {
  13796. refreshUniformsStandard(uniforms, material);
  13797. }
  13798. } else if (material.isMeshMatcapMaterial) {
  13799. refreshUniformsCommon(uniforms, material);
  13800. refreshUniformsMatcap(uniforms, material);
  13801. } else if (material.isMeshDepthMaterial) {
  13802. refreshUniformsCommon(uniforms, material);
  13803. refreshUniformsDepth(uniforms, material);
  13804. } else if (material.isMeshDistanceMaterial) {
  13805. refreshUniformsCommon(uniforms, material);
  13806. refreshUniformsDistance(uniforms, material);
  13807. } else if (material.isMeshNormalMaterial) {
  13808. refreshUniformsCommon(uniforms, material);
  13809. refreshUniformsNormal(uniforms, material);
  13810. } else if (material.isLineBasicMaterial) {
  13811. refreshUniformsLine(uniforms, material);
  13812. if (material.isLineDashedMaterial) {
  13813. refreshUniformsDash(uniforms, material);
  13814. }
  13815. } else if (material.isPointsMaterial) {
  13816. refreshUniformsPoints(uniforms, material, pixelRatio, height);
  13817. } else if (material.isSpriteMaterial) {
  13818. refreshUniformsSprites(uniforms, material);
  13819. } else if (material.isShadowMaterial) {
  13820. uniforms.color.value.copy(material.color);
  13821. uniforms.opacity.value = material.opacity;
  13822. } else if (material.isShaderMaterial) {
  13823. material.uniformsNeedUpdate = false; // #15581
  13824. }
  13825. }
  13826. function refreshUniformsCommon(uniforms, material) {
  13827. uniforms.opacity.value = material.opacity;
  13828. if (material.color) {
  13829. uniforms.diffuse.value.copy(material.color);
  13830. }
  13831. if (material.emissive) {
  13832. uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
  13833. }
  13834. if (material.map) {
  13835. uniforms.map.value = material.map;
  13836. }
  13837. if (material.alphaMap) {
  13838. uniforms.alphaMap.value = material.alphaMap;
  13839. }
  13840. if (material.specularMap) {
  13841. uniforms.specularMap.value = material.specularMap;
  13842. }
  13843. var envMap = properties.get(material).envMap;
  13844. if (envMap) {
  13845. uniforms.envMap.value = envMap;
  13846. uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap._needsFlipEnvMap ? -1 : 1;
  13847. uniforms.reflectivity.value = material.reflectivity;
  13848. uniforms.refractionRatio.value = material.refractionRatio;
  13849. var maxMipLevel = properties.get(envMap).__maxMipLevel;
  13850. if (maxMipLevel !== undefined) {
  13851. uniforms.maxMipLevel.value = maxMipLevel;
  13852. }
  13853. }
  13854. if (material.lightMap) {
  13855. uniforms.lightMap.value = material.lightMap;
  13856. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  13857. }
  13858. if (material.aoMap) {
  13859. uniforms.aoMap.value = material.aoMap;
  13860. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  13861. } // uv repeat and offset setting priorities
  13862. // 1. color map
  13863. // 2. specular map
  13864. // 3. displacementMap map
  13865. // 4. normal map
  13866. // 5. bump map
  13867. // 6. roughnessMap map
  13868. // 7. metalnessMap map
  13869. // 8. alphaMap map
  13870. // 9. emissiveMap map
  13871. // 10. clearcoat map
  13872. // 11. clearcoat normal map
  13873. // 12. clearcoat roughnessMap map
  13874. var uvScaleMap;
  13875. if (material.map) {
  13876. uvScaleMap = material.map;
  13877. } else if (material.specularMap) {
  13878. uvScaleMap = material.specularMap;
  13879. } else if (material.displacementMap) {
  13880. uvScaleMap = material.displacementMap;
  13881. } else if (material.normalMap) {
  13882. uvScaleMap = material.normalMap;
  13883. } else if (material.bumpMap) {
  13884. uvScaleMap = material.bumpMap;
  13885. } else if (material.roughnessMap) {
  13886. uvScaleMap = material.roughnessMap;
  13887. } else if (material.metalnessMap) {
  13888. uvScaleMap = material.metalnessMap;
  13889. } else if (material.alphaMap) {
  13890. uvScaleMap = material.alphaMap;
  13891. } else if (material.emissiveMap) {
  13892. uvScaleMap = material.emissiveMap;
  13893. } else if (material.clearcoatMap) {
  13894. uvScaleMap = material.clearcoatMap;
  13895. } else if (material.clearcoatNormalMap) {
  13896. uvScaleMap = material.clearcoatNormalMap;
  13897. } else if (material.clearcoatRoughnessMap) {
  13898. uvScaleMap = material.clearcoatRoughnessMap;
  13899. }
  13900. if (uvScaleMap !== undefined) {
  13901. // backwards compatibility
  13902. if (uvScaleMap.isWebGLRenderTarget) {
  13903. uvScaleMap = uvScaleMap.texture;
  13904. }
  13905. if (uvScaleMap.matrixAutoUpdate === true) {
  13906. uvScaleMap.updateMatrix();
  13907. }
  13908. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  13909. } // uv repeat and offset setting priorities for uv2
  13910. // 1. ao map
  13911. // 2. light map
  13912. var uv2ScaleMap;
  13913. if (material.aoMap) {
  13914. uv2ScaleMap = material.aoMap;
  13915. } else if (material.lightMap) {
  13916. uv2ScaleMap = material.lightMap;
  13917. }
  13918. if (uv2ScaleMap !== undefined) {
  13919. // backwards compatibility
  13920. if (uv2ScaleMap.isWebGLRenderTarget) {
  13921. uv2ScaleMap = uv2ScaleMap.texture;
  13922. }
  13923. if (uv2ScaleMap.matrixAutoUpdate === true) {
  13924. uv2ScaleMap.updateMatrix();
  13925. }
  13926. uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
  13927. }
  13928. }
  13929. function refreshUniformsLine(uniforms, material) {
  13930. uniforms.diffuse.value.copy(material.color);
  13931. uniforms.opacity.value = material.opacity;
  13932. }
  13933. function refreshUniformsDash(uniforms, material) {
  13934. uniforms.dashSize.value = material.dashSize;
  13935. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13936. uniforms.scale.value = material.scale;
  13937. }
  13938. function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
  13939. uniforms.diffuse.value.copy(material.color);
  13940. uniforms.opacity.value = material.opacity;
  13941. uniforms.size.value = material.size * pixelRatio;
  13942. uniforms.scale.value = height * 0.5;
  13943. if (material.map) {
  13944. uniforms.map.value = material.map;
  13945. }
  13946. if (material.alphaMap) {
  13947. uniforms.alphaMap.value = material.alphaMap;
  13948. } // uv repeat and offset setting priorities
  13949. // 1. color map
  13950. // 2. alpha map
  13951. var uvScaleMap;
  13952. if (material.map) {
  13953. uvScaleMap = material.map;
  13954. } else if (material.alphaMap) {
  13955. uvScaleMap = material.alphaMap;
  13956. }
  13957. if (uvScaleMap !== undefined) {
  13958. if (uvScaleMap.matrixAutoUpdate === true) {
  13959. uvScaleMap.updateMatrix();
  13960. }
  13961. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  13962. }
  13963. }
  13964. function refreshUniformsSprites(uniforms, material) {
  13965. uniforms.diffuse.value.copy(material.color);
  13966. uniforms.opacity.value = material.opacity;
  13967. uniforms.rotation.value = material.rotation;
  13968. if (material.map) {
  13969. uniforms.map.value = material.map;
  13970. }
  13971. if (material.alphaMap) {
  13972. uniforms.alphaMap.value = material.alphaMap;
  13973. } // uv repeat and offset setting priorities
  13974. // 1. color map
  13975. // 2. alpha map
  13976. var uvScaleMap;
  13977. if (material.map) {
  13978. uvScaleMap = material.map;
  13979. } else if (material.alphaMap) {
  13980. uvScaleMap = material.alphaMap;
  13981. }
  13982. if (uvScaleMap !== undefined) {
  13983. if (uvScaleMap.matrixAutoUpdate === true) {
  13984. uvScaleMap.updateMatrix();
  13985. }
  13986. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  13987. }
  13988. }
  13989. function refreshUniformsLambert(uniforms, material) {
  13990. if (material.emissiveMap) {
  13991. uniforms.emissiveMap.value = material.emissiveMap;
  13992. }
  13993. }
  13994. function refreshUniformsPhong(uniforms, material) {
  13995. uniforms.specular.value.copy(material.specular);
  13996. uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
  13997. if (material.emissiveMap) {
  13998. uniforms.emissiveMap.value = material.emissiveMap;
  13999. }
  14000. if (material.bumpMap) {
  14001. uniforms.bumpMap.value = material.bumpMap;
  14002. uniforms.bumpScale.value = material.bumpScale;
  14003. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14004. }
  14005. if (material.normalMap) {
  14006. uniforms.normalMap.value = material.normalMap;
  14007. uniforms.normalScale.value.copy(material.normalScale);
  14008. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14009. }
  14010. if (material.displacementMap) {
  14011. uniforms.displacementMap.value = material.displacementMap;
  14012. uniforms.displacementScale.value = material.displacementScale;
  14013. uniforms.displacementBias.value = material.displacementBias;
  14014. }
  14015. }
  14016. function refreshUniformsToon(uniforms, material) {
  14017. if (material.gradientMap) {
  14018. uniforms.gradientMap.value = material.gradientMap;
  14019. }
  14020. if (material.emissiveMap) {
  14021. uniforms.emissiveMap.value = material.emissiveMap;
  14022. }
  14023. if (material.bumpMap) {
  14024. uniforms.bumpMap.value = material.bumpMap;
  14025. uniforms.bumpScale.value = material.bumpScale;
  14026. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14027. }
  14028. if (material.normalMap) {
  14029. uniforms.normalMap.value = material.normalMap;
  14030. uniforms.normalScale.value.copy(material.normalScale);
  14031. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14032. }
  14033. if (material.displacementMap) {
  14034. uniforms.displacementMap.value = material.displacementMap;
  14035. uniforms.displacementScale.value = material.displacementScale;
  14036. uniforms.displacementBias.value = material.displacementBias;
  14037. }
  14038. }
  14039. function refreshUniformsStandard(uniforms, material) {
  14040. uniforms.roughness.value = material.roughness;
  14041. uniforms.metalness.value = material.metalness;
  14042. if (material.roughnessMap) {
  14043. uniforms.roughnessMap.value = material.roughnessMap;
  14044. }
  14045. if (material.metalnessMap) {
  14046. uniforms.metalnessMap.value = material.metalnessMap;
  14047. }
  14048. if (material.emissiveMap) {
  14049. uniforms.emissiveMap.value = material.emissiveMap;
  14050. }
  14051. if (material.bumpMap) {
  14052. uniforms.bumpMap.value = material.bumpMap;
  14053. uniforms.bumpScale.value = material.bumpScale;
  14054. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14055. }
  14056. if (material.normalMap) {
  14057. uniforms.normalMap.value = material.normalMap;
  14058. uniforms.normalScale.value.copy(material.normalScale);
  14059. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14060. }
  14061. if (material.displacementMap) {
  14062. uniforms.displacementMap.value = material.displacementMap;
  14063. uniforms.displacementScale.value = material.displacementScale;
  14064. uniforms.displacementBias.value = material.displacementBias;
  14065. }
  14066. var envMap = properties.get(material).envMap;
  14067. if (envMap) {
  14068. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14069. uniforms.envMapIntensity.value = material.envMapIntensity;
  14070. }
  14071. }
  14072. function refreshUniformsPhysical(uniforms, material) {
  14073. refreshUniformsStandard(uniforms, material);
  14074. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14075. uniforms.clearcoat.value = material.clearcoat;
  14076. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14077. if (material.sheen) uniforms.sheen.value.copy(material.sheen);
  14078. if (material.clearcoatMap) {
  14079. uniforms.clearcoatMap.value = material.clearcoatMap;
  14080. }
  14081. if (material.clearcoatRoughnessMap) {
  14082. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14083. }
  14084. if (material.clearcoatNormalMap) {
  14085. uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
  14086. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14087. if (material.side === BackSide) {
  14088. uniforms.clearcoatNormalScale.value.negate();
  14089. }
  14090. }
  14091. uniforms.transmission.value = material.transmission;
  14092. if (material.transmissionMap) {
  14093. uniforms.transmissionMap.value = material.transmissionMap;
  14094. }
  14095. }
  14096. function refreshUniformsMatcap(uniforms, material) {
  14097. if (material.matcap) {
  14098. uniforms.matcap.value = material.matcap;
  14099. }
  14100. if (material.bumpMap) {
  14101. uniforms.bumpMap.value = material.bumpMap;
  14102. uniforms.bumpScale.value = material.bumpScale;
  14103. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14104. }
  14105. if (material.normalMap) {
  14106. uniforms.normalMap.value = material.normalMap;
  14107. uniforms.normalScale.value.copy(material.normalScale);
  14108. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14109. }
  14110. if (material.displacementMap) {
  14111. uniforms.displacementMap.value = material.displacementMap;
  14112. uniforms.displacementScale.value = material.displacementScale;
  14113. uniforms.displacementBias.value = material.displacementBias;
  14114. }
  14115. }
  14116. function refreshUniformsDepth(uniforms, material) {
  14117. if (material.displacementMap) {
  14118. uniforms.displacementMap.value = material.displacementMap;
  14119. uniforms.displacementScale.value = material.displacementScale;
  14120. uniforms.displacementBias.value = material.displacementBias;
  14121. }
  14122. }
  14123. function refreshUniformsDistance(uniforms, material) {
  14124. if (material.displacementMap) {
  14125. uniforms.displacementMap.value = material.displacementMap;
  14126. uniforms.displacementScale.value = material.displacementScale;
  14127. uniforms.displacementBias.value = material.displacementBias;
  14128. }
  14129. uniforms.referencePosition.value.copy(material.referencePosition);
  14130. uniforms.nearDistance.value = material.nearDistance;
  14131. uniforms.farDistance.value = material.farDistance;
  14132. }
  14133. function refreshUniformsNormal(uniforms, material) {
  14134. if (material.bumpMap) {
  14135. uniforms.bumpMap.value = material.bumpMap;
  14136. uniforms.bumpScale.value = material.bumpScale;
  14137. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14138. }
  14139. if (material.normalMap) {
  14140. uniforms.normalMap.value = material.normalMap;
  14141. uniforms.normalScale.value.copy(material.normalScale);
  14142. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14143. }
  14144. if (material.displacementMap) {
  14145. uniforms.displacementMap.value = material.displacementMap;
  14146. uniforms.displacementScale.value = material.displacementScale;
  14147. uniforms.displacementBias.value = material.displacementBias;
  14148. }
  14149. }
  14150. return {
  14151. refreshFogUniforms: refreshFogUniforms,
  14152. refreshMaterialUniforms: refreshMaterialUniforms
  14153. };
  14154. }
  14155. function createCanvasElement() {
  14156. var canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  14157. canvas.style.display = 'block';
  14158. return canvas;
  14159. }
  14160. function WebGLRenderer(parameters) {
  14161. parameters = parameters || {};
  14162. var _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  14163. _context = parameters.context !== undefined ? parameters.context : null,
  14164. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14165. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14166. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14167. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14168. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14169. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14170. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14171. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14172. var currentRenderList = null;
  14173. var currentRenderState = null; // render() can be called from within a callback triggered by another render.
  14174. // We track this so that the nested render call gets its state isolated from the parent render call.
  14175. var renderStateStack = []; // public properties
  14176. this.domElement = _canvas; // Debug configuration container
  14177. this.debug = {
  14178. /**
  14179. * Enables error checking and reporting when shader programs are being compiled
  14180. * @type {boolean}
  14181. */
  14182. checkShaderErrors: true
  14183. }; // clearing
  14184. this.autoClear = true;
  14185. this.autoClearColor = true;
  14186. this.autoClearDepth = true;
  14187. this.autoClearStencil = true; // scene graph
  14188. this.sortObjects = true; // user-defined clipping
  14189. this.clippingPlanes = [];
  14190. this.localClippingEnabled = false; // physically based shading
  14191. this.gammaFactor = 2.0; // for backwards compatibility
  14192. this.outputEncoding = LinearEncoding; // physical lights
  14193. this.physicallyCorrectLights = false; // tone mapping
  14194. this.toneMapping = NoToneMapping;
  14195. this.toneMappingExposure = 1.0; // morphs
  14196. this.maxMorphTargets = 8;
  14197. this.maxMorphNormals = 4; // internal properties
  14198. var _this = this;
  14199. var _isContextLost = false; // internal state cache
  14200. var _framebuffer = null;
  14201. var _currentActiveCubeFace = 0;
  14202. var _currentActiveMipmapLevel = 0;
  14203. var _currentRenderTarget = null;
  14204. var _currentFramebuffer = null;
  14205. var _currentMaterialId = -1;
  14206. var _currentCamera = null;
  14207. var _currentViewport = new Vector4();
  14208. var _currentScissor = new Vector4();
  14209. var _currentScissorTest = null; //
  14210. var _width = _canvas.width;
  14211. var _height = _canvas.height;
  14212. var _pixelRatio = 1;
  14213. var _opaqueSort = null;
  14214. var _transparentSort = null;
  14215. var _viewport = new Vector4(0, 0, _width, _height);
  14216. var _scissor = new Vector4(0, 0, _width, _height);
  14217. var _scissorTest = false; // frustum
  14218. var _frustum = new Frustum(); // clipping
  14219. var _clippingEnabled = false;
  14220. var _localClippingEnabled = false; // camera matrices cache
  14221. var _projScreenMatrix = new Matrix4();
  14222. var _vector3 = new Vector3();
  14223. var _emptyScene = {
  14224. background: null,
  14225. fog: null,
  14226. environment: null,
  14227. overrideMaterial: null,
  14228. isScene: true
  14229. };
  14230. function getTargetPixelRatio() {
  14231. return _currentRenderTarget === null ? _pixelRatio : 1;
  14232. } // initialize
  14233. var _gl = _context;
  14234. function getContext(contextNames, contextAttributes) {
  14235. for (var i = 0; i < contextNames.length; i++) {
  14236. var contextName = contextNames[i];
  14237. var context = _canvas.getContext(contextName, contextAttributes);
  14238. if (context !== null) return context;
  14239. }
  14240. return null;
  14241. }
  14242. try {
  14243. var contextAttributes = {
  14244. alpha: _alpha,
  14245. depth: _depth,
  14246. stencil: _stencil,
  14247. antialias: _antialias,
  14248. premultipliedAlpha: _premultipliedAlpha,
  14249. preserveDrawingBuffer: _preserveDrawingBuffer,
  14250. powerPreference: _powerPreference,
  14251. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14252. }; // event listeners must be registered before WebGL context is created, see #12753
  14253. _canvas.addEventListener('webglcontextlost', onContextLost, false);
  14254. _canvas.addEventListener('webglcontextrestored', onContextRestore, false);
  14255. if (_gl === null) {
  14256. var contextNames = ['webgl2', 'webgl', 'experimental-webgl'];
  14257. if (_this.isWebGL1Renderer === true) {
  14258. contextNames.shift();
  14259. }
  14260. _gl = getContext(contextNames, contextAttributes);
  14261. if (_gl === null) {
  14262. if (getContext(contextNames)) {
  14263. throw new Error('Error creating WebGL context with your selected attributes.');
  14264. } else {
  14265. throw new Error('Error creating WebGL context.');
  14266. }
  14267. }
  14268. } // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14269. if (_gl.getShaderPrecisionFormat === undefined) {
  14270. _gl.getShaderPrecisionFormat = function () {
  14271. return {
  14272. 'rangeMin': 1,
  14273. 'rangeMax': 1,
  14274. 'precision': 1
  14275. };
  14276. };
  14277. }
  14278. } catch (error) {
  14279. console.error('THREE.WebGLRenderer: ' + error.message);
  14280. throw error;
  14281. }
  14282. var extensions, capabilities, state, info;
  14283. var properties, textures, cubemaps, attributes, geometries, objects;
  14284. var programCache, materials, renderLists, renderStates, clipping;
  14285. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14286. var utils, bindingStates;
  14287. function initGLContext() {
  14288. extensions = new WebGLExtensions(_gl);
  14289. capabilities = new WebGLCapabilities(_gl, extensions, parameters);
  14290. if (capabilities.isWebGL2) {
  14291. extensions.get('EXT_color_buffer_float');
  14292. } else {
  14293. extensions.get('WEBGL_depth_texture');
  14294. extensions.get('OES_texture_float');
  14295. extensions.get('OES_texture_half_float');
  14296. extensions.get('OES_texture_half_float_linear');
  14297. extensions.get('OES_standard_derivatives');
  14298. extensions.get('OES_element_index_uint');
  14299. extensions.get('OES_vertex_array_object');
  14300. extensions.get('ANGLE_instanced_arrays');
  14301. }
  14302. extensions.get('OES_texture_float_linear');
  14303. extensions.get('EXT_color_buffer_half_float');
  14304. utils = new WebGLUtils(_gl, extensions, capabilities);
  14305. state = new WebGLState(_gl, extensions, capabilities);
  14306. state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
  14307. state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
  14308. info = new WebGLInfo(_gl);
  14309. properties = new WebGLProperties();
  14310. textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
  14311. cubemaps = new WebGLCubeMaps(_this);
  14312. attributes = new WebGLAttributes(_gl, capabilities);
  14313. bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
  14314. geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
  14315. objects = new WebGLObjects(_gl, geometries, attributes, info);
  14316. morphtargets = new WebGLMorphtargets(_gl);
  14317. clipping = new WebGLClipping(properties);
  14318. programCache = new WebGLPrograms(_this, cubemaps, extensions, capabilities, bindingStates, clipping);
  14319. materials = new WebGLMaterials(properties);
  14320. renderLists = new WebGLRenderLists(properties);
  14321. renderStates = new WebGLRenderStates(extensions, capabilities);
  14322. background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);
  14323. bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
  14324. indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
  14325. info.programs = programCache.programs;
  14326. _this.capabilities = capabilities;
  14327. _this.extensions = extensions;
  14328. _this.properties = properties;
  14329. _this.renderLists = renderLists;
  14330. _this.state = state;
  14331. _this.info = info;
  14332. }
  14333. initGLContext(); // xr
  14334. var xr = new WebXRManager(_this, _gl);
  14335. this.xr = xr; // shadow map
  14336. var shadowMap = new WebGLShadowMap(_this, objects, capabilities.maxTextureSize);
  14337. this.shadowMap = shadowMap; // API
  14338. this.getContext = function () {
  14339. return _gl;
  14340. };
  14341. this.getContextAttributes = function () {
  14342. return _gl.getContextAttributes();
  14343. };
  14344. this.forceContextLoss = function () {
  14345. var extension = extensions.get('WEBGL_lose_context');
  14346. if (extension) extension.loseContext();
  14347. };
  14348. this.forceContextRestore = function () {
  14349. var extension = extensions.get('WEBGL_lose_context');
  14350. if (extension) extension.restoreContext();
  14351. };
  14352. this.getPixelRatio = function () {
  14353. return _pixelRatio;
  14354. };
  14355. this.setPixelRatio = function (value) {
  14356. if (value === undefined) return;
  14357. _pixelRatio = value;
  14358. this.setSize(_width, _height, false);
  14359. };
  14360. this.getSize = function (target) {
  14361. if (target === undefined) {
  14362. console.warn('WebGLRenderer: .getsize() now requires a Vector2 as an argument');
  14363. target = new Vector2();
  14364. }
  14365. return target.set(_width, _height);
  14366. };
  14367. this.setSize = function (width, height, updateStyle) {
  14368. if (xr.isPresenting) {
  14369. console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
  14370. return;
  14371. }
  14372. _width = width;
  14373. _height = height;
  14374. _canvas.width = Math.floor(width * _pixelRatio);
  14375. _canvas.height = Math.floor(height * _pixelRatio);
  14376. if (updateStyle !== false) {
  14377. _canvas.style.width = width + 'px';
  14378. _canvas.style.height = height + 'px';
  14379. }
  14380. this.setViewport(0, 0, width, height);
  14381. };
  14382. this.getDrawingBufferSize = function (target) {
  14383. if (target === undefined) {
  14384. console.warn('WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument');
  14385. target = new Vector2();
  14386. }
  14387. return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
  14388. };
  14389. this.setDrawingBufferSize = function (width, height, pixelRatio) {
  14390. _width = width;
  14391. _height = height;
  14392. _pixelRatio = pixelRatio;
  14393. _canvas.width = Math.floor(width * pixelRatio);
  14394. _canvas.height = Math.floor(height * pixelRatio);
  14395. this.setViewport(0, 0, width, height);
  14396. };
  14397. this.getCurrentViewport = function (target) {
  14398. if (target === undefined) {
  14399. console.warn('WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument');
  14400. target = new Vector4();
  14401. }
  14402. return target.copy(_currentViewport);
  14403. };
  14404. this.getViewport = function (target) {
  14405. return target.copy(_viewport);
  14406. };
  14407. this.setViewport = function (x, y, width, height) {
  14408. if (x.isVector4) {
  14409. _viewport.set(x.x, x.y, x.z, x.w);
  14410. } else {
  14411. _viewport.set(x, y, width, height);
  14412. }
  14413. state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
  14414. };
  14415. this.getScissor = function (target) {
  14416. return target.copy(_scissor);
  14417. };
  14418. this.setScissor = function (x, y, width, height) {
  14419. if (x.isVector4) {
  14420. _scissor.set(x.x, x.y, x.z, x.w);
  14421. } else {
  14422. _scissor.set(x, y, width, height);
  14423. }
  14424. state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
  14425. };
  14426. this.getScissorTest = function () {
  14427. return _scissorTest;
  14428. };
  14429. this.setScissorTest = function (boolean) {
  14430. state.setScissorTest(_scissorTest = boolean);
  14431. };
  14432. this.setOpaqueSort = function (method) {
  14433. _opaqueSort = method;
  14434. };
  14435. this.setTransparentSort = function (method) {
  14436. _transparentSort = method;
  14437. }; // Clearing
  14438. this.getClearColor = function (target) {
  14439. if (target === undefined) {
  14440. console.warn('WebGLRenderer: .getClearColor() now requires a Color as an argument');
  14441. target = new Color();
  14442. }
  14443. return target.copy(background.getClearColor());
  14444. };
  14445. this.setClearColor = function () {
  14446. background.setClearColor.apply(background, arguments);
  14447. };
  14448. this.getClearAlpha = function () {
  14449. return background.getClearAlpha();
  14450. };
  14451. this.setClearAlpha = function () {
  14452. background.setClearAlpha.apply(background, arguments);
  14453. };
  14454. this.clear = function (color, depth, stencil) {
  14455. var bits = 0;
  14456. if (color === undefined || color) bits |= 16384;
  14457. if (depth === undefined || depth) bits |= 256;
  14458. if (stencil === undefined || stencil) bits |= 1024;
  14459. _gl.clear(bits);
  14460. };
  14461. this.clearColor = function () {
  14462. this.clear(true, false, false);
  14463. };
  14464. this.clearDepth = function () {
  14465. this.clear(false, true, false);
  14466. };
  14467. this.clearStencil = function () {
  14468. this.clear(false, false, true);
  14469. }; //
  14470. this.dispose = function () {
  14471. _canvas.removeEventListener('webglcontextlost', onContextLost, false);
  14472. _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
  14473. renderLists.dispose();
  14474. renderStates.dispose();
  14475. properties.dispose();
  14476. cubemaps.dispose();
  14477. objects.dispose();
  14478. bindingStates.dispose();
  14479. xr.dispose();
  14480. animation.stop();
  14481. }; // Events
  14482. function onContextLost(event) {
  14483. event.preventDefault();
  14484. console.log('THREE.WebGLRenderer: Context Lost.');
  14485. _isContextLost = true;
  14486. }
  14487. function onContextRestore()
  14488. /* event */
  14489. {
  14490. console.log('THREE.WebGLRenderer: Context Restored.');
  14491. _isContextLost = false;
  14492. initGLContext();
  14493. }
  14494. function onMaterialDispose(event) {
  14495. var material = event.target;
  14496. material.removeEventListener('dispose', onMaterialDispose);
  14497. deallocateMaterial(material);
  14498. } // Buffer deallocation
  14499. function deallocateMaterial(material) {
  14500. releaseMaterialProgramReference(material);
  14501. properties.remove(material);
  14502. }
  14503. function releaseMaterialProgramReference(material) {
  14504. var programInfo = properties.get(material).program;
  14505. if (programInfo !== undefined) {
  14506. programCache.releaseProgram(programInfo);
  14507. }
  14508. } // Buffer rendering
  14509. function renderObjectImmediate(object, program) {
  14510. object.render(function (object) {
  14511. _this.renderBufferImmediate(object, program);
  14512. });
  14513. }
  14514. this.renderBufferImmediate = function (object, program) {
  14515. bindingStates.initAttributes();
  14516. var buffers = properties.get(object);
  14517. if (object.hasPositions && !buffers.position) buffers.position = _gl.createBuffer();
  14518. if (object.hasNormals && !buffers.normal) buffers.normal = _gl.createBuffer();
  14519. if (object.hasUvs && !buffers.uv) buffers.uv = _gl.createBuffer();
  14520. if (object.hasColors && !buffers.color) buffers.color = _gl.createBuffer();
  14521. var programAttributes = program.getAttributes();
  14522. if (object.hasPositions) {
  14523. _gl.bindBuffer(34962, buffers.position);
  14524. _gl.bufferData(34962, object.positionArray, 35048);
  14525. bindingStates.enableAttribute(programAttributes.position);
  14526. _gl.vertexAttribPointer(programAttributes.position, 3, 5126, false, 0, 0);
  14527. }
  14528. if (object.hasNormals) {
  14529. _gl.bindBuffer(34962, buffers.normal);
  14530. _gl.bufferData(34962, object.normalArray, 35048);
  14531. bindingStates.enableAttribute(programAttributes.normal);
  14532. _gl.vertexAttribPointer(programAttributes.normal, 3, 5126, false, 0, 0);
  14533. }
  14534. if (object.hasUvs) {
  14535. _gl.bindBuffer(34962, buffers.uv);
  14536. _gl.bufferData(34962, object.uvArray, 35048);
  14537. bindingStates.enableAttribute(programAttributes.uv);
  14538. _gl.vertexAttribPointer(programAttributes.uv, 2, 5126, false, 0, 0);
  14539. }
  14540. if (object.hasColors) {
  14541. _gl.bindBuffer(34962, buffers.color);
  14542. _gl.bufferData(34962, object.colorArray, 35048);
  14543. bindingStates.enableAttribute(programAttributes.color);
  14544. _gl.vertexAttribPointer(programAttributes.color, 3, 5126, false, 0, 0);
  14545. }
  14546. bindingStates.disableUnusedAttributes();
  14547. _gl.drawArrays(4, 0, object.count);
  14548. object.count = 0;
  14549. };
  14550. this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
  14551. if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  14552. var frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
  14553. var program = setProgram(camera, scene, material, object);
  14554. state.setMaterial(material, frontFaceCW); //
  14555. var index = geometry.index;
  14556. var position = geometry.attributes.position; //
  14557. if (index === null) {
  14558. if (position === undefined || position.count === 0) return;
  14559. } else if (index.count === 0) {
  14560. return;
  14561. } //
  14562. var rangeFactor = 1;
  14563. if (material.wireframe === true) {
  14564. index = geometries.getWireframeAttribute(geometry);
  14565. rangeFactor = 2;
  14566. }
  14567. if (material.morphTargets || material.morphNormals) {
  14568. morphtargets.update(object, geometry, material, program);
  14569. }
  14570. bindingStates.setup(object, material, program, geometry, index);
  14571. var attribute;
  14572. var renderer = bufferRenderer;
  14573. if (index !== null) {
  14574. attribute = attributes.get(index);
  14575. renderer = indexedBufferRenderer;
  14576. renderer.setIndex(attribute);
  14577. } //
  14578. var dataCount = index !== null ? index.count : position.count;
  14579. var rangeStart = geometry.drawRange.start * rangeFactor;
  14580. var rangeCount = geometry.drawRange.count * rangeFactor;
  14581. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14582. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14583. var drawStart = Math.max(rangeStart, groupStart);
  14584. var drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
  14585. var drawCount = Math.max(0, drawEnd - drawStart + 1);
  14586. if (drawCount === 0) return; //
  14587. if (object.isMesh) {
  14588. if (material.wireframe === true) {
  14589. state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
  14590. renderer.setMode(1);
  14591. } else {
  14592. renderer.setMode(4);
  14593. }
  14594. } else if (object.isLine) {
  14595. var lineWidth = material.linewidth;
  14596. if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material
  14597. state.setLineWidth(lineWidth * getTargetPixelRatio());
  14598. if (object.isLineSegments) {
  14599. renderer.setMode(1);
  14600. } else if (object.isLineLoop) {
  14601. renderer.setMode(2);
  14602. } else {
  14603. renderer.setMode(3);
  14604. }
  14605. } else if (object.isPoints) {
  14606. renderer.setMode(0);
  14607. } else if (object.isSprite) {
  14608. renderer.setMode(4);
  14609. }
  14610. if (object.isInstancedMesh) {
  14611. renderer.renderInstances(drawStart, drawCount, object.count);
  14612. } else if (geometry.isInstancedBufferGeometry) {
  14613. var instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
  14614. renderer.renderInstances(drawStart, drawCount, instanceCount);
  14615. } else {
  14616. renderer.render(drawStart, drawCount);
  14617. }
  14618. }; // Compile
  14619. this.compile = function (scene, camera) {
  14620. currentRenderState = renderStates.get(scene);
  14621. currentRenderState.init();
  14622. scene.traverseVisible(function (object) {
  14623. if (object.isLight && object.layers.test(camera.layers)) {
  14624. currentRenderState.pushLight(object);
  14625. if (object.castShadow) {
  14626. currentRenderState.pushShadow(object);
  14627. }
  14628. }
  14629. });
  14630. currentRenderState.setupLights();
  14631. var compiled = new WeakMap();
  14632. scene.traverse(function (object) {
  14633. var material = object.material;
  14634. if (material) {
  14635. if (Array.isArray(material)) {
  14636. for (var i = 0; i < material.length; i++) {
  14637. var material2 = material[i];
  14638. if (compiled.has(material2) === false) {
  14639. initMaterial(material2, scene, object);
  14640. compiled.set(material2);
  14641. }
  14642. }
  14643. } else if (compiled.has(material) === false) {
  14644. initMaterial(material, scene, object);
  14645. compiled.set(material);
  14646. }
  14647. }
  14648. });
  14649. }; // Animation Loop
  14650. var onAnimationFrameCallback = null;
  14651. function onAnimationFrame(time) {
  14652. if (xr.isPresenting) return;
  14653. if (onAnimationFrameCallback) onAnimationFrameCallback(time);
  14654. }
  14655. var animation = new WebGLAnimation();
  14656. animation.setAnimationLoop(onAnimationFrame);
  14657. if (typeof window !== 'undefined') animation.setContext(window);
  14658. this.setAnimationLoop = function (callback) {
  14659. onAnimationFrameCallback = callback;
  14660. xr.setAnimationLoop(callback);
  14661. callback === null ? animation.stop() : animation.start();
  14662. }; // Rendering
  14663. this.render = function (scene, camera) {
  14664. var renderTarget, forceClear;
  14665. if (arguments[2] !== undefined) {
  14666. console.warn('THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.');
  14667. renderTarget = arguments[2];
  14668. }
  14669. if (arguments[3] !== undefined) {
  14670. console.warn('THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.');
  14671. forceClear = arguments[3];
  14672. }
  14673. if (camera !== undefined && camera.isCamera !== true) {
  14674. console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
  14675. return;
  14676. }
  14677. if (_isContextLost === true) return; // reset caching for this frame
  14678. bindingStates.resetDefaultState();
  14679. _currentMaterialId = -1;
  14680. _currentCamera = null; // update scene graph
  14681. if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum
  14682. if (camera.parent === null) camera.updateMatrixWorld();
  14683. if (xr.enabled === true && xr.isPresenting === true) {
  14684. camera = xr.getCamera(camera);
  14685. } //
  14686. if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, renderTarget || _currentRenderTarget);
  14687. currentRenderState = renderStates.get(scene, renderStateStack.length);
  14688. currentRenderState.init();
  14689. renderStateStack.push(currentRenderState);
  14690. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  14691. _frustum.setFromProjectionMatrix(_projScreenMatrix);
  14692. _localClippingEnabled = this.localClippingEnabled;
  14693. _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
  14694. currentRenderList = renderLists.get(scene, camera);
  14695. currentRenderList.init();
  14696. projectObject(scene, camera, 0, _this.sortObjects);
  14697. currentRenderList.finish();
  14698. if (_this.sortObjects === true) {
  14699. currentRenderList.sort(_opaqueSort, _transparentSort);
  14700. } //
  14701. if (_clippingEnabled === true) clipping.beginShadows();
  14702. var shadowsArray = currentRenderState.state.shadowsArray;
  14703. shadowMap.render(shadowsArray, scene, camera);
  14704. currentRenderState.setupLights();
  14705. currentRenderState.setupLightsView(camera);
  14706. if (_clippingEnabled === true) clipping.endShadows(); //
  14707. if (this.info.autoReset === true) this.info.reset();
  14708. if (renderTarget !== undefined) {
  14709. this.setRenderTarget(renderTarget);
  14710. } //
  14711. background.render(currentRenderList, scene, camera, forceClear); // render scene
  14712. var opaqueObjects = currentRenderList.opaque;
  14713. var transparentObjects = currentRenderList.transparent;
  14714. if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
  14715. if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); //
  14716. if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); //
  14717. if (_currentRenderTarget !== null) {
  14718. // Generate mipmap if we're using any kind of mipmap filtering
  14719. textures.updateRenderTargetMipmap(_currentRenderTarget); // resolve multisample renderbuffers to a single-sample texture if necessary
  14720. textures.updateMultisampleRenderTarget(_currentRenderTarget);
  14721. } // Ensure depth buffer writing is enabled so it can be cleared on next render
  14722. state.buffers.depth.setTest(true);
  14723. state.buffers.depth.setMask(true);
  14724. state.buffers.color.setMask(true);
  14725. state.setPolygonOffset(false); // _gl.finish();
  14726. renderStateStack.pop();
  14727. if (renderStateStack.length > 0) {
  14728. currentRenderState = renderStateStack[renderStateStack.length - 1];
  14729. } else {
  14730. currentRenderState = null;
  14731. }
  14732. currentRenderList = null;
  14733. };
  14734. function projectObject(object, camera, groupOrder, sortObjects) {
  14735. if (object.visible === false) return;
  14736. var visible = object.layers.test(camera.layers);
  14737. if (visible) {
  14738. if (object.isGroup) {
  14739. groupOrder = object.renderOrder;
  14740. } else if (object.isLOD) {
  14741. if (object.autoUpdate === true) object.update(camera);
  14742. } else if (object.isLight) {
  14743. currentRenderState.pushLight(object);
  14744. if (object.castShadow) {
  14745. currentRenderState.pushShadow(object);
  14746. }
  14747. } else if (object.isSprite) {
  14748. if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
  14749. if (sortObjects) {
  14750. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14751. }
  14752. var geometry = objects.update(object);
  14753. var material = object.material;
  14754. if (material.visible) {
  14755. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  14756. }
  14757. }
  14758. } else if (object.isImmediateRenderObject) {
  14759. if (sortObjects) {
  14760. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14761. }
  14762. currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);
  14763. } else if (object.isMesh || object.isLine || object.isPoints) {
  14764. if (object.isSkinnedMesh) {
  14765. // update skeleton only once in a frame
  14766. if (object.skeleton.frame !== info.render.frame) {
  14767. object.skeleton.update();
  14768. object.skeleton.frame = info.render.frame;
  14769. }
  14770. }
  14771. if (!object.frustumCulled || _frustum.intersectsObject(object)) {
  14772. if (sortObjects) {
  14773. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14774. }
  14775. var _geometry = objects.update(object);
  14776. var _material = object.material;
  14777. if (Array.isArray(_material)) {
  14778. var groups = _geometry.groups;
  14779. for (var i = 0, l = groups.length; i < l; i++) {
  14780. var group = groups[i];
  14781. var groupMaterial = _material[group.materialIndex];
  14782. if (groupMaterial && groupMaterial.visible) {
  14783. currentRenderList.push(object, _geometry, groupMaterial, groupOrder, _vector3.z, group);
  14784. }
  14785. }
  14786. } else if (_material.visible) {
  14787. currentRenderList.push(object, _geometry, _material, groupOrder, _vector3.z, null);
  14788. }
  14789. }
  14790. }
  14791. }
  14792. var children = object.children;
  14793. for (var _i = 0, _l = children.length; _i < _l; _i++) {
  14794. projectObject(children[_i], camera, groupOrder, sortObjects);
  14795. }
  14796. }
  14797. function renderObjects(renderList, scene, camera) {
  14798. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  14799. for (var i = 0, l = renderList.length; i < l; i++) {
  14800. var renderItem = renderList[i];
  14801. var object = renderItem.object;
  14802. var geometry = renderItem.geometry;
  14803. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  14804. var group = renderItem.group;
  14805. if (camera.isArrayCamera) {
  14806. var cameras = camera.cameras;
  14807. for (var j = 0, jl = cameras.length; j < jl; j++) {
  14808. var camera2 = cameras[j];
  14809. if (object.layers.test(camera2.layers)) {
  14810. state.viewport(_currentViewport.copy(camera2.viewport));
  14811. currentRenderState.setupLightsView(camera2);
  14812. renderObject(object, scene, camera2, geometry, material, group);
  14813. }
  14814. }
  14815. } else {
  14816. renderObject(object, scene, camera, geometry, material, group);
  14817. }
  14818. }
  14819. }
  14820. function renderObject(object, scene, camera, geometry, material, group) {
  14821. object.onBeforeRender(_this, scene, camera, geometry, material, group);
  14822. object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
  14823. object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
  14824. if (object.isImmediateRenderObject) {
  14825. var program = setProgram(camera, scene, material, object);
  14826. state.setMaterial(material);
  14827. bindingStates.reset();
  14828. renderObjectImmediate(object, program);
  14829. } else {
  14830. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  14831. }
  14832. object.onAfterRender(_this, scene, camera, geometry, material, group);
  14833. }
  14834. function initMaterial(material, scene, object) {
  14835. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  14836. var materialProperties = properties.get(material);
  14837. var lights = currentRenderState.state.lights;
  14838. var shadowsArray = currentRenderState.state.shadowsArray;
  14839. var lightsStateVersion = lights.state.version;
  14840. var parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
  14841. var programCacheKey = programCache.getProgramCacheKey(parameters);
  14842. var program = materialProperties.program;
  14843. var programChange = true; // always update environment and fog - changing these trigger an initMaterial call, but it's possible that the program doesn't change
  14844. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14845. materialProperties.fog = scene.fog;
  14846. materialProperties.envMap = cubemaps.get(material.envMap || materialProperties.environment);
  14847. if (program === undefined) {
  14848. // new material
  14849. material.addEventListener('dispose', onMaterialDispose);
  14850. } else if (program.cacheKey !== programCacheKey) {
  14851. // changed glsl or parameters
  14852. releaseMaterialProgramReference(material);
  14853. } else if (materialProperties.lightsStateVersion !== lightsStateVersion) {
  14854. programChange = false;
  14855. } else if (parameters.shaderID !== undefined) {
  14856. // same glsl and uniform list
  14857. return;
  14858. } else {
  14859. // only rebuild uniform list
  14860. programChange = false;
  14861. }
  14862. if (programChange) {
  14863. parameters.uniforms = programCache.getUniforms(material);
  14864. material.onBeforeCompile(parameters, _this);
  14865. program = programCache.acquireProgram(parameters, programCacheKey);
  14866. materialProperties.program = program;
  14867. materialProperties.uniforms = parameters.uniforms;
  14868. materialProperties.outputEncoding = parameters.outputEncoding;
  14869. }
  14870. var uniforms = materialProperties.uniforms;
  14871. if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
  14872. materialProperties.numClippingPlanes = clipping.numPlanes;
  14873. materialProperties.numIntersection = clipping.numIntersection;
  14874. uniforms.clippingPlanes = clipping.uniform;
  14875. } // store the light setup it was created for
  14876. materialProperties.needsLights = materialNeedsLights(material);
  14877. materialProperties.lightsStateVersion = lightsStateVersion;
  14878. if (materialProperties.needsLights) {
  14879. // wire up the material to this renderer's lighting state
  14880. uniforms.ambientLightColor.value = lights.state.ambient;
  14881. uniforms.lightProbe.value = lights.state.probe;
  14882. uniforms.directionalLights.value = lights.state.directional;
  14883. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  14884. uniforms.spotLights.value = lights.state.spot;
  14885. uniforms.spotLightShadows.value = lights.state.spotShadow;
  14886. uniforms.rectAreaLights.value = lights.state.rectArea;
  14887. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  14888. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  14889. uniforms.pointLights.value = lights.state.point;
  14890. uniforms.pointLightShadows.value = lights.state.pointShadow;
  14891. uniforms.hemisphereLights.value = lights.state.hemi;
  14892. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14893. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14894. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14895. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14896. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14897. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms
  14898. }
  14899. var progUniforms = materialProperties.program.getUniforms();
  14900. var uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
  14901. materialProperties.uniformsList = uniformsList;
  14902. }
  14903. function setProgram(camera, scene, material, object) {
  14904. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  14905. textures.resetTextureUnits();
  14906. var fog = scene.fog;
  14907. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14908. var encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  14909. var envMap = cubemaps.get(material.envMap || environment);
  14910. var materialProperties = properties.get(material);
  14911. var lights = currentRenderState.state.lights;
  14912. if (_clippingEnabled === true) {
  14913. if (_localClippingEnabled === true || camera !== _currentCamera) {
  14914. var useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup
  14915. // object instead of the material, once it becomes feasible
  14916. // (#8465, #8379)
  14917. clipping.setState(material, camera, useCache);
  14918. }
  14919. }
  14920. if (material.version === materialProperties.__version) {
  14921. if (material.fog && materialProperties.fog !== fog) {
  14922. initMaterial(material, scene, object);
  14923. } else if (materialProperties.environment !== environment) {
  14924. initMaterial(material, scene, object);
  14925. } else if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
  14926. initMaterial(material, scene, object);
  14927. } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
  14928. initMaterial(material, scene, object);
  14929. } else if (materialProperties.outputEncoding !== encoding) {
  14930. initMaterial(material, scene, object);
  14931. } else if (materialProperties.envMap !== envMap) {
  14932. initMaterial(material, scene, object);
  14933. }
  14934. } else {
  14935. initMaterial(material, scene, object);
  14936. materialProperties.__version = material.version;
  14937. }
  14938. var refreshProgram = false;
  14939. var refreshMaterial = false;
  14940. var refreshLights = false;
  14941. var program = materialProperties.program,
  14942. p_uniforms = program.getUniforms(),
  14943. m_uniforms = materialProperties.uniforms;
  14944. if (state.useProgram(program.program)) {
  14945. refreshProgram = true;
  14946. refreshMaterial = true;
  14947. refreshLights = true;
  14948. }
  14949. if (material.id !== _currentMaterialId) {
  14950. _currentMaterialId = material.id;
  14951. refreshMaterial = true;
  14952. }
  14953. if (refreshProgram || _currentCamera !== camera) {
  14954. p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
  14955. if (capabilities.logarithmicDepthBuffer) {
  14956. p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  14957. }
  14958. if (_currentCamera !== camera) {
  14959. _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
  14960. // now, in case this material supports lights - or later, when
  14961. // the next material that does gets activated:
  14962. refreshMaterial = true; // set to true on material change
  14963. refreshLights = true; // remains set until update done
  14964. } // load material specific uniforms
  14965. // (shader material also gets them for the sake of genericity)
  14966. if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
  14967. var uCamPos = p_uniforms.map.cameraPosition;
  14968. if (uCamPos !== undefined) {
  14969. uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
  14970. }
  14971. }
  14972. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
  14973. p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
  14974. }
  14975. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || material.skinning) {
  14976. p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);
  14977. }
  14978. } // skinning uniforms must be set even if material didn't change
  14979. // auto-setting of texture unit for bone texture must go before other textures
  14980. // otherwise textures used for skinning can take over texture units reserved for other material textures
  14981. if (material.skinning) {
  14982. p_uniforms.setOptional(_gl, object, 'bindMatrix');
  14983. p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
  14984. var skeleton = object.skeleton;
  14985. if (skeleton) {
  14986. var bones = skeleton.bones;
  14987. if (capabilities.floatVertexTextures) {
  14988. if (skeleton.boneTexture === null) {
  14989. // layout (1 matrix = 4 pixels)
  14990. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14991. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14992. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14993. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14994. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14995. var size = Math.sqrt(bones.length * 4); // 4 pixels needed for 1 matrix
  14996. size = MathUtils.ceilPowerOfTwo(size);
  14997. size = Math.max(size, 4);
  14998. var boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
  14999. boneMatrices.set(skeleton.boneMatrices); // copy current values
  15000. var boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
  15001. skeleton.boneMatrices = boneMatrices;
  15002. skeleton.boneTexture = boneTexture;
  15003. skeleton.boneTextureSize = size;
  15004. }
  15005. p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
  15006. p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
  15007. } else {
  15008. p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
  15009. }
  15010. }
  15011. }
  15012. if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
  15013. materialProperties.receiveShadow = object.receiveShadow;
  15014. p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
  15015. }
  15016. if (refreshMaterial) {
  15017. p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
  15018. if (materialProperties.needsLights) {
  15019. // the current material requires lighting info
  15020. // note: all lighting uniforms are always set correctly
  15021. // they simply reference the renderer's state for their
  15022. // values
  15023. //
  15024. // use the current material's .needsUpdate flags to set
  15025. // the GL state when required
  15026. markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
  15027. } // refresh uniforms common to several materials
  15028. if (fog && material.fog) {
  15029. materials.refreshFogUniforms(m_uniforms, fog);
  15030. }
  15031. materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height);
  15032. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  15033. }
  15034. if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
  15035. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  15036. material.uniformsNeedUpdate = false;
  15037. }
  15038. if (material.isSpriteMaterial) {
  15039. p_uniforms.setValue(_gl, 'center', object.center);
  15040. } // common matrices
  15041. p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
  15042. p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
  15043. p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
  15044. return program;
  15045. } // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15046. function markUniformsLightsNeedsUpdate(uniforms, value) {
  15047. uniforms.ambientLightColor.needsUpdate = value;
  15048. uniforms.lightProbe.needsUpdate = value;
  15049. uniforms.directionalLights.needsUpdate = value;
  15050. uniforms.directionalLightShadows.needsUpdate = value;
  15051. uniforms.pointLights.needsUpdate = value;
  15052. uniforms.pointLightShadows.needsUpdate = value;
  15053. uniforms.spotLights.needsUpdate = value;
  15054. uniforms.spotLightShadows.needsUpdate = value;
  15055. uniforms.rectAreaLights.needsUpdate = value;
  15056. uniforms.hemisphereLights.needsUpdate = value;
  15057. }
  15058. function materialNeedsLights(material) {
  15059. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
  15060. } //
  15061. this.setFramebuffer = function (value) {
  15062. if (_framebuffer !== value && _currentRenderTarget === null) _gl.bindFramebuffer(36160, value);
  15063. _framebuffer = value;
  15064. };
  15065. this.getActiveCubeFace = function () {
  15066. return _currentActiveCubeFace;
  15067. };
  15068. this.getActiveMipmapLevel = function () {
  15069. return _currentActiveMipmapLevel;
  15070. };
  15071. this.getRenderList = function () {
  15072. return currentRenderList;
  15073. };
  15074. this.setRenderList = function (renderList) {
  15075. currentRenderList = renderList;
  15076. };
  15077. this.getRenderTarget = function () {
  15078. return _currentRenderTarget;
  15079. };
  15080. this.setRenderTarget = function (renderTarget, activeCubeFace, activeMipmapLevel) {
  15081. if (activeCubeFace === void 0) {
  15082. activeCubeFace = 0;
  15083. }
  15084. if (activeMipmapLevel === void 0) {
  15085. activeMipmapLevel = 0;
  15086. }
  15087. _currentRenderTarget = renderTarget;
  15088. _currentActiveCubeFace = activeCubeFace;
  15089. _currentActiveMipmapLevel = activeMipmapLevel;
  15090. if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
  15091. textures.setupRenderTarget(renderTarget);
  15092. }
  15093. var framebuffer = _framebuffer;
  15094. var isCube = false;
  15095. if (renderTarget) {
  15096. var __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
  15097. if (renderTarget.isWebGLCubeRenderTarget) {
  15098. framebuffer = __webglFramebuffer[activeCubeFace];
  15099. isCube = true;
  15100. } else if (renderTarget.isWebGLMultisampleRenderTarget) {
  15101. framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
  15102. } else {
  15103. framebuffer = __webglFramebuffer;
  15104. }
  15105. _currentViewport.copy(renderTarget.viewport);
  15106. _currentScissor.copy(renderTarget.scissor);
  15107. _currentScissorTest = renderTarget.scissorTest;
  15108. } else {
  15109. _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
  15110. _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
  15111. _currentScissorTest = _scissorTest;
  15112. }
  15113. if (_currentFramebuffer !== framebuffer) {
  15114. _gl.bindFramebuffer(36160, framebuffer);
  15115. _currentFramebuffer = framebuffer;
  15116. }
  15117. state.viewport(_currentViewport);
  15118. state.scissor(_currentScissor);
  15119. state.setScissorTest(_currentScissorTest);
  15120. if (isCube) {
  15121. var textureProperties = properties.get(renderTarget.texture);
  15122. _gl.framebufferTexture2D(36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
  15123. }
  15124. };
  15125. this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
  15126. if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
  15127. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
  15128. return;
  15129. }
  15130. var framebuffer = properties.get(renderTarget).__webglFramebuffer;
  15131. if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
  15132. framebuffer = framebuffer[activeCubeFaceIndex];
  15133. }
  15134. if (framebuffer) {
  15135. var restore = false;
  15136. if (framebuffer !== _currentFramebuffer) {
  15137. _gl.bindFramebuffer(36160, framebuffer);
  15138. restore = true;
  15139. }
  15140. try {
  15141. var texture = renderTarget.texture;
  15142. var textureFormat = texture.format;
  15143. var textureType = texture.type;
  15144. if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) {
  15145. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
  15146. return;
  15147. }
  15148. var halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'));
  15149. if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(35738) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15150. !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
  15151. !halfFloatSupportedByExt) {
  15152. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
  15153. return;
  15154. }
  15155. if (_gl.checkFramebufferStatus(36160) === 36053) {
  15156. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15157. if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {
  15158. _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
  15159. }
  15160. } else {
  15161. console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
  15162. }
  15163. } finally {
  15164. if (restore) {
  15165. _gl.bindFramebuffer(36160, _currentFramebuffer);
  15166. }
  15167. }
  15168. }
  15169. };
  15170. this.copyFramebufferToTexture = function (position, texture, level) {
  15171. if (level === void 0) {
  15172. level = 0;
  15173. }
  15174. var levelScale = Math.pow(2, -level);
  15175. var width = Math.floor(texture.image.width * levelScale);
  15176. var height = Math.floor(texture.image.height * levelScale);
  15177. var glFormat = utils.convert(texture.format);
  15178. textures.setTexture2D(texture, 0);
  15179. _gl.copyTexImage2D(3553, level, glFormat, position.x, position.y, width, height, 0);
  15180. state.unbindTexture();
  15181. };
  15182. this.copyTextureToTexture = function (position, srcTexture, dstTexture, level) {
  15183. if (level === void 0) {
  15184. level = 0;
  15185. }
  15186. var width = srcTexture.image.width;
  15187. var height = srcTexture.image.height;
  15188. var glFormat = utils.convert(dstTexture.format);
  15189. var glType = utils.convert(dstTexture.type);
  15190. textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
  15191. // parameters, make sure they are correct for the dstTexture
  15192. _gl.pixelStorei(37440, dstTexture.flipY);
  15193. _gl.pixelStorei(37441, dstTexture.premultiplyAlpha);
  15194. _gl.pixelStorei(3317, dstTexture.unpackAlignment);
  15195. if (srcTexture.isDataTexture) {
  15196. _gl.texSubImage2D(3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
  15197. } else {
  15198. if (srcTexture.isCompressedTexture) {
  15199. _gl.compressedTexSubImage2D(3553, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
  15200. } else {
  15201. _gl.texSubImage2D(3553, level, position.x, position.y, glFormat, glType, srcTexture.image);
  15202. }
  15203. } // Generate mipmaps only when copying level 0
  15204. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(3553);
  15205. state.unbindTexture();
  15206. };
  15207. this.initTexture = function (texture) {
  15208. textures.setTexture2D(texture, 0);
  15209. state.unbindTexture();
  15210. };
  15211. this.resetState = function () {
  15212. state.reset();
  15213. bindingStates.reset();
  15214. };
  15215. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  15216. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  15217. detail: this
  15218. })); // eslint-disable-line no-undef
  15219. }
  15220. }
  15221. function WebGL1Renderer(parameters) {
  15222. WebGLRenderer.call(this, parameters);
  15223. }
  15224. WebGL1Renderer.prototype = Object.assign(Object.create(WebGLRenderer.prototype), {
  15225. constructor: WebGL1Renderer,
  15226. isWebGL1Renderer: true
  15227. });
  15228. var FogExp2 = /*#__PURE__*/function () {
  15229. function FogExp2(color, density) {
  15230. Object.defineProperty(this, 'isFogExp2', {
  15231. value: true
  15232. });
  15233. this.name = '';
  15234. this.color = new Color(color);
  15235. this.density = density !== undefined ? density : 0.00025;
  15236. }
  15237. var _proto = FogExp2.prototype;
  15238. _proto.clone = function clone() {
  15239. return new FogExp2(this.color, this.density);
  15240. };
  15241. _proto.toJSON = function toJSON()
  15242. /* meta */
  15243. {
  15244. return {
  15245. type: 'FogExp2',
  15246. color: this.color.getHex(),
  15247. density: this.density
  15248. };
  15249. };
  15250. return FogExp2;
  15251. }();
  15252. var Fog = /*#__PURE__*/function () {
  15253. function Fog(color, near, far) {
  15254. Object.defineProperty(this, 'isFog', {
  15255. value: true
  15256. });
  15257. this.name = '';
  15258. this.color = new Color(color);
  15259. this.near = near !== undefined ? near : 1;
  15260. this.far = far !== undefined ? far : 1000;
  15261. }
  15262. var _proto = Fog.prototype;
  15263. _proto.clone = function clone() {
  15264. return new Fog(this.color, this.near, this.far);
  15265. };
  15266. _proto.toJSON = function toJSON()
  15267. /* meta */
  15268. {
  15269. return {
  15270. type: 'Fog',
  15271. color: this.color.getHex(),
  15272. near: this.near,
  15273. far: this.far
  15274. };
  15275. };
  15276. return Fog;
  15277. }();
  15278. var Scene = /*#__PURE__*/function (_Object3D) {
  15279. _inheritsLoose(Scene, _Object3D);
  15280. function Scene() {
  15281. var _this;
  15282. _this = _Object3D.call(this) || this;
  15283. Object.defineProperty(_assertThisInitialized(_this), 'isScene', {
  15284. value: true
  15285. });
  15286. _this.type = 'Scene';
  15287. _this.background = null;
  15288. _this.environment = null;
  15289. _this.fog = null;
  15290. _this.overrideMaterial = null;
  15291. _this.autoUpdate = true; // checked by the renderer
  15292. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  15293. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  15294. detail: _assertThisInitialized(_this)
  15295. })); // eslint-disable-line no-undef
  15296. }
  15297. return _this;
  15298. }
  15299. var _proto = Scene.prototype;
  15300. _proto.copy = function copy(source, recursive) {
  15301. _Object3D.prototype.copy.call(this, source, recursive);
  15302. if (source.background !== null) this.background = source.background.clone();
  15303. if (source.environment !== null) this.environment = source.environment.clone();
  15304. if (source.fog !== null) this.fog = source.fog.clone();
  15305. if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
  15306. this.autoUpdate = source.autoUpdate;
  15307. this.matrixAutoUpdate = source.matrixAutoUpdate;
  15308. return this;
  15309. };
  15310. _proto.toJSON = function toJSON(meta) {
  15311. var data = _Object3D.prototype.toJSON.call(this, meta);
  15312. if (this.background !== null) data.object.background = this.background.toJSON(meta);
  15313. if (this.environment !== null) data.object.environment = this.environment.toJSON(meta);
  15314. if (this.fog !== null) data.object.fog = this.fog.toJSON();
  15315. return data;
  15316. };
  15317. return Scene;
  15318. }(Object3D);
  15319. function InterleavedBuffer(array, stride) {
  15320. this.array = array;
  15321. this.stride = stride;
  15322. this.count = array !== undefined ? array.length / stride : 0;
  15323. this.usage = StaticDrawUsage;
  15324. this.updateRange = {
  15325. offset: 0,
  15326. count: -1
  15327. };
  15328. this.version = 0;
  15329. this.uuid = MathUtils.generateUUID();
  15330. }
  15331. Object.defineProperty(InterleavedBuffer.prototype, 'needsUpdate', {
  15332. set: function set(value) {
  15333. if (value === true) this.version++;
  15334. }
  15335. });
  15336. Object.assign(InterleavedBuffer.prototype, {
  15337. isInterleavedBuffer: true,
  15338. onUploadCallback: function onUploadCallback() {},
  15339. setUsage: function setUsage(value) {
  15340. this.usage = value;
  15341. return this;
  15342. },
  15343. copy: function copy(source) {
  15344. this.array = new source.array.constructor(source.array);
  15345. this.count = source.count;
  15346. this.stride = source.stride;
  15347. this.usage = source.usage;
  15348. return this;
  15349. },
  15350. copyAt: function copyAt(index1, attribute, index2) {
  15351. index1 *= this.stride;
  15352. index2 *= attribute.stride;
  15353. for (var i = 0, l = this.stride; i < l; i++) {
  15354. this.array[index1 + i] = attribute.array[index2 + i];
  15355. }
  15356. return this;
  15357. },
  15358. set: function set(value, offset) {
  15359. if (offset === void 0) {
  15360. offset = 0;
  15361. }
  15362. this.array.set(value, offset);
  15363. return this;
  15364. },
  15365. clone: function clone(data) {
  15366. if (data.arrayBuffers === undefined) {
  15367. data.arrayBuffers = {};
  15368. }
  15369. if (this.array.buffer._uuid === undefined) {
  15370. this.array.buffer._uuid = MathUtils.generateUUID();
  15371. }
  15372. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  15373. data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
  15374. }
  15375. var array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
  15376. var ib = new InterleavedBuffer(array, this.stride);
  15377. ib.setUsage(this.usage);
  15378. return ib;
  15379. },
  15380. onUpload: function onUpload(callback) {
  15381. this.onUploadCallback = callback;
  15382. return this;
  15383. },
  15384. toJSON: function toJSON(data) {
  15385. if (data.arrayBuffers === undefined) {
  15386. data.arrayBuffers = {};
  15387. } // generate UUID for array buffer if necessary
  15388. if (this.array.buffer._uuid === undefined) {
  15389. this.array.buffer._uuid = MathUtils.generateUUID();
  15390. }
  15391. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  15392. data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
  15393. } //
  15394. return {
  15395. uuid: this.uuid,
  15396. buffer: this.array.buffer._uuid,
  15397. type: this.array.constructor.name,
  15398. stride: this.stride
  15399. };
  15400. }
  15401. });
  15402. var _vector$6 = new Vector3();
  15403. function InterleavedBufferAttribute(interleavedBuffer, itemSize, offset, normalized) {
  15404. this.name = '';
  15405. this.data = interleavedBuffer;
  15406. this.itemSize = itemSize;
  15407. this.offset = offset;
  15408. this.normalized = normalized === true;
  15409. }
  15410. Object.defineProperties(InterleavedBufferAttribute.prototype, {
  15411. count: {
  15412. get: function get() {
  15413. return this.data.count;
  15414. }
  15415. },
  15416. array: {
  15417. get: function get() {
  15418. return this.data.array;
  15419. }
  15420. },
  15421. needsUpdate: {
  15422. set: function set(value) {
  15423. this.data.needsUpdate = value;
  15424. }
  15425. }
  15426. });
  15427. Object.assign(InterleavedBufferAttribute.prototype, {
  15428. isInterleavedBufferAttribute: true,
  15429. applyMatrix4: function applyMatrix4(m) {
  15430. for (var i = 0, l = this.data.count; i < l; i++) {
  15431. _vector$6.x = this.getX(i);
  15432. _vector$6.y = this.getY(i);
  15433. _vector$6.z = this.getZ(i);
  15434. _vector$6.applyMatrix4(m);
  15435. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  15436. }
  15437. return this;
  15438. },
  15439. setX: function setX(index, x) {
  15440. this.data.array[index * this.data.stride + this.offset] = x;
  15441. return this;
  15442. },
  15443. setY: function setY(index, y) {
  15444. this.data.array[index * this.data.stride + this.offset + 1] = y;
  15445. return this;
  15446. },
  15447. setZ: function setZ(index, z) {
  15448. this.data.array[index * this.data.stride + this.offset + 2] = z;
  15449. return this;
  15450. },
  15451. setW: function setW(index, w) {
  15452. this.data.array[index * this.data.stride + this.offset + 3] = w;
  15453. return this;
  15454. },
  15455. getX: function getX(index) {
  15456. return this.data.array[index * this.data.stride + this.offset];
  15457. },
  15458. getY: function getY(index) {
  15459. return this.data.array[index * this.data.stride + this.offset + 1];
  15460. },
  15461. getZ: function getZ(index) {
  15462. return this.data.array[index * this.data.stride + this.offset + 2];
  15463. },
  15464. getW: function getW(index) {
  15465. return this.data.array[index * this.data.stride + this.offset + 3];
  15466. },
  15467. setXY: function setXY(index, x, y) {
  15468. index = index * this.data.stride + this.offset;
  15469. this.data.array[index + 0] = x;
  15470. this.data.array[index + 1] = y;
  15471. return this;
  15472. },
  15473. setXYZ: function setXYZ(index, x, y, z) {
  15474. index = index * this.data.stride + this.offset;
  15475. this.data.array[index + 0] = x;
  15476. this.data.array[index + 1] = y;
  15477. this.data.array[index + 2] = z;
  15478. return this;
  15479. },
  15480. setXYZW: function setXYZW(index, x, y, z, w) {
  15481. index = index * this.data.stride + this.offset;
  15482. this.data.array[index + 0] = x;
  15483. this.data.array[index + 1] = y;
  15484. this.data.array[index + 2] = z;
  15485. this.data.array[index + 3] = w;
  15486. return this;
  15487. },
  15488. clone: function clone(data) {
  15489. if (data === undefined) {
  15490. console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
  15491. var array = [];
  15492. for (var i = 0; i < this.count; i++) {
  15493. var index = i * this.data.stride + this.offset;
  15494. for (var j = 0; j < this.itemSize; j++) {
  15495. array.push(this.data.array[index + j]);
  15496. }
  15497. }
  15498. return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
  15499. } else {
  15500. if (data.interleavedBuffers === undefined) {
  15501. data.interleavedBuffers = {};
  15502. }
  15503. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  15504. data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
  15505. }
  15506. return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
  15507. }
  15508. },
  15509. toJSON: function toJSON(data) {
  15510. if (data === undefined) {
  15511. console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
  15512. var array = [];
  15513. for (var i = 0; i < this.count; i++) {
  15514. var index = i * this.data.stride + this.offset;
  15515. for (var j = 0; j < this.itemSize; j++) {
  15516. array.push(this.data.array[index + j]);
  15517. }
  15518. } // deinterleave data and save it as an ordinary buffer attribute for now
  15519. return {
  15520. itemSize: this.itemSize,
  15521. type: this.array.constructor.name,
  15522. array: array,
  15523. normalized: this.normalized
  15524. };
  15525. } else {
  15526. // save as true interlaved attribtue
  15527. if (data.interleavedBuffers === undefined) {
  15528. data.interleavedBuffers = {};
  15529. }
  15530. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  15531. data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
  15532. }
  15533. return {
  15534. isInterleavedBufferAttribute: true,
  15535. itemSize: this.itemSize,
  15536. data: this.data.uuid,
  15537. offset: this.offset,
  15538. normalized: this.normalized
  15539. };
  15540. }
  15541. }
  15542. });
  15543. /**
  15544. * parameters = {
  15545. * color: <hex>,
  15546. * map: new THREE.Texture( <Image> ),
  15547. * alphaMap: new THREE.Texture( <Image> ),
  15548. * rotation: <float>,
  15549. * sizeAttenuation: <bool>
  15550. * }
  15551. */
  15552. function SpriteMaterial(parameters) {
  15553. Material.call(this);
  15554. this.type = 'SpriteMaterial';
  15555. this.color = new Color(0xffffff);
  15556. this.map = null;
  15557. this.alphaMap = null;
  15558. this.rotation = 0;
  15559. this.sizeAttenuation = true;
  15560. this.transparent = true;
  15561. this.setValues(parameters);
  15562. }
  15563. SpriteMaterial.prototype = Object.create(Material.prototype);
  15564. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15565. SpriteMaterial.prototype.isSpriteMaterial = true;
  15566. SpriteMaterial.prototype.copy = function (source) {
  15567. Material.prototype.copy.call(this, source);
  15568. this.color.copy(source.color);
  15569. this.map = source.map;
  15570. this.alphaMap = source.alphaMap;
  15571. this.rotation = source.rotation;
  15572. this.sizeAttenuation = source.sizeAttenuation;
  15573. return this;
  15574. };
  15575. var _geometry;
  15576. var _intersectPoint = new Vector3();
  15577. var _worldScale = new Vector3();
  15578. var _mvPosition = new Vector3();
  15579. var _alignedPosition = new Vector2();
  15580. var _rotatedPosition = new Vector2();
  15581. var _viewWorldMatrix = new Matrix4();
  15582. var _vA$1 = new Vector3();
  15583. var _vB$1 = new Vector3();
  15584. var _vC$1 = new Vector3();
  15585. var _uvA$1 = new Vector2();
  15586. var _uvB$1 = new Vector2();
  15587. var _uvC$1 = new Vector2();
  15588. function Sprite(material) {
  15589. Object3D.call(this);
  15590. this.type = 'Sprite';
  15591. if (_geometry === undefined) {
  15592. _geometry = new BufferGeometry();
  15593. var float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);
  15594. var interleavedBuffer = new InterleavedBuffer(float32Array, 5);
  15595. _geometry.setIndex([0, 1, 2, 0, 2, 3]);
  15596. _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
  15597. _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
  15598. }
  15599. this.geometry = _geometry;
  15600. this.material = material !== undefined ? material : new SpriteMaterial();
  15601. this.center = new Vector2(0.5, 0.5);
  15602. }
  15603. Sprite.prototype = Object.assign(Object.create(Object3D.prototype), {
  15604. constructor: Sprite,
  15605. isSprite: true,
  15606. raycast: function raycast(raycaster, intersects) {
  15607. if (raycaster.camera === null) {
  15608. console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
  15609. }
  15610. _worldScale.setFromMatrixScale(this.matrixWorld);
  15611. _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
  15612. this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
  15613. _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
  15614. if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
  15615. _worldScale.multiplyScalar(-_mvPosition.z);
  15616. }
  15617. var rotation = this.material.rotation;
  15618. var sin, cos;
  15619. if (rotation !== 0) {
  15620. cos = Math.cos(rotation);
  15621. sin = Math.sin(rotation);
  15622. }
  15623. var center = this.center;
  15624. transformVertex(_vA$1.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15625. transformVertex(_vB$1.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15626. transformVertex(_vC$1.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15627. _uvA$1.set(0, 0);
  15628. _uvB$1.set(1, 0);
  15629. _uvC$1.set(1, 1); // check first triangle
  15630. var intersect = raycaster.ray.intersectTriangle(_vA$1, _vB$1, _vC$1, false, _intersectPoint);
  15631. if (intersect === null) {
  15632. // check second triangle
  15633. transformVertex(_vB$1.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15634. _uvB$1.set(0, 1);
  15635. intersect = raycaster.ray.intersectTriangle(_vA$1, _vC$1, _vB$1, false, _intersectPoint);
  15636. if (intersect === null) {
  15637. return;
  15638. }
  15639. }
  15640. var distance = raycaster.ray.origin.distanceTo(_intersectPoint);
  15641. if (distance < raycaster.near || distance > raycaster.far) return;
  15642. intersects.push({
  15643. distance: distance,
  15644. point: _intersectPoint.clone(),
  15645. uv: Triangle.getUV(_intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()),
  15646. face: null,
  15647. object: this
  15648. });
  15649. },
  15650. copy: function copy(source) {
  15651. Object3D.prototype.copy.call(this, source);
  15652. if (source.center !== undefined) this.center.copy(source.center);
  15653. this.material = source.material;
  15654. return this;
  15655. }
  15656. });
  15657. function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
  15658. // compute position in camera space
  15659. _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero
  15660. if (sin !== undefined) {
  15661. _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
  15662. _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
  15663. } else {
  15664. _rotatedPosition.copy(_alignedPosition);
  15665. }
  15666. vertexPosition.copy(mvPosition);
  15667. vertexPosition.x += _rotatedPosition.x;
  15668. vertexPosition.y += _rotatedPosition.y; // transform to world space
  15669. vertexPosition.applyMatrix4(_viewWorldMatrix);
  15670. }
  15671. var _v1$4 = new Vector3();
  15672. var _v2$2 = new Vector3();
  15673. function LOD() {
  15674. Object3D.call(this);
  15675. this._currentLevel = 0;
  15676. this.type = 'LOD';
  15677. Object.defineProperties(this, {
  15678. levels: {
  15679. enumerable: true,
  15680. value: []
  15681. }
  15682. });
  15683. this.autoUpdate = true;
  15684. }
  15685. LOD.prototype = Object.assign(Object.create(Object3D.prototype), {
  15686. constructor: LOD,
  15687. isLOD: true,
  15688. copy: function copy(source) {
  15689. Object3D.prototype.copy.call(this, source, false);
  15690. var levels = source.levels;
  15691. for (var i = 0, l = levels.length; i < l; i++) {
  15692. var level = levels[i];
  15693. this.addLevel(level.object.clone(), level.distance);
  15694. }
  15695. this.autoUpdate = source.autoUpdate;
  15696. return this;
  15697. },
  15698. addLevel: function addLevel(object, distance) {
  15699. if (distance === void 0) {
  15700. distance = 0;
  15701. }
  15702. distance = Math.abs(distance);
  15703. var levels = this.levels;
  15704. var l;
  15705. for (l = 0; l < levels.length; l++) {
  15706. if (distance < levels[l].distance) {
  15707. break;
  15708. }
  15709. }
  15710. levels.splice(l, 0, {
  15711. distance: distance,
  15712. object: object
  15713. });
  15714. this.add(object);
  15715. return this;
  15716. },
  15717. getCurrentLevel: function getCurrentLevel() {
  15718. return this._currentLevel;
  15719. },
  15720. getObjectForDistance: function getObjectForDistance(distance) {
  15721. var levels = this.levels;
  15722. if (levels.length > 0) {
  15723. var i, l;
  15724. for (i = 1, l = levels.length; i < l; i++) {
  15725. if (distance < levels[i].distance) {
  15726. break;
  15727. }
  15728. }
  15729. return levels[i - 1].object;
  15730. }
  15731. return null;
  15732. },
  15733. raycast: function raycast(raycaster, intersects) {
  15734. var levels = this.levels;
  15735. if (levels.length > 0) {
  15736. _v1$4.setFromMatrixPosition(this.matrixWorld);
  15737. var distance = raycaster.ray.origin.distanceTo(_v1$4);
  15738. this.getObjectForDistance(distance).raycast(raycaster, intersects);
  15739. }
  15740. },
  15741. update: function update(camera) {
  15742. var levels = this.levels;
  15743. if (levels.length > 1) {
  15744. _v1$4.setFromMatrixPosition(camera.matrixWorld);
  15745. _v2$2.setFromMatrixPosition(this.matrixWorld);
  15746. var distance = _v1$4.distanceTo(_v2$2) / camera.zoom;
  15747. levels[0].object.visible = true;
  15748. var i, l;
  15749. for (i = 1, l = levels.length; i < l; i++) {
  15750. if (distance >= levels[i].distance) {
  15751. levels[i - 1].object.visible = false;
  15752. levels[i].object.visible = true;
  15753. } else {
  15754. break;
  15755. }
  15756. }
  15757. this._currentLevel = i - 1;
  15758. for (; i < l; i++) {
  15759. levels[i].object.visible = false;
  15760. }
  15761. }
  15762. },
  15763. toJSON: function toJSON(meta) {
  15764. var data = Object3D.prototype.toJSON.call(this, meta);
  15765. if (this.autoUpdate === false) data.object.autoUpdate = false;
  15766. data.object.levels = [];
  15767. var levels = this.levels;
  15768. for (var i = 0, l = levels.length; i < l; i++) {
  15769. var level = levels[i];
  15770. data.object.levels.push({
  15771. object: level.object.uuid,
  15772. distance: level.distance
  15773. });
  15774. }
  15775. return data;
  15776. }
  15777. });
  15778. var _basePosition = new Vector3();
  15779. var _skinIndex = new Vector4();
  15780. var _skinWeight = new Vector4();
  15781. var _vector$7 = new Vector3();
  15782. var _matrix$1 = new Matrix4();
  15783. function SkinnedMesh(geometry, material) {
  15784. if (geometry && geometry.isGeometry) {
  15785. console.error('THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  15786. }
  15787. Mesh.call(this, geometry, material);
  15788. this.type = 'SkinnedMesh';
  15789. this.bindMode = 'attached';
  15790. this.bindMatrix = new Matrix4();
  15791. this.bindMatrixInverse = new Matrix4();
  15792. }
  15793. SkinnedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
  15794. constructor: SkinnedMesh,
  15795. isSkinnedMesh: true,
  15796. copy: function copy(source) {
  15797. Mesh.prototype.copy.call(this, source);
  15798. this.bindMode = source.bindMode;
  15799. this.bindMatrix.copy(source.bindMatrix);
  15800. this.bindMatrixInverse.copy(source.bindMatrixInverse);
  15801. this.skeleton = source.skeleton;
  15802. return this;
  15803. },
  15804. bind: function bind(skeleton, bindMatrix) {
  15805. this.skeleton = skeleton;
  15806. if (bindMatrix === undefined) {
  15807. this.updateMatrixWorld(true);
  15808. this.skeleton.calculateInverses();
  15809. bindMatrix = this.matrixWorld;
  15810. }
  15811. this.bindMatrix.copy(bindMatrix);
  15812. this.bindMatrixInverse.copy(bindMatrix).invert();
  15813. },
  15814. pose: function pose() {
  15815. this.skeleton.pose();
  15816. },
  15817. normalizeSkinWeights: function normalizeSkinWeights() {
  15818. var vector = new Vector4();
  15819. var skinWeight = this.geometry.attributes.skinWeight;
  15820. for (var i = 0, l = skinWeight.count; i < l; i++) {
  15821. vector.x = skinWeight.getX(i);
  15822. vector.y = skinWeight.getY(i);
  15823. vector.z = skinWeight.getZ(i);
  15824. vector.w = skinWeight.getW(i);
  15825. var scale = 1.0 / vector.manhattanLength();
  15826. if (scale !== Infinity) {
  15827. vector.multiplyScalar(scale);
  15828. } else {
  15829. vector.set(1, 0, 0, 0); // do something reasonable
  15830. }
  15831. skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
  15832. }
  15833. },
  15834. updateMatrixWorld: function updateMatrixWorld(force) {
  15835. Mesh.prototype.updateMatrixWorld.call(this, force);
  15836. if (this.bindMode === 'attached') {
  15837. this.bindMatrixInverse.copy(this.matrixWorld).invert();
  15838. } else if (this.bindMode === 'detached') {
  15839. this.bindMatrixInverse.copy(this.bindMatrix).invert();
  15840. } else {
  15841. console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
  15842. }
  15843. },
  15844. boneTransform: function boneTransform(index, target) {
  15845. var skeleton = this.skeleton;
  15846. var geometry = this.geometry;
  15847. _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
  15848. _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
  15849. _basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix);
  15850. target.set(0, 0, 0);
  15851. for (var i = 0; i < 4; i++) {
  15852. var weight = _skinWeight.getComponent(i);
  15853. if (weight !== 0) {
  15854. var boneIndex = _skinIndex.getComponent(i);
  15855. _matrix$1.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
  15856. target.addScaledVector(_vector$7.copy(_basePosition).applyMatrix4(_matrix$1), weight);
  15857. }
  15858. }
  15859. return target.applyMatrix4(this.bindMatrixInverse);
  15860. }
  15861. });
  15862. function Bone() {
  15863. Object3D.call(this);
  15864. this.type = 'Bone';
  15865. }
  15866. Bone.prototype = Object.assign(Object.create(Object3D.prototype), {
  15867. constructor: Bone,
  15868. isBone: true
  15869. });
  15870. var _offsetMatrix = new Matrix4();
  15871. var _identityMatrix = new Matrix4();
  15872. function Skeleton(bones, boneInverses) {
  15873. if (bones === void 0) {
  15874. bones = [];
  15875. }
  15876. if (boneInverses === void 0) {
  15877. boneInverses = [];
  15878. }
  15879. this.uuid = MathUtils.generateUUID();
  15880. this.bones = bones.slice(0);
  15881. this.boneInverses = boneInverses;
  15882. this.boneMatrices = null;
  15883. this.boneTexture = null;
  15884. this.boneTextureSize = 0;
  15885. this.frame = -1;
  15886. this.init();
  15887. }
  15888. Object.assign(Skeleton.prototype, {
  15889. init: function init() {
  15890. var bones = this.bones;
  15891. var boneInverses = this.boneInverses;
  15892. this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary
  15893. if (boneInverses.length === 0) {
  15894. this.calculateInverses();
  15895. } else {
  15896. // handle special case
  15897. if (bones.length !== boneInverses.length) {
  15898. console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
  15899. this.boneInverses = [];
  15900. for (var i = 0, il = this.bones.length; i < il; i++) {
  15901. this.boneInverses.push(new Matrix4());
  15902. }
  15903. }
  15904. }
  15905. },
  15906. calculateInverses: function calculateInverses() {
  15907. this.boneInverses.length = 0;
  15908. for (var i = 0, il = this.bones.length; i < il; i++) {
  15909. var inverse = new Matrix4();
  15910. if (this.bones[i]) {
  15911. inverse.copy(this.bones[i].matrixWorld).invert();
  15912. }
  15913. this.boneInverses.push(inverse);
  15914. }
  15915. },
  15916. pose: function pose() {
  15917. // recover the bind-time world matrices
  15918. for (var i = 0, il = this.bones.length; i < il; i++) {
  15919. var bone = this.bones[i];
  15920. if (bone) {
  15921. bone.matrixWorld.copy(this.boneInverses[i]).invert();
  15922. }
  15923. } // compute the local matrices, positions, rotations and scales
  15924. for (var _i = 0, _il = this.bones.length; _i < _il; _i++) {
  15925. var _bone = this.bones[_i];
  15926. if (_bone) {
  15927. if (_bone.parent && _bone.parent.isBone) {
  15928. _bone.matrix.copy(_bone.parent.matrixWorld).invert();
  15929. _bone.matrix.multiply(_bone.matrixWorld);
  15930. } else {
  15931. _bone.matrix.copy(_bone.matrixWorld);
  15932. }
  15933. _bone.matrix.decompose(_bone.position, _bone.quaternion, _bone.scale);
  15934. }
  15935. }
  15936. },
  15937. update: function update() {
  15938. var bones = this.bones;
  15939. var boneInverses = this.boneInverses;
  15940. var boneMatrices = this.boneMatrices;
  15941. var boneTexture = this.boneTexture; // flatten bone matrices to array
  15942. for (var i = 0, il = bones.length; i < il; i++) {
  15943. // compute the offset between the current and the original transform
  15944. var matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
  15945. _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
  15946. _offsetMatrix.toArray(boneMatrices, i * 16);
  15947. }
  15948. if (boneTexture !== null) {
  15949. boneTexture.needsUpdate = true;
  15950. }
  15951. },
  15952. clone: function clone() {
  15953. return new Skeleton(this.bones, this.boneInverses);
  15954. },
  15955. getBoneByName: function getBoneByName(name) {
  15956. for (var i = 0, il = this.bones.length; i < il; i++) {
  15957. var bone = this.bones[i];
  15958. if (bone.name === name) {
  15959. return bone;
  15960. }
  15961. }
  15962. return undefined;
  15963. },
  15964. dispose: function dispose() {
  15965. if (this.boneTexture !== null) {
  15966. this.boneTexture.dispose();
  15967. this.boneTexture = null;
  15968. }
  15969. },
  15970. fromJSON: function fromJSON(json, bones) {
  15971. this.uuid = json.uuid;
  15972. for (var i = 0, l = json.bones.length; i < l; i++) {
  15973. var uuid = json.bones[i];
  15974. var bone = bones[uuid];
  15975. if (bone === undefined) {
  15976. console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
  15977. bone = new Bone();
  15978. }
  15979. this.bones.push(bone);
  15980. this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
  15981. }
  15982. this.init();
  15983. return this;
  15984. },
  15985. toJSON: function toJSON() {
  15986. var data = {
  15987. metadata: {
  15988. version: 4.5,
  15989. type: 'Skeleton',
  15990. generator: 'Skeleton.toJSON'
  15991. },
  15992. bones: [],
  15993. boneInverses: []
  15994. };
  15995. data.uuid = this.uuid;
  15996. var bones = this.bones;
  15997. var boneInverses = this.boneInverses;
  15998. for (var i = 0, l = bones.length; i < l; i++) {
  15999. var bone = bones[i];
  16000. data.bones.push(bone.uuid);
  16001. var boneInverse = boneInverses[i];
  16002. data.boneInverses.push(boneInverse.toArray());
  16003. }
  16004. return data;
  16005. }
  16006. });
  16007. var _instanceLocalMatrix = new Matrix4();
  16008. var _instanceWorldMatrix = new Matrix4();
  16009. var _instanceIntersects = [];
  16010. var _mesh = new Mesh();
  16011. function InstancedMesh(geometry, material, count) {
  16012. Mesh.call(this, geometry, material);
  16013. this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16);
  16014. this.instanceColor = null;
  16015. this.count = count;
  16016. this.frustumCulled = false;
  16017. }
  16018. InstancedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
  16019. constructor: InstancedMesh,
  16020. isInstancedMesh: true,
  16021. copy: function copy(source) {
  16022. Mesh.prototype.copy.call(this, source);
  16023. this.instanceMatrix.copy(source.instanceMatrix);
  16024. if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
  16025. this.count = source.count;
  16026. return this;
  16027. },
  16028. getColorAt: function getColorAt(index, color) {
  16029. color.fromArray(this.instanceColor.array, index * 3);
  16030. },
  16031. getMatrixAt: function getMatrixAt(index, matrix) {
  16032. matrix.fromArray(this.instanceMatrix.array, index * 16);
  16033. },
  16034. raycast: function raycast(raycaster, intersects) {
  16035. var matrixWorld = this.matrixWorld;
  16036. var raycastTimes = this.count;
  16037. _mesh.geometry = this.geometry;
  16038. _mesh.material = this.material;
  16039. if (_mesh.material === undefined) return;
  16040. for (var instanceId = 0; instanceId < raycastTimes; instanceId++) {
  16041. // calculate the world matrix for each instance
  16042. this.getMatrixAt(instanceId, _instanceLocalMatrix);
  16043. _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance
  16044. _mesh.matrixWorld = _instanceWorldMatrix;
  16045. _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast
  16046. for (var i = 0, l = _instanceIntersects.length; i < l; i++) {
  16047. var intersect = _instanceIntersects[i];
  16048. intersect.instanceId = instanceId;
  16049. intersect.object = this;
  16050. intersects.push(intersect);
  16051. }
  16052. _instanceIntersects.length = 0;
  16053. }
  16054. },
  16055. setColorAt: function setColorAt(index, color) {
  16056. if (this.instanceColor === null) {
  16057. this.instanceColor = new BufferAttribute(new Float32Array(this.count * 3), 3);
  16058. }
  16059. color.toArray(this.instanceColor.array, index * 3);
  16060. },
  16061. setMatrixAt: function setMatrixAt(index, matrix) {
  16062. matrix.toArray(this.instanceMatrix.array, index * 16);
  16063. },
  16064. updateMorphTargets: function updateMorphTargets() {},
  16065. dispose: function dispose() {
  16066. this.dispatchEvent({
  16067. type: 'dispose'
  16068. });
  16069. }
  16070. });
  16071. /**
  16072. * parameters = {
  16073. * color: <hex>,
  16074. * opacity: <float>,
  16075. *
  16076. * linewidth: <float>,
  16077. * linecap: "round",
  16078. * linejoin: "round"
  16079. * }
  16080. */
  16081. function LineBasicMaterial(parameters) {
  16082. Material.call(this);
  16083. this.type = 'LineBasicMaterial';
  16084. this.color = new Color(0xffffff);
  16085. this.linewidth = 1;
  16086. this.linecap = 'round';
  16087. this.linejoin = 'round';
  16088. this.morphTargets = false;
  16089. this.setValues(parameters);
  16090. }
  16091. LineBasicMaterial.prototype = Object.create(Material.prototype);
  16092. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16093. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16094. LineBasicMaterial.prototype.copy = function (source) {
  16095. Material.prototype.copy.call(this, source);
  16096. this.color.copy(source.color);
  16097. this.linewidth = source.linewidth;
  16098. this.linecap = source.linecap;
  16099. this.linejoin = source.linejoin;
  16100. this.morphTargets = source.morphTargets;
  16101. return this;
  16102. };
  16103. var _start = new Vector3();
  16104. var _end = new Vector3();
  16105. var _inverseMatrix$1 = new Matrix4();
  16106. var _ray$1 = new Ray();
  16107. var _sphere$2 = new Sphere();
  16108. function Line(geometry, material) {
  16109. if (geometry === void 0) {
  16110. geometry = new BufferGeometry();
  16111. }
  16112. if (material === void 0) {
  16113. material = new LineBasicMaterial();
  16114. }
  16115. Object3D.call(this);
  16116. this.type = 'Line';
  16117. this.geometry = geometry;
  16118. this.material = material;
  16119. this.updateMorphTargets();
  16120. }
  16121. Line.prototype = Object.assign(Object.create(Object3D.prototype), {
  16122. constructor: Line,
  16123. isLine: true,
  16124. copy: function copy(source) {
  16125. Object3D.prototype.copy.call(this, source);
  16126. this.material = source.material;
  16127. this.geometry = source.geometry;
  16128. return this;
  16129. },
  16130. computeLineDistances: function computeLineDistances() {
  16131. var geometry = this.geometry;
  16132. if (geometry.isBufferGeometry) {
  16133. // we assume non-indexed geometry
  16134. if (geometry.index === null) {
  16135. var positionAttribute = geometry.attributes.position;
  16136. var lineDistances = [0];
  16137. for (var i = 1, l = positionAttribute.count; i < l; i++) {
  16138. _start.fromBufferAttribute(positionAttribute, i - 1);
  16139. _end.fromBufferAttribute(positionAttribute, i);
  16140. lineDistances[i] = lineDistances[i - 1];
  16141. lineDistances[i] += _start.distanceTo(_end);
  16142. }
  16143. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  16144. } else {
  16145. console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  16146. }
  16147. } else if (geometry.isGeometry) {
  16148. console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16149. }
  16150. return this;
  16151. },
  16152. raycast: function raycast(raycaster, intersects) {
  16153. var geometry = this.geometry;
  16154. var matrixWorld = this.matrixWorld;
  16155. var threshold = raycaster.params.Line.threshold; // Checking boundingSphere distance to ray
  16156. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  16157. _sphere$2.copy(geometry.boundingSphere);
  16158. _sphere$2.applyMatrix4(matrixWorld);
  16159. _sphere$2.radius += threshold;
  16160. if (raycaster.ray.intersectsSphere(_sphere$2) === false) return; //
  16161. _inverseMatrix$1.copy(matrixWorld).invert();
  16162. _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
  16163. var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  16164. var localThresholdSq = localThreshold * localThreshold;
  16165. var vStart = new Vector3();
  16166. var vEnd = new Vector3();
  16167. var interSegment = new Vector3();
  16168. var interRay = new Vector3();
  16169. var step = this.isLineSegments ? 2 : 1;
  16170. if (geometry.isBufferGeometry) {
  16171. var index = geometry.index;
  16172. var attributes = geometry.attributes;
  16173. var positionAttribute = attributes.position;
  16174. if (index !== null) {
  16175. var indices = index.array;
  16176. for (var i = 0, l = indices.length - 1; i < l; i += step) {
  16177. var a = indices[i];
  16178. var b = indices[i + 1];
  16179. vStart.fromBufferAttribute(positionAttribute, a);
  16180. vEnd.fromBufferAttribute(positionAttribute, b);
  16181. var distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  16182. if (distSq > localThresholdSq) continue;
  16183. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  16184. var distance = raycaster.ray.origin.distanceTo(interRay);
  16185. if (distance < raycaster.near || distance > raycaster.far) continue;
  16186. intersects.push({
  16187. distance: distance,
  16188. // What do we want? intersection point on the ray or on the segment??
  16189. // point: raycaster.ray.at( distance ),
  16190. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  16191. index: i,
  16192. face: null,
  16193. faceIndex: null,
  16194. object: this
  16195. });
  16196. }
  16197. } else {
  16198. for (var _i = 0, _l = positionAttribute.count - 1; _i < _l; _i += step) {
  16199. vStart.fromBufferAttribute(positionAttribute, _i);
  16200. vEnd.fromBufferAttribute(positionAttribute, _i + 1);
  16201. var _distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  16202. if (_distSq > localThresholdSq) continue;
  16203. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  16204. var _distance = raycaster.ray.origin.distanceTo(interRay);
  16205. if (_distance < raycaster.near || _distance > raycaster.far) continue;
  16206. intersects.push({
  16207. distance: _distance,
  16208. // What do we want? intersection point on the ray or on the segment??
  16209. // point: raycaster.ray.at( distance ),
  16210. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  16211. index: _i,
  16212. face: null,
  16213. faceIndex: null,
  16214. object: this
  16215. });
  16216. }
  16217. }
  16218. } else if (geometry.isGeometry) {
  16219. console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16220. }
  16221. },
  16222. updateMorphTargets: function updateMorphTargets() {
  16223. var geometry = this.geometry;
  16224. if (geometry.isBufferGeometry) {
  16225. var morphAttributes = geometry.morphAttributes;
  16226. var keys = Object.keys(morphAttributes);
  16227. if (keys.length > 0) {
  16228. var morphAttribute = morphAttributes[keys[0]];
  16229. if (morphAttribute !== undefined) {
  16230. this.morphTargetInfluences = [];
  16231. this.morphTargetDictionary = {};
  16232. for (var m = 0, ml = morphAttribute.length; m < ml; m++) {
  16233. var name = morphAttribute[m].name || String(m);
  16234. this.morphTargetInfluences.push(0);
  16235. this.morphTargetDictionary[name] = m;
  16236. }
  16237. }
  16238. }
  16239. } else {
  16240. var morphTargets = geometry.morphTargets;
  16241. if (morphTargets !== undefined && morphTargets.length > 0) {
  16242. console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  16243. }
  16244. }
  16245. }
  16246. });
  16247. var _start$1 = new Vector3();
  16248. var _end$1 = new Vector3();
  16249. function LineSegments(geometry, material) {
  16250. Line.call(this, geometry, material);
  16251. this.type = 'LineSegments';
  16252. }
  16253. LineSegments.prototype = Object.assign(Object.create(Line.prototype), {
  16254. constructor: LineSegments,
  16255. isLineSegments: true,
  16256. computeLineDistances: function computeLineDistances() {
  16257. var geometry = this.geometry;
  16258. if (geometry.isBufferGeometry) {
  16259. // we assume non-indexed geometry
  16260. if (geometry.index === null) {
  16261. var positionAttribute = geometry.attributes.position;
  16262. var lineDistances = [];
  16263. for (var i = 0, l = positionAttribute.count; i < l; i += 2) {
  16264. _start$1.fromBufferAttribute(positionAttribute, i);
  16265. _end$1.fromBufferAttribute(positionAttribute, i + 1);
  16266. lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
  16267. lineDistances[i + 1] = lineDistances[i] + _start$1.distanceTo(_end$1);
  16268. }
  16269. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  16270. } else {
  16271. console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  16272. }
  16273. } else if (geometry.isGeometry) {
  16274. console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16275. }
  16276. return this;
  16277. }
  16278. });
  16279. function LineLoop(geometry, material) {
  16280. Line.call(this, geometry, material);
  16281. this.type = 'LineLoop';
  16282. }
  16283. LineLoop.prototype = Object.assign(Object.create(Line.prototype), {
  16284. constructor: LineLoop,
  16285. isLineLoop: true
  16286. });
  16287. /**
  16288. * parameters = {
  16289. * color: <hex>,
  16290. * opacity: <float>,
  16291. * map: new THREE.Texture( <Image> ),
  16292. * alphaMap: new THREE.Texture( <Image> ),
  16293. *
  16294. * size: <float>,
  16295. * sizeAttenuation: <bool>
  16296. *
  16297. * morphTargets: <bool>
  16298. * }
  16299. */
  16300. function PointsMaterial(parameters) {
  16301. Material.call(this);
  16302. this.type = 'PointsMaterial';
  16303. this.color = new Color(0xffffff);
  16304. this.map = null;
  16305. this.alphaMap = null;
  16306. this.size = 1;
  16307. this.sizeAttenuation = true;
  16308. this.morphTargets = false;
  16309. this.setValues(parameters);
  16310. }
  16311. PointsMaterial.prototype = Object.create(Material.prototype);
  16312. PointsMaterial.prototype.constructor = PointsMaterial;
  16313. PointsMaterial.prototype.isPointsMaterial = true;
  16314. PointsMaterial.prototype.copy = function (source) {
  16315. Material.prototype.copy.call(this, source);
  16316. this.color.copy(source.color);
  16317. this.map = source.map;
  16318. this.alphaMap = source.alphaMap;
  16319. this.size = source.size;
  16320. this.sizeAttenuation = source.sizeAttenuation;
  16321. this.morphTargets = source.morphTargets;
  16322. return this;
  16323. };
  16324. var _inverseMatrix$2 = new Matrix4();
  16325. var _ray$2 = new Ray();
  16326. var _sphere$3 = new Sphere();
  16327. var _position$1 = new Vector3();
  16328. function Points(geometry, material) {
  16329. if (geometry === void 0) {
  16330. geometry = new BufferGeometry();
  16331. }
  16332. if (material === void 0) {
  16333. material = new PointsMaterial();
  16334. }
  16335. Object3D.call(this);
  16336. this.type = 'Points';
  16337. this.geometry = geometry;
  16338. this.material = material;
  16339. this.updateMorphTargets();
  16340. }
  16341. Points.prototype = Object.assign(Object.create(Object3D.prototype), {
  16342. constructor: Points,
  16343. isPoints: true,
  16344. copy: function copy(source) {
  16345. Object3D.prototype.copy.call(this, source);
  16346. this.material = source.material;
  16347. this.geometry = source.geometry;
  16348. return this;
  16349. },
  16350. raycast: function raycast(raycaster, intersects) {
  16351. var geometry = this.geometry;
  16352. var matrixWorld = this.matrixWorld;
  16353. var threshold = raycaster.params.Points.threshold; // Checking boundingSphere distance to ray
  16354. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  16355. _sphere$3.copy(geometry.boundingSphere);
  16356. _sphere$3.applyMatrix4(matrixWorld);
  16357. _sphere$3.radius += threshold;
  16358. if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //
  16359. _inverseMatrix$2.copy(matrixWorld).invert();
  16360. _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2);
  16361. var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  16362. var localThresholdSq = localThreshold * localThreshold;
  16363. if (geometry.isBufferGeometry) {
  16364. var index = geometry.index;
  16365. var attributes = geometry.attributes;
  16366. var positionAttribute = attributes.position;
  16367. if (index !== null) {
  16368. var indices = index.array;
  16369. for (var i = 0, il = indices.length; i < il; i++) {
  16370. var a = indices[i];
  16371. _position$1.fromBufferAttribute(positionAttribute, a);
  16372. testPoint(_position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
  16373. }
  16374. } else {
  16375. for (var _i = 0, l = positionAttribute.count; _i < l; _i++) {
  16376. _position$1.fromBufferAttribute(positionAttribute, _i);
  16377. testPoint(_position$1, _i, localThresholdSq, matrixWorld, raycaster, intersects, this);
  16378. }
  16379. }
  16380. } else {
  16381. console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16382. }
  16383. },
  16384. updateMorphTargets: function updateMorphTargets() {
  16385. var geometry = this.geometry;
  16386. if (geometry.isBufferGeometry) {
  16387. var morphAttributes = geometry.morphAttributes;
  16388. var keys = Object.keys(morphAttributes);
  16389. if (keys.length > 0) {
  16390. var morphAttribute = morphAttributes[keys[0]];
  16391. if (morphAttribute !== undefined) {
  16392. this.morphTargetInfluences = [];
  16393. this.morphTargetDictionary = {};
  16394. for (var m = 0, ml = morphAttribute.length; m < ml; m++) {
  16395. var name = morphAttribute[m].name || String(m);
  16396. this.morphTargetInfluences.push(0);
  16397. this.morphTargetDictionary[name] = m;
  16398. }
  16399. }
  16400. }
  16401. } else {
  16402. var morphTargets = geometry.morphTargets;
  16403. if (morphTargets !== undefined && morphTargets.length > 0) {
  16404. console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  16405. }
  16406. }
  16407. }
  16408. });
  16409. function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
  16410. var rayPointDistanceSq = _ray$2.distanceSqToPoint(point);
  16411. if (rayPointDistanceSq < localThresholdSq) {
  16412. var intersectPoint = new Vector3();
  16413. _ray$2.closestPointToPoint(point, intersectPoint);
  16414. intersectPoint.applyMatrix4(matrixWorld);
  16415. var distance = raycaster.ray.origin.distanceTo(intersectPoint);
  16416. if (distance < raycaster.near || distance > raycaster.far) return;
  16417. intersects.push({
  16418. distance: distance,
  16419. distanceToRay: Math.sqrt(rayPointDistanceSq),
  16420. point: intersectPoint,
  16421. index: index,
  16422. face: null,
  16423. object: object
  16424. });
  16425. }
  16426. }
  16427. function VideoTexture(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  16428. Texture.call(this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16429. this.format = format !== undefined ? format : RGBFormat;
  16430. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16431. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16432. this.generateMipmaps = false;
  16433. var scope = this;
  16434. function updateVideo() {
  16435. scope.needsUpdate = true;
  16436. video.requestVideoFrameCallback(updateVideo);
  16437. }
  16438. if ('requestVideoFrameCallback' in video) {
  16439. video.requestVideoFrameCallback(updateVideo);
  16440. }
  16441. }
  16442. VideoTexture.prototype = Object.assign(Object.create(Texture.prototype), {
  16443. constructor: VideoTexture,
  16444. clone: function clone() {
  16445. return new this.constructor(this.image).copy(this);
  16446. },
  16447. isVideoTexture: true,
  16448. update: function update() {
  16449. var video = this.image;
  16450. var hasVideoFrameCallback = ('requestVideoFrameCallback' in video);
  16451. if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
  16452. this.needsUpdate = true;
  16453. }
  16454. }
  16455. });
  16456. function CompressedTexture(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  16457. Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  16458. this.image = {
  16459. width: width,
  16460. height: height
  16461. };
  16462. this.mipmaps = mipmaps; // no flipping for cube textures
  16463. // (also flipping doesn't work for compressed textures )
  16464. this.flipY = false; // can't generate mipmaps for compressed textures
  16465. // mips must be embedded in DDS files
  16466. this.generateMipmaps = false;
  16467. }
  16468. CompressedTexture.prototype = Object.create(Texture.prototype);
  16469. CompressedTexture.prototype.constructor = CompressedTexture;
  16470. CompressedTexture.prototype.isCompressedTexture = true;
  16471. function CanvasTexture(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  16472. Texture.call(this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16473. this.needsUpdate = true;
  16474. }
  16475. CanvasTexture.prototype = Object.create(Texture.prototype);
  16476. CanvasTexture.prototype.constructor = CanvasTexture;
  16477. CanvasTexture.prototype.isCanvasTexture = true;
  16478. function DepthTexture(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
  16479. format = format !== undefined ? format : DepthFormat;
  16480. if (format !== DepthFormat && format !== DepthStencilFormat) {
  16481. throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');
  16482. }
  16483. if (type === undefined && format === DepthFormat) type = UnsignedShortType;
  16484. if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;
  16485. Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16486. this.image = {
  16487. width: width,
  16488. height: height
  16489. };
  16490. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16491. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16492. this.flipY = false;
  16493. this.generateMipmaps = false;
  16494. }
  16495. DepthTexture.prototype = Object.create(Texture.prototype);
  16496. DepthTexture.prototype.constructor = DepthTexture;
  16497. DepthTexture.prototype.isDepthTexture = true;
  16498. var CircleGeometry = /*#__PURE__*/function (_BufferGeometry) {
  16499. _inheritsLoose(CircleGeometry, _BufferGeometry);
  16500. function CircleGeometry(radius, segments, thetaStart, thetaLength) {
  16501. var _this;
  16502. if (radius === void 0) {
  16503. radius = 1;
  16504. }
  16505. if (segments === void 0) {
  16506. segments = 8;
  16507. }
  16508. if (thetaStart === void 0) {
  16509. thetaStart = 0;
  16510. }
  16511. if (thetaLength === void 0) {
  16512. thetaLength = Math.PI * 2;
  16513. }
  16514. _this = _BufferGeometry.call(this) || this;
  16515. _this.type = 'CircleGeometry';
  16516. _this.parameters = {
  16517. radius: radius,
  16518. segments: segments,
  16519. thetaStart: thetaStart,
  16520. thetaLength: thetaLength
  16521. };
  16522. segments = Math.max(3, segments); // buffers
  16523. var indices = [];
  16524. var vertices = [];
  16525. var normals = [];
  16526. var uvs = []; // helper variables
  16527. var vertex = new Vector3();
  16528. var uv = new Vector2(); // center point
  16529. vertices.push(0, 0, 0);
  16530. normals.push(0, 0, 1);
  16531. uvs.push(0.5, 0.5);
  16532. for (var s = 0, i = 3; s <= segments; s++, i += 3) {
  16533. var segment = thetaStart + s / segments * thetaLength; // vertex
  16534. vertex.x = radius * Math.cos(segment);
  16535. vertex.y = radius * Math.sin(segment);
  16536. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  16537. normals.push(0, 0, 1); // uvs
  16538. uv.x = (vertices[i] / radius + 1) / 2;
  16539. uv.y = (vertices[i + 1] / radius + 1) / 2;
  16540. uvs.push(uv.x, uv.y);
  16541. } // indices
  16542. for (var _i = 1; _i <= segments; _i++) {
  16543. indices.push(_i, _i + 1, 0);
  16544. } // build geometry
  16545. _this.setIndex(indices);
  16546. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  16547. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  16548. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  16549. return _this;
  16550. }
  16551. return CircleGeometry;
  16552. }(BufferGeometry);
  16553. var CylinderGeometry = /*#__PURE__*/function (_BufferGeometry) {
  16554. _inheritsLoose(CylinderGeometry, _BufferGeometry);
  16555. function CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {
  16556. var _this;
  16557. if (radiusTop === void 0) {
  16558. radiusTop = 1;
  16559. }
  16560. if (radiusBottom === void 0) {
  16561. radiusBottom = 1;
  16562. }
  16563. if (height === void 0) {
  16564. height = 1;
  16565. }
  16566. if (radialSegments === void 0) {
  16567. radialSegments = 8;
  16568. }
  16569. if (heightSegments === void 0) {
  16570. heightSegments = 1;
  16571. }
  16572. if (openEnded === void 0) {
  16573. openEnded = false;
  16574. }
  16575. if (thetaStart === void 0) {
  16576. thetaStart = 0;
  16577. }
  16578. if (thetaLength === void 0) {
  16579. thetaLength = Math.PI * 2;
  16580. }
  16581. _this = _BufferGeometry.call(this) || this;
  16582. _this.type = 'CylinderGeometry';
  16583. _this.parameters = {
  16584. radiusTop: radiusTop,
  16585. radiusBottom: radiusBottom,
  16586. height: height,
  16587. radialSegments: radialSegments,
  16588. heightSegments: heightSegments,
  16589. openEnded: openEnded,
  16590. thetaStart: thetaStart,
  16591. thetaLength: thetaLength
  16592. };
  16593. var scope = _assertThisInitialized(_this);
  16594. radialSegments = Math.floor(radialSegments);
  16595. heightSegments = Math.floor(heightSegments); // buffers
  16596. var indices = [];
  16597. var vertices = [];
  16598. var normals = [];
  16599. var uvs = []; // helper variables
  16600. var index = 0;
  16601. var indexArray = [];
  16602. var halfHeight = height / 2;
  16603. var groupStart = 0; // generate geometry
  16604. generateTorso();
  16605. if (openEnded === false) {
  16606. if (radiusTop > 0) generateCap(true);
  16607. if (radiusBottom > 0) generateCap(false);
  16608. } // build geometry
  16609. _this.setIndex(indices);
  16610. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  16611. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  16612. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  16613. function generateTorso() {
  16614. var normal = new Vector3();
  16615. var vertex = new Vector3();
  16616. var groupCount = 0; // this will be used to calculate the normal
  16617. var slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs
  16618. for (var y = 0; y <= heightSegments; y++) {
  16619. var indexRow = [];
  16620. var v = y / heightSegments; // calculate the radius of the current row
  16621. var radius = v * (radiusBottom - radiusTop) + radiusTop;
  16622. for (var x = 0; x <= radialSegments; x++) {
  16623. var u = x / radialSegments;
  16624. var theta = u * thetaLength + thetaStart;
  16625. var sinTheta = Math.sin(theta);
  16626. var cosTheta = Math.cos(theta); // vertex
  16627. vertex.x = radius * sinTheta;
  16628. vertex.y = -v * height + halfHeight;
  16629. vertex.z = radius * cosTheta;
  16630. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  16631. normal.set(sinTheta, slope, cosTheta).normalize();
  16632. normals.push(normal.x, normal.y, normal.z); // uv
  16633. uvs.push(u, 1 - v); // save index of vertex in respective row
  16634. indexRow.push(index++);
  16635. } // now save vertices of the row in our index array
  16636. indexArray.push(indexRow);
  16637. } // generate indices
  16638. for (var _x = 0; _x < radialSegments; _x++) {
  16639. for (var _y = 0; _y < heightSegments; _y++) {
  16640. // we use the index array to access the correct indices
  16641. var a = indexArray[_y][_x];
  16642. var b = indexArray[_y + 1][_x];
  16643. var c = indexArray[_y + 1][_x + 1];
  16644. var d = indexArray[_y][_x + 1]; // faces
  16645. indices.push(a, b, d);
  16646. indices.push(b, c, d); // update group counter
  16647. groupCount += 6;
  16648. }
  16649. } // add a group to the geometry. this will ensure multi material support
  16650. scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups
  16651. groupStart += groupCount;
  16652. }
  16653. function generateCap(top) {
  16654. // save the index of the first center vertex
  16655. var centerIndexStart = index;
  16656. var uv = new Vector2();
  16657. var vertex = new Vector3();
  16658. var groupCount = 0;
  16659. var radius = top === true ? radiusTop : radiusBottom;
  16660. var sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap.
  16661. // because the geometry needs one set of uvs per face,
  16662. // we must generate a center vertex per face/segment
  16663. for (var x = 1; x <= radialSegments; x++) {
  16664. // vertex
  16665. vertices.push(0, halfHeight * sign, 0); // normal
  16666. normals.push(0, sign, 0); // uv
  16667. uvs.push(0.5, 0.5); // increase index
  16668. index++;
  16669. } // save the index of the last center vertex
  16670. var centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs
  16671. for (var _x2 = 0; _x2 <= radialSegments; _x2++) {
  16672. var u = _x2 / radialSegments;
  16673. var theta = u * thetaLength + thetaStart;
  16674. var cosTheta = Math.cos(theta);
  16675. var sinTheta = Math.sin(theta); // vertex
  16676. vertex.x = radius * sinTheta;
  16677. vertex.y = halfHeight * sign;
  16678. vertex.z = radius * cosTheta;
  16679. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  16680. normals.push(0, sign, 0); // uv
  16681. uv.x = cosTheta * 0.5 + 0.5;
  16682. uv.y = sinTheta * 0.5 * sign + 0.5;
  16683. uvs.push(uv.x, uv.y); // increase index
  16684. index++;
  16685. } // generate indices
  16686. for (var _x3 = 0; _x3 < radialSegments; _x3++) {
  16687. var c = centerIndexStart + _x3;
  16688. var i = centerIndexEnd + _x3;
  16689. if (top === true) {
  16690. // face top
  16691. indices.push(i, i + 1, c);
  16692. } else {
  16693. // face bottom
  16694. indices.push(i + 1, i, c);
  16695. }
  16696. groupCount += 3;
  16697. } // add a group to the geometry. this will ensure multi material support
  16698. scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups
  16699. groupStart += groupCount;
  16700. }
  16701. return _this;
  16702. }
  16703. return CylinderGeometry;
  16704. }(BufferGeometry);
  16705. var ConeGeometry = /*#__PURE__*/function (_CylinderGeometry) {
  16706. _inheritsLoose(ConeGeometry, _CylinderGeometry);
  16707. function ConeGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {
  16708. var _this;
  16709. if (radius === void 0) {
  16710. radius = 1;
  16711. }
  16712. if (height === void 0) {
  16713. height = 1;
  16714. }
  16715. if (radialSegments === void 0) {
  16716. radialSegments = 8;
  16717. }
  16718. if (heightSegments === void 0) {
  16719. heightSegments = 1;
  16720. }
  16721. if (openEnded === void 0) {
  16722. openEnded = false;
  16723. }
  16724. if (thetaStart === void 0) {
  16725. thetaStart = 0;
  16726. }
  16727. if (thetaLength === void 0) {
  16728. thetaLength = Math.PI * 2;
  16729. }
  16730. _this = _CylinderGeometry.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) || this;
  16731. _this.type = 'ConeGeometry';
  16732. _this.parameters = {
  16733. radius: radius,
  16734. height: height,
  16735. radialSegments: radialSegments,
  16736. heightSegments: heightSegments,
  16737. openEnded: openEnded,
  16738. thetaStart: thetaStart,
  16739. thetaLength: thetaLength
  16740. };
  16741. return _this;
  16742. }
  16743. return ConeGeometry;
  16744. }(CylinderGeometry);
  16745. var PolyhedronGeometry = /*#__PURE__*/function (_BufferGeometry) {
  16746. _inheritsLoose(PolyhedronGeometry, _BufferGeometry);
  16747. function PolyhedronGeometry(vertices, indices, radius, detail) {
  16748. var _this;
  16749. if (radius === void 0) {
  16750. radius = 1;
  16751. }
  16752. if (detail === void 0) {
  16753. detail = 0;
  16754. }
  16755. _this = _BufferGeometry.call(this) || this;
  16756. _this.type = 'PolyhedronGeometry';
  16757. _this.parameters = {
  16758. vertices: vertices,
  16759. indices: indices,
  16760. radius: radius,
  16761. detail: detail
  16762. }; // default buffer data
  16763. var vertexBuffer = [];
  16764. var uvBuffer = []; // the subdivision creates the vertex buffer data
  16765. subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius
  16766. applyRadius(radius); // finally, create the uv data
  16767. generateUVs(); // build non-indexed geometry
  16768. _this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
  16769. _this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
  16770. _this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
  16771. if (detail === 0) {
  16772. _this.computeVertexNormals(); // flat normals
  16773. } else {
  16774. _this.normalizeNormals(); // smooth normals
  16775. } // helper functions
  16776. function subdivide(detail) {
  16777. var a = new Vector3();
  16778. var b = new Vector3();
  16779. var c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value
  16780. for (var i = 0; i < indices.length; i += 3) {
  16781. // get the vertices of the face
  16782. getVertexByIndex(indices[i + 0], a);
  16783. getVertexByIndex(indices[i + 1], b);
  16784. getVertexByIndex(indices[i + 2], c); // perform subdivision
  16785. subdivideFace(a, b, c, detail);
  16786. }
  16787. }
  16788. function subdivideFace(a, b, c, detail) {
  16789. var cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision
  16790. var v = []; // construct all of the vertices for this subdivision
  16791. for (var i = 0; i <= cols; i++) {
  16792. v[i] = [];
  16793. var aj = a.clone().lerp(c, i / cols);
  16794. var bj = b.clone().lerp(c, i / cols);
  16795. var rows = cols - i;
  16796. for (var j = 0; j <= rows; j++) {
  16797. if (j === 0 && i === cols) {
  16798. v[i][j] = aj;
  16799. } else {
  16800. v[i][j] = aj.clone().lerp(bj, j / rows);
  16801. }
  16802. }
  16803. } // construct all of the faces
  16804. for (var _i = 0; _i < cols; _i++) {
  16805. for (var _j = 0; _j < 2 * (cols - _i) - 1; _j++) {
  16806. var k = Math.floor(_j / 2);
  16807. if (_j % 2 === 0) {
  16808. pushVertex(v[_i][k + 1]);
  16809. pushVertex(v[_i + 1][k]);
  16810. pushVertex(v[_i][k]);
  16811. } else {
  16812. pushVertex(v[_i][k + 1]);
  16813. pushVertex(v[_i + 1][k + 1]);
  16814. pushVertex(v[_i + 1][k]);
  16815. }
  16816. }
  16817. }
  16818. }
  16819. function applyRadius(radius) {
  16820. var vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex
  16821. for (var i = 0; i < vertexBuffer.length; i += 3) {
  16822. vertex.x = vertexBuffer[i + 0];
  16823. vertex.y = vertexBuffer[i + 1];
  16824. vertex.z = vertexBuffer[i + 2];
  16825. vertex.normalize().multiplyScalar(radius);
  16826. vertexBuffer[i + 0] = vertex.x;
  16827. vertexBuffer[i + 1] = vertex.y;
  16828. vertexBuffer[i + 2] = vertex.z;
  16829. }
  16830. }
  16831. function generateUVs() {
  16832. var vertex = new Vector3();
  16833. for (var i = 0; i < vertexBuffer.length; i += 3) {
  16834. vertex.x = vertexBuffer[i + 0];
  16835. vertex.y = vertexBuffer[i + 1];
  16836. vertex.z = vertexBuffer[i + 2];
  16837. var u = azimuth(vertex) / 2 / Math.PI + 0.5;
  16838. var v = inclination(vertex) / Math.PI + 0.5;
  16839. uvBuffer.push(u, 1 - v);
  16840. }
  16841. correctUVs();
  16842. correctSeam();
  16843. }
  16844. function correctSeam() {
  16845. // handle case when face straddles the seam, see #3269
  16846. for (var i = 0; i < uvBuffer.length; i += 6) {
  16847. // uv data of a single face
  16848. var x0 = uvBuffer[i + 0];
  16849. var x1 = uvBuffer[i + 2];
  16850. var x2 = uvBuffer[i + 4];
  16851. var max = Math.max(x0, x1, x2);
  16852. var min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary
  16853. if (max > 0.9 && min < 0.1) {
  16854. if (x0 < 0.2) uvBuffer[i + 0] += 1;
  16855. if (x1 < 0.2) uvBuffer[i + 2] += 1;
  16856. if (x2 < 0.2) uvBuffer[i + 4] += 1;
  16857. }
  16858. }
  16859. }
  16860. function pushVertex(vertex) {
  16861. vertexBuffer.push(vertex.x, vertex.y, vertex.z);
  16862. }
  16863. function getVertexByIndex(index, vertex) {
  16864. var stride = index * 3;
  16865. vertex.x = vertices[stride + 0];
  16866. vertex.y = vertices[stride + 1];
  16867. vertex.z = vertices[stride + 2];
  16868. }
  16869. function correctUVs() {
  16870. var a = new Vector3();
  16871. var b = new Vector3();
  16872. var c = new Vector3();
  16873. var centroid = new Vector3();
  16874. var uvA = new Vector2();
  16875. var uvB = new Vector2();
  16876. var uvC = new Vector2();
  16877. for (var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
  16878. a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
  16879. b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
  16880. c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
  16881. uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
  16882. uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
  16883. uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
  16884. centroid.copy(a).add(b).add(c).divideScalar(3);
  16885. var azi = azimuth(centroid);
  16886. correctUV(uvA, j + 0, a, azi);
  16887. correctUV(uvB, j + 2, b, azi);
  16888. correctUV(uvC, j + 4, c, azi);
  16889. }
  16890. }
  16891. function correctUV(uv, stride, vector, azimuth) {
  16892. if (azimuth < 0 && uv.x === 1) {
  16893. uvBuffer[stride] = uv.x - 1;
  16894. }
  16895. if (vector.x === 0 && vector.z === 0) {
  16896. uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
  16897. }
  16898. } // Angle around the Y axis, counter-clockwise when looking from above.
  16899. function azimuth(vector) {
  16900. return Math.atan2(vector.z, -vector.x);
  16901. } // Angle above the XZ plane.
  16902. function inclination(vector) {
  16903. return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
  16904. }
  16905. return _this;
  16906. }
  16907. return PolyhedronGeometry;
  16908. }(BufferGeometry);
  16909. var DodecahedronGeometry = /*#__PURE__*/function (_PolyhedronGeometry) {
  16910. _inheritsLoose(DodecahedronGeometry, _PolyhedronGeometry);
  16911. function DodecahedronGeometry(radius, detail) {
  16912. var _this;
  16913. if (radius === void 0) {
  16914. radius = 1;
  16915. }
  16916. if (detail === void 0) {
  16917. detail = 0;
  16918. }
  16919. var t = (1 + Math.sqrt(5)) / 2;
  16920. var r = 1 / t;
  16921. var vertices = [// (±1, ±1, ±1)
  16922. -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, // (0, ±1/φ, ±φ)
  16923. 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)
  16924. -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)
  16925. -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
  16926. var indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9];
  16927. _this = _PolyhedronGeometry.call(this, vertices, indices, radius, detail) || this;
  16928. _this.type = 'DodecahedronGeometry';
  16929. _this.parameters = {
  16930. radius: radius,
  16931. detail: detail
  16932. };
  16933. return _this;
  16934. }
  16935. return DodecahedronGeometry;
  16936. }(PolyhedronGeometry);
  16937. var _v0$2 = new Vector3();
  16938. var _v1$5 = new Vector3();
  16939. var _normal$1 = new Vector3();
  16940. var _triangle = new Triangle();
  16941. var EdgesGeometry = /*#__PURE__*/function (_BufferGeometry) {
  16942. _inheritsLoose(EdgesGeometry, _BufferGeometry);
  16943. function EdgesGeometry(geometry, thresholdAngle) {
  16944. var _this;
  16945. _this = _BufferGeometry.call(this) || this;
  16946. _this.type = 'EdgesGeometry';
  16947. _this.parameters = {
  16948. thresholdAngle: thresholdAngle
  16949. };
  16950. thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;
  16951. if (geometry.isGeometry === true) {
  16952. console.error('THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16953. return _assertThisInitialized(_this);
  16954. }
  16955. var precisionPoints = 4;
  16956. var precision = Math.pow(10, precisionPoints);
  16957. var thresholdDot = Math.cos(MathUtils.DEG2RAD * thresholdAngle);
  16958. var indexAttr = geometry.getIndex();
  16959. var positionAttr = geometry.getAttribute('position');
  16960. var indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  16961. var indexArr = [0, 0, 0];
  16962. var vertKeys = ['a', 'b', 'c'];
  16963. var hashes = new Array(3);
  16964. var edgeData = {};
  16965. var vertices = [];
  16966. for (var i = 0; i < indexCount; i += 3) {
  16967. if (indexAttr) {
  16968. indexArr[0] = indexAttr.getX(i);
  16969. indexArr[1] = indexAttr.getX(i + 1);
  16970. indexArr[2] = indexAttr.getX(i + 2);
  16971. } else {
  16972. indexArr[0] = i;
  16973. indexArr[1] = i + 1;
  16974. indexArr[2] = i + 2;
  16975. }
  16976. var a = _triangle.a,
  16977. b = _triangle.b,
  16978. c = _triangle.c;
  16979. a.fromBufferAttribute(positionAttr, indexArr[0]);
  16980. b.fromBufferAttribute(positionAttr, indexArr[1]);
  16981. c.fromBufferAttribute(positionAttr, indexArr[2]);
  16982. _triangle.getNormal(_normal$1); // create hashes for the edge from the vertices
  16983. hashes[0] = Math.round(a.x * precision) + "," + Math.round(a.y * precision) + "," + Math.round(a.z * precision);
  16984. hashes[1] = Math.round(b.x * precision) + "," + Math.round(b.y * precision) + "," + Math.round(b.z * precision);
  16985. hashes[2] = Math.round(c.x * precision) + "," + Math.round(c.y * precision) + "," + Math.round(c.z * precision); // skip degenerate triangles
  16986. if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
  16987. continue;
  16988. } // iterate over every edge
  16989. for (var j = 0; j < 3; j++) {
  16990. // get the first and next vertex making up the edge
  16991. var jNext = (j + 1) % 3;
  16992. var vecHash0 = hashes[j];
  16993. var vecHash1 = hashes[jNext];
  16994. var v0 = _triangle[vertKeys[j]];
  16995. var v1 = _triangle[vertKeys[jNext]];
  16996. var hash = vecHash0 + "_" + vecHash1;
  16997. var reverseHash = vecHash1 + "_" + vecHash0;
  16998. if (reverseHash in edgeData && edgeData[reverseHash]) {
  16999. // if we found a sibling edge add it into the vertex array if
  17000. // it meets the angle threshold and delete the edge from the map.
  17001. if (_normal$1.dot(edgeData[reverseHash].normal) <= thresholdDot) {
  17002. vertices.push(v0.x, v0.y, v0.z);
  17003. vertices.push(v1.x, v1.y, v1.z);
  17004. }
  17005. edgeData[reverseHash] = null;
  17006. } else if (!(hash in edgeData)) {
  17007. // if we've already got an edge here then skip adding a new one
  17008. edgeData[hash] = {
  17009. index0: indexArr[j],
  17010. index1: indexArr[jNext],
  17011. normal: _normal$1.clone()
  17012. };
  17013. }
  17014. }
  17015. } // iterate over all remaining, unmatched edges and add them to the vertex array
  17016. for (var key in edgeData) {
  17017. if (edgeData[key]) {
  17018. var _edgeData$key = edgeData[key],
  17019. index0 = _edgeData$key.index0,
  17020. index1 = _edgeData$key.index1;
  17021. _v0$2.fromBufferAttribute(positionAttr, index0);
  17022. _v1$5.fromBufferAttribute(positionAttr, index1);
  17023. vertices.push(_v0$2.x, _v0$2.y, _v0$2.z);
  17024. vertices.push(_v1$5.x, _v1$5.y, _v1$5.z);
  17025. }
  17026. }
  17027. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17028. return _this;
  17029. }
  17030. return EdgesGeometry;
  17031. }(BufferGeometry);
  17032. /**
  17033. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17034. */
  17035. var Earcut = {
  17036. triangulate: function triangulate(data, holeIndices, dim) {
  17037. dim = dim || 2;
  17038. var hasHoles = holeIndices && holeIndices.length;
  17039. var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  17040. var outerNode = linkedList(data, 0, outerLen, dim, true);
  17041. var triangles = [];
  17042. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  17043. var minX, minY, maxX, maxY, x, y, invSize;
  17044. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17045. if (data.length > 80 * dim) {
  17046. minX = maxX = data[0];
  17047. minY = maxY = data[1];
  17048. for (var i = dim; i < outerLen; i += dim) {
  17049. x = data[i];
  17050. y = data[i + 1];
  17051. if (x < minX) minX = x;
  17052. if (y < minY) minY = y;
  17053. if (x > maxX) maxX = x;
  17054. if (y > maxY) maxY = y;
  17055. } // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17056. invSize = Math.max(maxX - minX, maxY - minY);
  17057. invSize = invSize !== 0 ? 1 / invSize : 0;
  17058. }
  17059. earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
  17060. return triangles;
  17061. }
  17062. }; // create a circular doubly linked list from polygon points in the specified winding order
  17063. function linkedList(data, start, end, dim, clockwise) {
  17064. var i, last;
  17065. if (clockwise === signedArea(data, start, end, dim) > 0) {
  17066. for (i = start; i < end; i += dim) {
  17067. last = insertNode(i, data[i], data[i + 1], last);
  17068. }
  17069. } else {
  17070. for (i = end - dim; i >= start; i -= dim) {
  17071. last = insertNode(i, data[i], data[i + 1], last);
  17072. }
  17073. }
  17074. if (last && equals(last, last.next)) {
  17075. removeNode(last);
  17076. last = last.next;
  17077. }
  17078. return last;
  17079. } // eliminate colinear or duplicate points
  17080. function filterPoints(start, end) {
  17081. if (!start) return start;
  17082. if (!end) end = start;
  17083. var p = start,
  17084. again;
  17085. do {
  17086. again = false;
  17087. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  17088. removeNode(p);
  17089. p = end = p.prev;
  17090. if (p === p.next) break;
  17091. again = true;
  17092. } else {
  17093. p = p.next;
  17094. }
  17095. } while (again || p !== end);
  17096. return end;
  17097. } // main ear slicing loop which triangulates a polygon (given as a linked list)
  17098. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  17099. if (!ear) return; // interlink polygon nodes in z-order
  17100. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  17101. var stop = ear,
  17102. prev,
  17103. next; // iterate through ears, slicing them one by one
  17104. while (ear.prev !== ear.next) {
  17105. prev = ear.prev;
  17106. next = ear.next;
  17107. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  17108. // cut off the triangle
  17109. triangles.push(prev.i / dim);
  17110. triangles.push(ear.i / dim);
  17111. triangles.push(next.i / dim);
  17112. removeNode(ear); // skipping the next vertex leads to less sliver triangles
  17113. ear = next.next;
  17114. stop = next.next;
  17115. continue;
  17116. }
  17117. ear = next; // if we looped through the whole remaining polygon and can't find any more ears
  17118. if (ear === stop) {
  17119. // try filtering points and slicing again
  17120. if (!pass) {
  17121. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally
  17122. } else if (pass === 1) {
  17123. ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
  17124. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two
  17125. } else if (pass === 2) {
  17126. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  17127. }
  17128. break;
  17129. }
  17130. }
  17131. } // check whether a polygon node forms a valid ear with adjacent nodes
  17132. function isEar(ear) {
  17133. var a = ear.prev,
  17134. b = ear,
  17135. c = ear.next;
  17136. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  17137. // now make sure we don't have other points inside the potential ear
  17138. var p = ear.next.next;
  17139. while (p !== ear.prev) {
  17140. if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  17141. p = p.next;
  17142. }
  17143. return true;
  17144. }
  17145. function isEarHashed(ear, minX, minY, invSize) {
  17146. var a = ear.prev,
  17147. b = ear,
  17148. c = ear.next;
  17149. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  17150. // triangle bbox; min & max are calculated like this for speed
  17151. var minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,
  17152. minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,
  17153. maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,
  17154. maxTY = a.y > b.y ? a.y > c.y ? a.y : c.y : b.y > c.y ? b.y : c.y; // z-order range for the current triangle bbox;
  17155. var minZ = zOrder(minTX, minTY, minX, minY, invSize),
  17156. maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
  17157. var p = ear.prevZ,
  17158. n = ear.nextZ; // look for points inside the triangle in both directions
  17159. while (p && p.z >= minZ && n && n.z <= maxZ) {
  17160. if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  17161. p = p.prevZ;
  17162. if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  17163. n = n.nextZ;
  17164. } // look for remaining points in decreasing z-order
  17165. while (p && p.z >= minZ) {
  17166. if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  17167. p = p.prevZ;
  17168. } // look for remaining points in increasing z-order
  17169. while (n && n.z <= maxZ) {
  17170. if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  17171. n = n.nextZ;
  17172. }
  17173. return true;
  17174. } // go through all polygon nodes and cure small local self-intersections
  17175. function cureLocalIntersections(start, triangles, dim) {
  17176. var p = start;
  17177. do {
  17178. var a = p.prev,
  17179. b = p.next.next;
  17180. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  17181. triangles.push(a.i / dim);
  17182. triangles.push(p.i / dim);
  17183. triangles.push(b.i / dim); // remove two nodes involved
  17184. removeNode(p);
  17185. removeNode(p.next);
  17186. p = start = b;
  17187. }
  17188. p = p.next;
  17189. } while (p !== start);
  17190. return filterPoints(p);
  17191. } // try splitting polygon into two and triangulate them independently
  17192. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  17193. // look for a valid diagonal that divides the polygon into two
  17194. var a = start;
  17195. do {
  17196. var b = a.next.next;
  17197. while (b !== a.prev) {
  17198. if (a.i !== b.i && isValidDiagonal(a, b)) {
  17199. // split the polygon in two by the diagonal
  17200. var c = splitPolygon(a, b); // filter colinear points around the cuts
  17201. a = filterPoints(a, a.next);
  17202. c = filterPoints(c, c.next); // run earcut on each half
  17203. earcutLinked(a, triangles, dim, minX, minY, invSize);
  17204. earcutLinked(c, triangles, dim, minX, minY, invSize);
  17205. return;
  17206. }
  17207. b = b.next;
  17208. }
  17209. a = a.next;
  17210. } while (a !== start);
  17211. } // link every hole into the outer loop, producing a single-ring polygon without holes
  17212. function eliminateHoles(data, holeIndices, outerNode, dim) {
  17213. var queue = [];
  17214. var i, len, start, end, list;
  17215. for (i = 0, len = holeIndices.length; i < len; i++) {
  17216. start = holeIndices[i] * dim;
  17217. end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  17218. list = linkedList(data, start, end, dim, false);
  17219. if (list === list.next) list.steiner = true;
  17220. queue.push(getLeftmost(list));
  17221. }
  17222. queue.sort(compareX); // process holes from left to right
  17223. for (i = 0; i < queue.length; i++) {
  17224. eliminateHole(queue[i], outerNode);
  17225. outerNode = filterPoints(outerNode, outerNode.next);
  17226. }
  17227. return outerNode;
  17228. }
  17229. function compareX(a, b) {
  17230. return a.x - b.x;
  17231. } // find a bridge between vertices that connects hole with an outer ring and and link it
  17232. function eliminateHole(hole, outerNode) {
  17233. outerNode = findHoleBridge(hole, outerNode);
  17234. if (outerNode) {
  17235. var b = splitPolygon(outerNode, hole); // filter collinear points around the cuts
  17236. filterPoints(outerNode, outerNode.next);
  17237. filterPoints(b, b.next);
  17238. }
  17239. } // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17240. function findHoleBridge(hole, outerNode) {
  17241. var p = outerNode;
  17242. var hx = hole.x;
  17243. var hy = hole.y;
  17244. var qx = -Infinity,
  17245. m; // find a segment intersected by a ray from the hole's leftmost point to the left;
  17246. // segment's endpoint with lesser x will be potential connection point
  17247. do {
  17248. if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  17249. var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  17250. if (x <= hx && x > qx) {
  17251. qx = x;
  17252. if (x === hx) {
  17253. if (hy === p.y) return p;
  17254. if (hy === p.next.y) return p.next;
  17255. }
  17256. m = p.x < p.next.x ? p : p.next;
  17257. }
  17258. }
  17259. p = p.next;
  17260. } while (p !== outerNode);
  17261. if (!m) return null;
  17262. if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint
  17263. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17264. // if there are no points found, we have a valid connection;
  17265. // otherwise choose the point of the minimum angle with the ray as connection point
  17266. var stop = m,
  17267. mx = m.x,
  17268. my = m.y;
  17269. var tanMin = Infinity,
  17270. tan;
  17271. p = m;
  17272. do {
  17273. if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  17274. tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  17275. if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
  17276. m = p;
  17277. tanMin = tan;
  17278. }
  17279. }
  17280. p = p.next;
  17281. } while (p !== stop);
  17282. return m;
  17283. } // whether sector in vertex m contains sector in vertex p in the same coordinates
  17284. function sectorContainsSector(m, p) {
  17285. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  17286. } // interlink polygon nodes in z-order
  17287. function indexCurve(start, minX, minY, invSize) {
  17288. var p = start;
  17289. do {
  17290. if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  17291. p.prevZ = p.prev;
  17292. p.nextZ = p.next;
  17293. p = p.next;
  17294. } while (p !== start);
  17295. p.prevZ.nextZ = null;
  17296. p.prevZ = null;
  17297. sortLinked(p);
  17298. } // Simon Tatham's linked list merge sort algorithm
  17299. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17300. function sortLinked(list) {
  17301. var i,
  17302. p,
  17303. q,
  17304. e,
  17305. tail,
  17306. numMerges,
  17307. pSize,
  17308. qSize,
  17309. inSize = 1;
  17310. do {
  17311. p = list;
  17312. list = null;
  17313. tail = null;
  17314. numMerges = 0;
  17315. while (p) {
  17316. numMerges++;
  17317. q = p;
  17318. pSize = 0;
  17319. for (i = 0; i < inSize; i++) {
  17320. pSize++;
  17321. q = q.nextZ;
  17322. if (!q) break;
  17323. }
  17324. qSize = inSize;
  17325. while (pSize > 0 || qSize > 0 && q) {
  17326. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  17327. e = p;
  17328. p = p.nextZ;
  17329. pSize--;
  17330. } else {
  17331. e = q;
  17332. q = q.nextZ;
  17333. qSize--;
  17334. }
  17335. if (tail) tail.nextZ = e;else list = e;
  17336. e.prevZ = tail;
  17337. tail = e;
  17338. }
  17339. p = q;
  17340. }
  17341. tail.nextZ = null;
  17342. inSize *= 2;
  17343. } while (numMerges > 1);
  17344. return list;
  17345. } // z-order of a point given coords and inverse of the longer side of data bbox
  17346. function zOrder(x, y, minX, minY, invSize) {
  17347. // coords are transformed into non-negative 15-bit integer range
  17348. x = 32767 * (x - minX) * invSize;
  17349. y = 32767 * (y - minY) * invSize;
  17350. x = (x | x << 8) & 0x00FF00FF;
  17351. x = (x | x << 4) & 0x0F0F0F0F;
  17352. x = (x | x << 2) & 0x33333333;
  17353. x = (x | x << 1) & 0x55555555;
  17354. y = (y | y << 8) & 0x00FF00FF;
  17355. y = (y | y << 4) & 0x0F0F0F0F;
  17356. y = (y | y << 2) & 0x33333333;
  17357. y = (y | y << 1) & 0x55555555;
  17358. return x | y << 1;
  17359. } // find the leftmost node of a polygon ring
  17360. function getLeftmost(start) {
  17361. var p = start,
  17362. leftmost = start;
  17363. do {
  17364. if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
  17365. p = p.next;
  17366. } while (p !== start);
  17367. return leftmost;
  17368. } // check if a point lies within a convex triangle
  17369. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  17370. return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
  17371. } // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17372. function isValidDiagonal(a, b) {
  17373. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( // dones't intersect other edges
  17374. locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( // locally visible
  17375. area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  17376. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  17377. } // signed area of a triangle
  17378. function area(p, q, r) {
  17379. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  17380. } // check if two points are equal
  17381. function equals(p1, p2) {
  17382. return p1.x === p2.x && p1.y === p2.y;
  17383. } // check if two segments intersect
  17384. function intersects(p1, q1, p2, q2) {
  17385. var o1 = sign(area(p1, q1, p2));
  17386. var o2 = sign(area(p1, q1, q2));
  17387. var o3 = sign(area(p2, q2, p1));
  17388. var o4 = sign(area(p2, q2, q1));
  17389. if (o1 !== o2 && o3 !== o4) return true; // general case
  17390. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  17391. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  17392. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  17393. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  17394. return false;
  17395. } // for collinear points p, q, r, check if point q lies on segment pr
  17396. function onSegment(p, q, r) {
  17397. return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
  17398. }
  17399. function sign(num) {
  17400. return num > 0 ? 1 : num < 0 ? -1 : 0;
  17401. } // check if a polygon diagonal intersects any polygon segments
  17402. function intersectsPolygon(a, b) {
  17403. var p = a;
  17404. do {
  17405. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true;
  17406. p = p.next;
  17407. } while (p !== a);
  17408. return false;
  17409. } // check if a polygon diagonal is locally inside the polygon
  17410. function locallyInside(a, b) {
  17411. return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  17412. } // check if the middle point of a polygon diagonal is inside the polygon
  17413. function middleInside(a, b) {
  17414. var p = a,
  17415. inside = false;
  17416. var px = (a.x + b.x) / 2,
  17417. py = (a.y + b.y) / 2;
  17418. do {
  17419. if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside;
  17420. p = p.next;
  17421. } while (p !== a);
  17422. return inside;
  17423. } // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17424. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17425. function splitPolygon(a, b) {
  17426. var a2 = new Node(a.i, a.x, a.y),
  17427. b2 = new Node(b.i, b.x, b.y),
  17428. an = a.next,
  17429. bp = b.prev;
  17430. a.next = b;
  17431. b.prev = a;
  17432. a2.next = an;
  17433. an.prev = a2;
  17434. b2.next = a2;
  17435. a2.prev = b2;
  17436. bp.next = b2;
  17437. b2.prev = bp;
  17438. return b2;
  17439. } // create a node and optionally link it with previous one (in a circular doubly linked list)
  17440. function insertNode(i, x, y, last) {
  17441. var p = new Node(i, x, y);
  17442. if (!last) {
  17443. p.prev = p;
  17444. p.next = p;
  17445. } else {
  17446. p.next = last.next;
  17447. p.prev = last;
  17448. last.next.prev = p;
  17449. last.next = p;
  17450. }
  17451. return p;
  17452. }
  17453. function removeNode(p) {
  17454. p.next.prev = p.prev;
  17455. p.prev.next = p.next;
  17456. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  17457. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  17458. }
  17459. function Node(i, x, y) {
  17460. // vertex index in coordinates array
  17461. this.i = i; // vertex coordinates
  17462. this.x = x;
  17463. this.y = y; // previous and next vertex nodes in a polygon ring
  17464. this.prev = null;
  17465. this.next = null; // z-order curve value
  17466. this.z = null; // previous and next nodes in z-order
  17467. this.prevZ = null;
  17468. this.nextZ = null; // indicates whether this is a steiner point
  17469. this.steiner = false;
  17470. }
  17471. function signedArea(data, start, end, dim) {
  17472. var sum = 0;
  17473. for (var i = start, j = end - dim; i < end; i += dim) {
  17474. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  17475. j = i;
  17476. }
  17477. return sum;
  17478. }
  17479. var ShapeUtils = {
  17480. // calculate area of the contour polygon
  17481. area: function area(contour) {
  17482. var n = contour.length;
  17483. var a = 0.0;
  17484. for (var p = n - 1, q = 0; q < n; p = q++) {
  17485. a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
  17486. }
  17487. return a * 0.5;
  17488. },
  17489. isClockWise: function isClockWise(pts) {
  17490. return ShapeUtils.area(pts) < 0;
  17491. },
  17492. triangulateShape: function triangulateShape(contour, holes) {
  17493. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17494. var holeIndices = []; // array of hole indices
  17495. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17496. removeDupEndPts(contour);
  17497. addContour(vertices, contour); //
  17498. var holeIndex = contour.length;
  17499. holes.forEach(removeDupEndPts);
  17500. for (var i = 0; i < holes.length; i++) {
  17501. holeIndices.push(holeIndex);
  17502. holeIndex += holes[i].length;
  17503. addContour(vertices, holes[i]);
  17504. } //
  17505. var triangles = Earcut.triangulate(vertices, holeIndices); //
  17506. for (var _i = 0; _i < triangles.length; _i += 3) {
  17507. faces.push(triangles.slice(_i, _i + 3));
  17508. }
  17509. return faces;
  17510. }
  17511. };
  17512. function removeDupEndPts(points) {
  17513. var l = points.length;
  17514. if (l > 2 && points[l - 1].equals(points[0])) {
  17515. points.pop();
  17516. }
  17517. }
  17518. function addContour(vertices, contour) {
  17519. for (var i = 0; i < contour.length; i++) {
  17520. vertices.push(contour[i].x);
  17521. vertices.push(contour[i].y);
  17522. }
  17523. }
  17524. var ExtrudeGeometry = /*#__PURE__*/function (_BufferGeometry) {
  17525. _inheritsLoose(ExtrudeGeometry, _BufferGeometry);
  17526. function ExtrudeGeometry(shapes, options) {
  17527. var _this;
  17528. _this = _BufferGeometry.call(this) || this;
  17529. _this.type = 'ExtrudeGeometry';
  17530. _this.parameters = {
  17531. shapes: shapes,
  17532. options: options
  17533. };
  17534. shapes = Array.isArray(shapes) ? shapes : [shapes];
  17535. var scope = _assertThisInitialized(_this);
  17536. var verticesArray = [];
  17537. var uvArray = [];
  17538. for (var i = 0, l = shapes.length; i < l; i++) {
  17539. var shape = shapes[i];
  17540. addShape(shape);
  17541. } // build geometry
  17542. _this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
  17543. _this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
  17544. _this.computeVertexNormals(); // functions
  17545. function addShape(shape) {
  17546. var placeholder = []; // options
  17547. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17548. var steps = options.steps !== undefined ? options.steps : 1;
  17549. var depth = options.depth !== undefined ? options.depth : 100;
  17550. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17551. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17552. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17553. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17554. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17555. var extrudePath = options.extrudePath;
  17556. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options
  17557. if (options.amount !== undefined) {
  17558. console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
  17559. depth = options.amount;
  17560. } //
  17561. var extrudePts,
  17562. extrudeByPath = false;
  17563. var splineTube, binormal, normal, position2;
  17564. if (extrudePath) {
  17565. extrudePts = extrudePath.getSpacedPoints(steps);
  17566. extrudeByPath = true;
  17567. bevelEnabled = false; // bevels not supported for path extrusion
  17568. // SETUP TNB variables
  17569. // TODO1 - have a .isClosed in spline?
  17570. splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17571. binormal = new Vector3();
  17572. normal = new Vector3();
  17573. position2 = new Vector3();
  17574. } // Safeguards if bevels are not enabled
  17575. if (!bevelEnabled) {
  17576. bevelSegments = 0;
  17577. bevelThickness = 0;
  17578. bevelSize = 0;
  17579. bevelOffset = 0;
  17580. } // Variables initialization
  17581. var shapePoints = shape.extractPoints(curveSegments);
  17582. var vertices = shapePoints.shape;
  17583. var holes = shapePoints.holes;
  17584. var reverse = !ShapeUtils.isClockWise(vertices);
  17585. if (reverse) {
  17586. vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17587. for (var h = 0, hl = holes.length; h < hl; h++) {
  17588. var ahole = holes[h];
  17589. if (ShapeUtils.isClockWise(ahole)) {
  17590. holes[h] = ahole.reverse();
  17591. }
  17592. }
  17593. }
  17594. var faces = ShapeUtils.triangulateShape(vertices, holes);
  17595. /* Vertices */
  17596. var contour = vertices; // vertices has all points but contour has only points of circumference
  17597. for (var _h = 0, _hl = holes.length; _h < _hl; _h++) {
  17598. var _ahole = holes[_h];
  17599. vertices = vertices.concat(_ahole);
  17600. }
  17601. function scalePt2(pt, vec, size) {
  17602. if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
  17603. return vec.clone().multiplyScalar(size).add(pt);
  17604. }
  17605. var vlen = vertices.length,
  17606. flen = faces.length; // Find directions for point movement
  17607. function getBevelVec(inPt, inPrev, inNext) {
  17608. // computes for inPt the corresponding point inPt' on a new contour
  17609. // shifted by 1 unit (length of normalized vector) to the left
  17610. // if we walk along contour clockwise, this new contour is outside the old one
  17611. //
  17612. // inPt' is the intersection of the two lines parallel to the two
  17613. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17614. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17615. // good reading for geometry algorithms (here: line-line intersection)
  17616. // http://geomalgorithms.com/a05-_intersect-1.html
  17617. var v_prev_x = inPt.x - inPrev.x,
  17618. v_prev_y = inPt.y - inPrev.y;
  17619. var v_next_x = inNext.x - inPt.x,
  17620. v_next_y = inNext.y - inPt.y;
  17621. var v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges
  17622. var collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
  17623. if (Math.abs(collinear0) > Number.EPSILON) {
  17624. // not collinear
  17625. // length of vectors for normalizing
  17626. var v_prev_len = Math.sqrt(v_prev_lensq);
  17627. var v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); // shift adjacent points by unit vectors to the left
  17628. var ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
  17629. var ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
  17630. var ptNextShift_x = inNext.x - v_next_y / v_next_len;
  17631. var ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point
  17632. var sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); // vector from inPt to intersection point
  17633. v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
  17634. v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly
  17635. // but prevent crazy spikes
  17636. var v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
  17637. if (v_trans_lensq <= 2) {
  17638. return new Vector2(v_trans_x, v_trans_y);
  17639. } else {
  17640. shrink_by = Math.sqrt(v_trans_lensq / 2);
  17641. }
  17642. } else {
  17643. // handle special case of collinear edges
  17644. var direction_eq = false; // assumes: opposite
  17645. if (v_prev_x > Number.EPSILON) {
  17646. if (v_next_x > Number.EPSILON) {
  17647. direction_eq = true;
  17648. }
  17649. } else {
  17650. if (v_prev_x < -Number.EPSILON) {
  17651. if (v_next_x < -Number.EPSILON) {
  17652. direction_eq = true;
  17653. }
  17654. } else {
  17655. if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
  17656. direction_eq = true;
  17657. }
  17658. }
  17659. }
  17660. if (direction_eq) {
  17661. // console.log("Warning: lines are a straight sequence");
  17662. v_trans_x = -v_prev_y;
  17663. v_trans_y = v_prev_x;
  17664. shrink_by = Math.sqrt(v_prev_lensq);
  17665. } else {
  17666. // console.log("Warning: lines are a straight spike");
  17667. v_trans_x = v_prev_x;
  17668. v_trans_y = v_prev_y;
  17669. shrink_by = Math.sqrt(v_prev_lensq / 2);
  17670. }
  17671. }
  17672. return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
  17673. }
  17674. var contourMovements = [];
  17675. for (var _i = 0, il = contour.length, j = il - 1, k = _i + 1; _i < il; _i++, j++, k++) {
  17676. if (j === il) j = 0;
  17677. if (k === il) k = 0; // (j)---(i)---(k)
  17678. // console.log('i,j,k', i, j , k)
  17679. contourMovements[_i] = getBevelVec(contour[_i], contour[j], contour[k]);
  17680. }
  17681. var holesMovements = [];
  17682. var oneHoleMovements,
  17683. verticesMovements = contourMovements.concat();
  17684. for (var _h2 = 0, _hl2 = holes.length; _h2 < _hl2; _h2++) {
  17685. var _ahole2 = holes[_h2];
  17686. oneHoleMovements = [];
  17687. for (var _i2 = 0, _il = _ahole2.length, _j = _il - 1, _k = _i2 + 1; _i2 < _il; _i2++, _j++, _k++) {
  17688. if (_j === _il) _j = 0;
  17689. if (_k === _il) _k = 0; // (j)---(i)---(k)
  17690. oneHoleMovements[_i2] = getBevelVec(_ahole2[_i2], _ahole2[_j], _ahole2[_k]);
  17691. }
  17692. holesMovements.push(oneHoleMovements);
  17693. verticesMovements = verticesMovements.concat(oneHoleMovements);
  17694. } // Loop bevelSegments, 1 for the front, 1 for the back
  17695. for (var b = 0; b < bevelSegments; b++) {
  17696. //for ( b = bevelSegments; b > 0; b -- ) {
  17697. var t = b / bevelSegments;
  17698. var z = bevelThickness * Math.cos(t * Math.PI / 2);
  17699. var _bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  17700. for (var _i3 = 0, _il2 = contour.length; _i3 < _il2; _i3++) {
  17701. var vert = scalePt2(contour[_i3], contourMovements[_i3], _bs);
  17702. v(vert.x, vert.y, -z);
  17703. } // expand holes
  17704. for (var _h3 = 0, _hl3 = holes.length; _h3 < _hl3; _h3++) {
  17705. var _ahole3 = holes[_h3];
  17706. oneHoleMovements = holesMovements[_h3];
  17707. for (var _i4 = 0, _il3 = _ahole3.length; _i4 < _il3; _i4++) {
  17708. var _vert = scalePt2(_ahole3[_i4], oneHoleMovements[_i4], _bs);
  17709. v(_vert.x, _vert.y, -z);
  17710. }
  17711. }
  17712. }
  17713. var bs = bevelSize + bevelOffset; // Back facing vertices
  17714. for (var _i5 = 0; _i5 < vlen; _i5++) {
  17715. var _vert2 = bevelEnabled ? scalePt2(vertices[_i5], verticesMovements[_i5], bs) : vertices[_i5];
  17716. if (!extrudeByPath) {
  17717. v(_vert2.x, _vert2.y, 0);
  17718. } else {
  17719. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17720. normal.copy(splineTube.normals[0]).multiplyScalar(_vert2.x);
  17721. binormal.copy(splineTube.binormals[0]).multiplyScalar(_vert2.y);
  17722. position2.copy(extrudePts[0]).add(normal).add(binormal);
  17723. v(position2.x, position2.y, position2.z);
  17724. }
  17725. } // Add stepped vertices...
  17726. // Including front facing vertices
  17727. for (var s = 1; s <= steps; s++) {
  17728. for (var _i6 = 0; _i6 < vlen; _i6++) {
  17729. var _vert3 = bevelEnabled ? scalePt2(vertices[_i6], verticesMovements[_i6], bs) : vertices[_i6];
  17730. if (!extrudeByPath) {
  17731. v(_vert3.x, _vert3.y, depth / steps * s);
  17732. } else {
  17733. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17734. normal.copy(splineTube.normals[s]).multiplyScalar(_vert3.x);
  17735. binormal.copy(splineTube.binormals[s]).multiplyScalar(_vert3.y);
  17736. position2.copy(extrudePts[s]).add(normal).add(binormal);
  17737. v(position2.x, position2.y, position2.z);
  17738. }
  17739. }
  17740. } // Add bevel segments planes
  17741. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17742. for (var _b = bevelSegments - 1; _b >= 0; _b--) {
  17743. var _t = _b / bevelSegments;
  17744. var _z = bevelThickness * Math.cos(_t * Math.PI / 2);
  17745. var _bs2 = bevelSize * Math.sin(_t * Math.PI / 2) + bevelOffset; // contract shape
  17746. for (var _i7 = 0, _il4 = contour.length; _i7 < _il4; _i7++) {
  17747. var _vert4 = scalePt2(contour[_i7], contourMovements[_i7], _bs2);
  17748. v(_vert4.x, _vert4.y, depth + _z);
  17749. } // expand holes
  17750. for (var _h4 = 0, _hl4 = holes.length; _h4 < _hl4; _h4++) {
  17751. var _ahole4 = holes[_h4];
  17752. oneHoleMovements = holesMovements[_h4];
  17753. for (var _i8 = 0, _il5 = _ahole4.length; _i8 < _il5; _i8++) {
  17754. var _vert5 = scalePt2(_ahole4[_i8], oneHoleMovements[_i8], _bs2);
  17755. if (!extrudeByPath) {
  17756. v(_vert5.x, _vert5.y, depth + _z);
  17757. } else {
  17758. v(_vert5.x, _vert5.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + _z);
  17759. }
  17760. }
  17761. }
  17762. }
  17763. /* Faces */
  17764. // Top and bottom faces
  17765. buildLidFaces(); // Sides faces
  17766. buildSideFaces(); ///// Internal functions
  17767. function buildLidFaces() {
  17768. var start = verticesArray.length / 3;
  17769. if (bevelEnabled) {
  17770. var layer = 0; // steps + 1
  17771. var offset = vlen * layer; // Bottom faces
  17772. for (var _i9 = 0; _i9 < flen; _i9++) {
  17773. var face = faces[_i9];
  17774. f3(face[2] + offset, face[1] + offset, face[0] + offset);
  17775. }
  17776. layer = steps + bevelSegments * 2;
  17777. offset = vlen * layer; // Top faces
  17778. for (var _i10 = 0; _i10 < flen; _i10++) {
  17779. var _face = faces[_i10];
  17780. f3(_face[0] + offset, _face[1] + offset, _face[2] + offset);
  17781. }
  17782. } else {
  17783. // Bottom faces
  17784. for (var _i11 = 0; _i11 < flen; _i11++) {
  17785. var _face2 = faces[_i11];
  17786. f3(_face2[2], _face2[1], _face2[0]);
  17787. } // Top faces
  17788. for (var _i12 = 0; _i12 < flen; _i12++) {
  17789. var _face3 = faces[_i12];
  17790. f3(_face3[0] + vlen * steps, _face3[1] + vlen * steps, _face3[2] + vlen * steps);
  17791. }
  17792. }
  17793. scope.addGroup(start, verticesArray.length / 3 - start, 0);
  17794. } // Create faces for the z-sides of the shape
  17795. function buildSideFaces() {
  17796. var start = verticesArray.length / 3;
  17797. var layeroffset = 0;
  17798. sidewalls(contour, layeroffset);
  17799. layeroffset += contour.length;
  17800. for (var _h5 = 0, _hl5 = holes.length; _h5 < _hl5; _h5++) {
  17801. var _ahole5 = holes[_h5];
  17802. sidewalls(_ahole5, layeroffset); //, true
  17803. layeroffset += _ahole5.length;
  17804. }
  17805. scope.addGroup(start, verticesArray.length / 3 - start, 1);
  17806. }
  17807. function sidewalls(contour, layeroffset) {
  17808. var i = contour.length;
  17809. while (--i >= 0) {
  17810. var _j2 = i;
  17811. var _k2 = i - 1;
  17812. if (_k2 < 0) _k2 = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);
  17813. for (var _s = 0, sl = steps + bevelSegments * 2; _s < sl; _s++) {
  17814. var slen1 = vlen * _s;
  17815. var slen2 = vlen * (_s + 1);
  17816. var a = layeroffset + _j2 + slen1,
  17817. _b2 = layeroffset + _k2 + slen1,
  17818. c = layeroffset + _k2 + slen2,
  17819. d = layeroffset + _j2 + slen2;
  17820. f4(a, _b2, c, d);
  17821. }
  17822. }
  17823. }
  17824. function v(x, y, z) {
  17825. placeholder.push(x);
  17826. placeholder.push(y);
  17827. placeholder.push(z);
  17828. }
  17829. function f3(a, b, c) {
  17830. addVertex(a);
  17831. addVertex(b);
  17832. addVertex(c);
  17833. var nextIndex = verticesArray.length / 3;
  17834. var uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  17835. addUV(uvs[0]);
  17836. addUV(uvs[1]);
  17837. addUV(uvs[2]);
  17838. }
  17839. function f4(a, b, c, d) {
  17840. addVertex(a);
  17841. addVertex(b);
  17842. addVertex(d);
  17843. addVertex(b);
  17844. addVertex(c);
  17845. addVertex(d);
  17846. var nextIndex = verticesArray.length / 3;
  17847. var uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  17848. addUV(uvs[0]);
  17849. addUV(uvs[1]);
  17850. addUV(uvs[3]);
  17851. addUV(uvs[1]);
  17852. addUV(uvs[2]);
  17853. addUV(uvs[3]);
  17854. }
  17855. function addVertex(index) {
  17856. verticesArray.push(placeholder[index * 3 + 0]);
  17857. verticesArray.push(placeholder[index * 3 + 1]);
  17858. verticesArray.push(placeholder[index * 3 + 2]);
  17859. }
  17860. function addUV(vector2) {
  17861. uvArray.push(vector2.x);
  17862. uvArray.push(vector2.y);
  17863. }
  17864. }
  17865. return _this;
  17866. }
  17867. var _proto = ExtrudeGeometry.prototype;
  17868. _proto.toJSON = function toJSON() {
  17869. var data = BufferGeometry.prototype.toJSON.call(this);
  17870. var shapes = this.parameters.shapes;
  17871. var options = this.parameters.options;
  17872. return _toJSON(shapes, options, data);
  17873. };
  17874. return ExtrudeGeometry;
  17875. }(BufferGeometry);
  17876. var WorldUVGenerator = {
  17877. generateTopUV: function generateTopUV(geometry, vertices, indexA, indexB, indexC) {
  17878. var a_x = vertices[indexA * 3];
  17879. var a_y = vertices[indexA * 3 + 1];
  17880. var b_x = vertices[indexB * 3];
  17881. var b_y = vertices[indexB * 3 + 1];
  17882. var c_x = vertices[indexC * 3];
  17883. var c_y = vertices[indexC * 3 + 1];
  17884. return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
  17885. },
  17886. generateSideWallUV: function generateSideWallUV(geometry, vertices, indexA, indexB, indexC, indexD) {
  17887. var a_x = vertices[indexA * 3];
  17888. var a_y = vertices[indexA * 3 + 1];
  17889. var a_z = vertices[indexA * 3 + 2];
  17890. var b_x = vertices[indexB * 3];
  17891. var b_y = vertices[indexB * 3 + 1];
  17892. var b_z = vertices[indexB * 3 + 2];
  17893. var c_x = vertices[indexC * 3];
  17894. var c_y = vertices[indexC * 3 + 1];
  17895. var c_z = vertices[indexC * 3 + 2];
  17896. var d_x = vertices[indexD * 3];
  17897. var d_y = vertices[indexD * 3 + 1];
  17898. var d_z = vertices[indexD * 3 + 2];
  17899. if (Math.abs(a_y - b_y) < 0.01) {
  17900. return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)];
  17901. } else {
  17902. return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)];
  17903. }
  17904. }
  17905. };
  17906. function _toJSON(shapes, options, data) {
  17907. data.shapes = [];
  17908. if (Array.isArray(shapes)) {
  17909. for (var i = 0, l = shapes.length; i < l; i++) {
  17910. var shape = shapes[i];
  17911. data.shapes.push(shape.uuid);
  17912. }
  17913. } else {
  17914. data.shapes.push(shapes.uuid);
  17915. }
  17916. if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
  17917. return data;
  17918. }
  17919. var IcosahedronGeometry = /*#__PURE__*/function (_PolyhedronGeometry) {
  17920. _inheritsLoose(IcosahedronGeometry, _PolyhedronGeometry);
  17921. function IcosahedronGeometry(radius, detail) {
  17922. var _this;
  17923. if (radius === void 0) {
  17924. radius = 1;
  17925. }
  17926. if (detail === void 0) {
  17927. detail = 0;
  17928. }
  17929. var t = (1 + Math.sqrt(5)) / 2;
  17930. var vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1];
  17931. var indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1];
  17932. _this = _PolyhedronGeometry.call(this, vertices, indices, radius, detail) || this;
  17933. _this.type = 'IcosahedronGeometry';
  17934. _this.parameters = {
  17935. radius: radius,
  17936. detail: detail
  17937. };
  17938. return _this;
  17939. }
  17940. return IcosahedronGeometry;
  17941. }(PolyhedronGeometry);
  17942. var LatheGeometry = /*#__PURE__*/function (_BufferGeometry) {
  17943. _inheritsLoose(LatheGeometry, _BufferGeometry);
  17944. function LatheGeometry(points, segments, phiStart, phiLength) {
  17945. var _this;
  17946. if (segments === void 0) {
  17947. segments = 12;
  17948. }
  17949. if (phiStart === void 0) {
  17950. phiStart = 0;
  17951. }
  17952. if (phiLength === void 0) {
  17953. phiLength = Math.PI * 2;
  17954. }
  17955. _this = _BufferGeometry.call(this) || this;
  17956. _this.type = 'LatheGeometry';
  17957. _this.parameters = {
  17958. points: points,
  17959. segments: segments,
  17960. phiStart: phiStart,
  17961. phiLength: phiLength
  17962. };
  17963. segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]
  17964. phiLength = MathUtils.clamp(phiLength, 0, Math.PI * 2); // buffers
  17965. var indices = [];
  17966. var vertices = [];
  17967. var uvs = []; // helper variables
  17968. var inverseSegments = 1.0 / segments;
  17969. var vertex = new Vector3();
  17970. var uv = new Vector2(); // generate vertices and uvs
  17971. for (var i = 0; i <= segments; i++) {
  17972. var phi = phiStart + i * inverseSegments * phiLength;
  17973. var sin = Math.sin(phi);
  17974. var cos = Math.cos(phi);
  17975. for (var j = 0; j <= points.length - 1; j++) {
  17976. // vertex
  17977. vertex.x = points[j].x * sin;
  17978. vertex.y = points[j].y;
  17979. vertex.z = points[j].x * cos;
  17980. vertices.push(vertex.x, vertex.y, vertex.z); // uv
  17981. uv.x = i / segments;
  17982. uv.y = j / (points.length - 1);
  17983. uvs.push(uv.x, uv.y);
  17984. }
  17985. } // indices
  17986. for (var _i = 0; _i < segments; _i++) {
  17987. for (var _j = 0; _j < points.length - 1; _j++) {
  17988. var base = _j + _i * points.length;
  17989. var a = base;
  17990. var b = base + points.length;
  17991. var c = base + points.length + 1;
  17992. var d = base + 1; // faces
  17993. indices.push(a, b, d);
  17994. indices.push(b, c, d);
  17995. }
  17996. } // build geometry
  17997. _this.setIndex(indices);
  17998. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17999. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals
  18000. _this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam.
  18001. // because the corresponding vertices are identical (but still have different UVs).
  18002. if (phiLength === Math.PI * 2) {
  18003. var normals = _this.attributes.normal.array;
  18004. var n1 = new Vector3();
  18005. var n2 = new Vector3();
  18006. var n = new Vector3(); // this is the buffer offset for the last line of vertices
  18007. var _base = segments * points.length * 3;
  18008. for (var _i2 = 0, _j2 = 0; _i2 < points.length; _i2++, _j2 += 3) {
  18009. // select the normal of the vertex in the first line
  18010. n1.x = normals[_j2 + 0];
  18011. n1.y = normals[_j2 + 1];
  18012. n1.z = normals[_j2 + 2]; // select the normal of the vertex in the last line
  18013. n2.x = normals[_base + _j2 + 0];
  18014. n2.y = normals[_base + _j2 + 1];
  18015. n2.z = normals[_base + _j2 + 2]; // average normals
  18016. n.addVectors(n1, n2).normalize(); // assign the new values to both normals
  18017. normals[_j2 + 0] = normals[_base + _j2 + 0] = n.x;
  18018. normals[_j2 + 1] = normals[_base + _j2 + 1] = n.y;
  18019. normals[_j2 + 2] = normals[_base + _j2 + 2] = n.z;
  18020. }
  18021. }
  18022. return _this;
  18023. }
  18024. return LatheGeometry;
  18025. }(BufferGeometry);
  18026. var OctahedronGeometry = /*#__PURE__*/function (_PolyhedronGeometry) {
  18027. _inheritsLoose(OctahedronGeometry, _PolyhedronGeometry);
  18028. function OctahedronGeometry(radius, detail) {
  18029. var _this;
  18030. if (radius === void 0) {
  18031. radius = 1;
  18032. }
  18033. if (detail === void 0) {
  18034. detail = 0;
  18035. }
  18036. var vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
  18037. var indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2];
  18038. _this = _PolyhedronGeometry.call(this, vertices, indices, radius, detail) || this;
  18039. _this.type = 'OctahedronGeometry';
  18040. _this.parameters = {
  18041. radius: radius,
  18042. detail: detail
  18043. };
  18044. return _this;
  18045. }
  18046. return OctahedronGeometry;
  18047. }(PolyhedronGeometry);
  18048. /**
  18049. * Parametric Surfaces Geometry
  18050. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  18051. */
  18052. function ParametricGeometry(func, slices, stacks) {
  18053. BufferGeometry.call(this);
  18054. this.type = 'ParametricGeometry';
  18055. this.parameters = {
  18056. func: func,
  18057. slices: slices,
  18058. stacks: stacks
  18059. }; // buffers
  18060. var indices = [];
  18061. var vertices = [];
  18062. var normals = [];
  18063. var uvs = [];
  18064. var EPS = 0.00001;
  18065. var normal = new Vector3();
  18066. var p0 = new Vector3(),
  18067. p1 = new Vector3();
  18068. var pu = new Vector3(),
  18069. pv = new Vector3();
  18070. if (func.length < 3) {
  18071. console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');
  18072. } // generate vertices, normals and uvs
  18073. var sliceCount = slices + 1;
  18074. for (var i = 0; i <= stacks; i++) {
  18075. var v = i / stacks;
  18076. for (var j = 0; j <= slices; j++) {
  18077. var u = j / slices; // vertex
  18078. func(u, v, p0);
  18079. vertices.push(p0.x, p0.y, p0.z); // normal
  18080. // approximate tangent vectors via finite differences
  18081. if (u - EPS >= 0) {
  18082. func(u - EPS, v, p1);
  18083. pu.subVectors(p0, p1);
  18084. } else {
  18085. func(u + EPS, v, p1);
  18086. pu.subVectors(p1, p0);
  18087. }
  18088. if (v - EPS >= 0) {
  18089. func(u, v - EPS, p1);
  18090. pv.subVectors(p0, p1);
  18091. } else {
  18092. func(u, v + EPS, p1);
  18093. pv.subVectors(p1, p0);
  18094. } // cross product of tangent vectors returns surface normal
  18095. normal.crossVectors(pu, pv).normalize();
  18096. normals.push(normal.x, normal.y, normal.z); // uv
  18097. uvs.push(u, v);
  18098. }
  18099. } // generate indices
  18100. for (var _i = 0; _i < stacks; _i++) {
  18101. for (var _j = 0; _j < slices; _j++) {
  18102. var a = _i * sliceCount + _j;
  18103. var b = _i * sliceCount + _j + 1;
  18104. var c = (_i + 1) * sliceCount + _j + 1;
  18105. var d = (_i + 1) * sliceCount + _j; // faces one and two
  18106. indices.push(a, b, d);
  18107. indices.push(b, c, d);
  18108. }
  18109. } // build geometry
  18110. this.setIndex(indices);
  18111. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18112. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18113. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  18114. }
  18115. ParametricGeometry.prototype = Object.create(BufferGeometry.prototype);
  18116. ParametricGeometry.prototype.constructor = ParametricGeometry;
  18117. var RingGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18118. _inheritsLoose(RingGeometry, _BufferGeometry);
  18119. function RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {
  18120. var _this;
  18121. if (innerRadius === void 0) {
  18122. innerRadius = 0.5;
  18123. }
  18124. if (outerRadius === void 0) {
  18125. outerRadius = 1;
  18126. }
  18127. if (thetaSegments === void 0) {
  18128. thetaSegments = 8;
  18129. }
  18130. if (phiSegments === void 0) {
  18131. phiSegments = 1;
  18132. }
  18133. if (thetaStart === void 0) {
  18134. thetaStart = 0;
  18135. }
  18136. if (thetaLength === void 0) {
  18137. thetaLength = Math.PI * 2;
  18138. }
  18139. _this = _BufferGeometry.call(this) || this;
  18140. _this.type = 'RingGeometry';
  18141. _this.parameters = {
  18142. innerRadius: innerRadius,
  18143. outerRadius: outerRadius,
  18144. thetaSegments: thetaSegments,
  18145. phiSegments: phiSegments,
  18146. thetaStart: thetaStart,
  18147. thetaLength: thetaLength
  18148. };
  18149. thetaSegments = Math.max(3, thetaSegments);
  18150. phiSegments = Math.max(1, phiSegments); // buffers
  18151. var indices = [];
  18152. var vertices = [];
  18153. var normals = [];
  18154. var uvs = []; // some helper variables
  18155. var radius = innerRadius;
  18156. var radiusStep = (outerRadius - innerRadius) / phiSegments;
  18157. var vertex = new Vector3();
  18158. var uv = new Vector2(); // generate vertices, normals and uvs
  18159. for (var j = 0; j <= phiSegments; j++) {
  18160. for (var i = 0; i <= thetaSegments; i++) {
  18161. // values are generate from the inside of the ring to the outside
  18162. var segment = thetaStart + i / thetaSegments * thetaLength; // vertex
  18163. vertex.x = radius * Math.cos(segment);
  18164. vertex.y = radius * Math.sin(segment);
  18165. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  18166. normals.push(0, 0, 1); // uv
  18167. uv.x = (vertex.x / outerRadius + 1) / 2;
  18168. uv.y = (vertex.y / outerRadius + 1) / 2;
  18169. uvs.push(uv.x, uv.y);
  18170. } // increase the radius for next row of vertices
  18171. radius += radiusStep;
  18172. } // indices
  18173. for (var _j = 0; _j < phiSegments; _j++) {
  18174. var thetaSegmentLevel = _j * (thetaSegments + 1);
  18175. for (var _i = 0; _i < thetaSegments; _i++) {
  18176. var _segment = _i + thetaSegmentLevel;
  18177. var a = _segment;
  18178. var b = _segment + thetaSegments + 1;
  18179. var c = _segment + thetaSegments + 2;
  18180. var d = _segment + 1; // faces
  18181. indices.push(a, b, d);
  18182. indices.push(b, c, d);
  18183. }
  18184. } // build geometry
  18185. _this.setIndex(indices);
  18186. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18187. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18188. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  18189. return _this;
  18190. }
  18191. return RingGeometry;
  18192. }(BufferGeometry);
  18193. var ShapeGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18194. _inheritsLoose(ShapeGeometry, _BufferGeometry);
  18195. function ShapeGeometry(shapes, curveSegments) {
  18196. var _this;
  18197. if (curveSegments === void 0) {
  18198. curveSegments = 12;
  18199. }
  18200. _this = _BufferGeometry.call(this) || this;
  18201. _this.type = 'ShapeGeometry';
  18202. _this.parameters = {
  18203. shapes: shapes,
  18204. curveSegments: curveSegments
  18205. }; // buffers
  18206. var indices = [];
  18207. var vertices = [];
  18208. var normals = [];
  18209. var uvs = []; // helper variables
  18210. var groupStart = 0;
  18211. var groupCount = 0; // allow single and array values for "shapes" parameter
  18212. if (Array.isArray(shapes) === false) {
  18213. addShape(shapes);
  18214. } else {
  18215. for (var i = 0; i < shapes.length; i++) {
  18216. addShape(shapes[i]);
  18217. _this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support
  18218. groupStart += groupCount;
  18219. groupCount = 0;
  18220. }
  18221. } // build geometry
  18222. _this.setIndex(indices);
  18223. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18224. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18225. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions
  18226. function addShape(shape) {
  18227. var indexOffset = vertices.length / 3;
  18228. var points = shape.extractPoints(curveSegments);
  18229. var shapeVertices = points.shape;
  18230. var shapeHoles = points.holes; // check direction of vertices
  18231. if (ShapeUtils.isClockWise(shapeVertices) === false) {
  18232. shapeVertices = shapeVertices.reverse();
  18233. }
  18234. for (var _i = 0, l = shapeHoles.length; _i < l; _i++) {
  18235. var shapeHole = shapeHoles[_i];
  18236. if (ShapeUtils.isClockWise(shapeHole) === true) {
  18237. shapeHoles[_i] = shapeHole.reverse();
  18238. }
  18239. }
  18240. var faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array
  18241. for (var _i2 = 0, _l = shapeHoles.length; _i2 < _l; _i2++) {
  18242. var _shapeHole = shapeHoles[_i2];
  18243. shapeVertices = shapeVertices.concat(_shapeHole);
  18244. } // vertices, normals, uvs
  18245. for (var _i3 = 0, _l2 = shapeVertices.length; _i3 < _l2; _i3++) {
  18246. var vertex = shapeVertices[_i3];
  18247. vertices.push(vertex.x, vertex.y, 0);
  18248. normals.push(0, 0, 1);
  18249. uvs.push(vertex.x, vertex.y); // world uvs
  18250. } // incides
  18251. for (var _i4 = 0, _l3 = faces.length; _i4 < _l3; _i4++) {
  18252. var face = faces[_i4];
  18253. var a = face[0] + indexOffset;
  18254. var b = face[1] + indexOffset;
  18255. var c = face[2] + indexOffset;
  18256. indices.push(a, b, c);
  18257. groupCount += 3;
  18258. }
  18259. }
  18260. return _this;
  18261. }
  18262. var _proto = ShapeGeometry.prototype;
  18263. _proto.toJSON = function toJSON() {
  18264. var data = BufferGeometry.prototype.toJSON.call(this);
  18265. var shapes = this.parameters.shapes;
  18266. return _toJSON$1(shapes, data);
  18267. };
  18268. return ShapeGeometry;
  18269. }(BufferGeometry);
  18270. function _toJSON$1(shapes, data) {
  18271. data.shapes = [];
  18272. if (Array.isArray(shapes)) {
  18273. for (var i = 0, l = shapes.length; i < l; i++) {
  18274. var shape = shapes[i];
  18275. data.shapes.push(shape.uuid);
  18276. }
  18277. } else {
  18278. data.shapes.push(shapes.uuid);
  18279. }
  18280. return data;
  18281. }
  18282. var SphereGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18283. _inheritsLoose(SphereGeometry, _BufferGeometry);
  18284. function SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
  18285. var _this;
  18286. if (radius === void 0) {
  18287. radius = 1;
  18288. }
  18289. if (widthSegments === void 0) {
  18290. widthSegments = 8;
  18291. }
  18292. if (heightSegments === void 0) {
  18293. heightSegments = 6;
  18294. }
  18295. if (phiStart === void 0) {
  18296. phiStart = 0;
  18297. }
  18298. if (phiLength === void 0) {
  18299. phiLength = Math.PI * 2;
  18300. }
  18301. if (thetaStart === void 0) {
  18302. thetaStart = 0;
  18303. }
  18304. if (thetaLength === void 0) {
  18305. thetaLength = Math.PI;
  18306. }
  18307. _this = _BufferGeometry.call(this) || this;
  18308. _this.type = 'SphereGeometry';
  18309. _this.parameters = {
  18310. radius: radius,
  18311. widthSegments: widthSegments,
  18312. heightSegments: heightSegments,
  18313. phiStart: phiStart,
  18314. phiLength: phiLength,
  18315. thetaStart: thetaStart,
  18316. thetaLength: thetaLength
  18317. };
  18318. widthSegments = Math.max(3, Math.floor(widthSegments));
  18319. heightSegments = Math.max(2, Math.floor(heightSegments));
  18320. var thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
  18321. var index = 0;
  18322. var grid = [];
  18323. var vertex = new Vector3();
  18324. var normal = new Vector3(); // buffers
  18325. var indices = [];
  18326. var vertices = [];
  18327. var normals = [];
  18328. var uvs = []; // generate vertices, normals and uvs
  18329. for (var iy = 0; iy <= heightSegments; iy++) {
  18330. var verticesRow = [];
  18331. var v = iy / heightSegments; // special case for the poles
  18332. var uOffset = 0;
  18333. if (iy == 0 && thetaStart == 0) {
  18334. uOffset = 0.5 / widthSegments;
  18335. } else if (iy == heightSegments && thetaEnd == Math.PI) {
  18336. uOffset = -0.5 / widthSegments;
  18337. }
  18338. for (var ix = 0; ix <= widthSegments; ix++) {
  18339. var u = ix / widthSegments; // vertex
  18340. vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  18341. vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
  18342. vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  18343. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  18344. normal.copy(vertex).normalize();
  18345. normals.push(normal.x, normal.y, normal.z); // uv
  18346. uvs.push(u + uOffset, 1 - v);
  18347. verticesRow.push(index++);
  18348. }
  18349. grid.push(verticesRow);
  18350. } // indices
  18351. for (var _iy = 0; _iy < heightSegments; _iy++) {
  18352. for (var _ix = 0; _ix < widthSegments; _ix++) {
  18353. var a = grid[_iy][_ix + 1];
  18354. var b = grid[_iy][_ix];
  18355. var c = grid[_iy + 1][_ix];
  18356. var d = grid[_iy + 1][_ix + 1];
  18357. if (_iy !== 0 || thetaStart > 0) indices.push(a, b, d);
  18358. if (_iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);
  18359. }
  18360. } // build geometry
  18361. _this.setIndex(indices);
  18362. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18363. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18364. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  18365. return _this;
  18366. }
  18367. return SphereGeometry;
  18368. }(BufferGeometry);
  18369. var TetrahedronGeometry = /*#__PURE__*/function (_PolyhedronGeometry) {
  18370. _inheritsLoose(TetrahedronGeometry, _PolyhedronGeometry);
  18371. function TetrahedronGeometry(radius, detail) {
  18372. var _this;
  18373. if (radius === void 0) {
  18374. radius = 1;
  18375. }
  18376. if (detail === void 0) {
  18377. detail = 0;
  18378. }
  18379. var vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
  18380. var indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
  18381. _this = _PolyhedronGeometry.call(this, vertices, indices, radius, detail) || this;
  18382. _this.type = 'TetrahedronGeometry';
  18383. _this.parameters = {
  18384. radius: radius,
  18385. detail: detail
  18386. };
  18387. return _this;
  18388. }
  18389. return TetrahedronGeometry;
  18390. }(PolyhedronGeometry);
  18391. var TextGeometry = /*#__PURE__*/function (_ExtrudeGeometry) {
  18392. _inheritsLoose(TextGeometry, _ExtrudeGeometry);
  18393. function TextGeometry(text, parameters) {
  18394. var _this;
  18395. if (parameters === void 0) {
  18396. parameters = {};
  18397. }
  18398. var font = parameters.font;
  18399. if (!(font && font.isFont)) {
  18400. console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
  18401. return new BufferGeometry() || _assertThisInitialized(_this);
  18402. }
  18403. var shapes = font.generateShapes(text, parameters.size); // translate parameters to ExtrudeGeometry API
  18404. parameters.depth = parameters.height !== undefined ? parameters.height : 50; // defaults
  18405. if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;
  18406. if (parameters.bevelSize === undefined) parameters.bevelSize = 8;
  18407. if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;
  18408. _this = _ExtrudeGeometry.call(this, shapes, parameters) || this;
  18409. _this.type = 'TextGeometry';
  18410. return _this;
  18411. }
  18412. return TextGeometry;
  18413. }(ExtrudeGeometry);
  18414. var TorusGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18415. _inheritsLoose(TorusGeometry, _BufferGeometry);
  18416. function TorusGeometry(radius, tube, radialSegments, tubularSegments, arc) {
  18417. var _this;
  18418. if (radius === void 0) {
  18419. radius = 1;
  18420. }
  18421. if (tube === void 0) {
  18422. tube = 0.4;
  18423. }
  18424. if (radialSegments === void 0) {
  18425. radialSegments = 8;
  18426. }
  18427. if (tubularSegments === void 0) {
  18428. tubularSegments = 6;
  18429. }
  18430. if (arc === void 0) {
  18431. arc = Math.PI * 2;
  18432. }
  18433. _this = _BufferGeometry.call(this) || this;
  18434. _this.type = 'TorusGeometry';
  18435. _this.parameters = {
  18436. radius: radius,
  18437. tube: tube,
  18438. radialSegments: radialSegments,
  18439. tubularSegments: tubularSegments,
  18440. arc: arc
  18441. };
  18442. radialSegments = Math.floor(radialSegments);
  18443. tubularSegments = Math.floor(tubularSegments); // buffers
  18444. var indices = [];
  18445. var vertices = [];
  18446. var normals = [];
  18447. var uvs = []; // helper variables
  18448. var center = new Vector3();
  18449. var vertex = new Vector3();
  18450. var normal = new Vector3(); // generate vertices, normals and uvs
  18451. for (var j = 0; j <= radialSegments; j++) {
  18452. for (var i = 0; i <= tubularSegments; i++) {
  18453. var u = i / tubularSegments * arc;
  18454. var v = j / radialSegments * Math.PI * 2; // vertex
  18455. vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);
  18456. vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);
  18457. vertex.z = tube * Math.sin(v);
  18458. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  18459. center.x = radius * Math.cos(u);
  18460. center.y = radius * Math.sin(u);
  18461. normal.subVectors(vertex, center).normalize();
  18462. normals.push(normal.x, normal.y, normal.z); // uv
  18463. uvs.push(i / tubularSegments);
  18464. uvs.push(j / radialSegments);
  18465. }
  18466. } // generate indices
  18467. for (var _j = 1; _j <= radialSegments; _j++) {
  18468. for (var _i = 1; _i <= tubularSegments; _i++) {
  18469. // indices
  18470. var a = (tubularSegments + 1) * _j + _i - 1;
  18471. var b = (tubularSegments + 1) * (_j - 1) + _i - 1;
  18472. var c = (tubularSegments + 1) * (_j - 1) + _i;
  18473. var d = (tubularSegments + 1) * _j + _i; // faces
  18474. indices.push(a, b, d);
  18475. indices.push(b, c, d);
  18476. }
  18477. } // build geometry
  18478. _this.setIndex(indices);
  18479. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18480. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18481. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  18482. return _this;
  18483. }
  18484. return TorusGeometry;
  18485. }(BufferGeometry);
  18486. var TorusKnotGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18487. _inheritsLoose(TorusKnotGeometry, _BufferGeometry);
  18488. function TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q) {
  18489. var _this;
  18490. if (radius === void 0) {
  18491. radius = 1;
  18492. }
  18493. if (tube === void 0) {
  18494. tube = 0.4;
  18495. }
  18496. if (tubularSegments === void 0) {
  18497. tubularSegments = 64;
  18498. }
  18499. if (radialSegments === void 0) {
  18500. radialSegments = 8;
  18501. }
  18502. if (p === void 0) {
  18503. p = 2;
  18504. }
  18505. if (q === void 0) {
  18506. q = 3;
  18507. }
  18508. _this = _BufferGeometry.call(this) || this;
  18509. _this.type = 'TorusKnotGeometry';
  18510. _this.parameters = {
  18511. radius: radius,
  18512. tube: tube,
  18513. tubularSegments: tubularSegments,
  18514. radialSegments: radialSegments,
  18515. p: p,
  18516. q: q
  18517. };
  18518. tubularSegments = Math.floor(tubularSegments);
  18519. radialSegments = Math.floor(radialSegments); // buffers
  18520. var indices = [];
  18521. var vertices = [];
  18522. var normals = [];
  18523. var uvs = []; // helper variables
  18524. var vertex = new Vector3();
  18525. var normal = new Vector3();
  18526. var P1 = new Vector3();
  18527. var P2 = new Vector3();
  18528. var B = new Vector3();
  18529. var T = new Vector3();
  18530. var N = new Vector3(); // generate vertices, normals and uvs
  18531. for (var i = 0; i <= tubularSegments; ++i) {
  18532. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  18533. var u = i / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  18534. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  18535. calculatePositionOnCurve(u, p, q, radius, P1);
  18536. calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis
  18537. T.subVectors(P2, P1);
  18538. N.addVectors(P2, P1);
  18539. B.crossVectors(T, N);
  18540. N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it
  18541. B.normalize();
  18542. N.normalize();
  18543. for (var j = 0; j <= radialSegments; ++j) {
  18544. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  18545. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  18546. var v = j / radialSegments * Math.PI * 2;
  18547. var cx = -tube * Math.cos(v);
  18548. var cy = tube * Math.sin(v); // now calculate the final vertex position.
  18549. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  18550. vertex.x = P1.x + (cx * N.x + cy * B.x);
  18551. vertex.y = P1.y + (cx * N.y + cy * B.y);
  18552. vertex.z = P1.z + (cx * N.z + cy * B.z);
  18553. vertices.push(vertex.x, vertex.y, vertex.z); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  18554. normal.subVectors(vertex, P1).normalize();
  18555. normals.push(normal.x, normal.y, normal.z); // uv
  18556. uvs.push(i / tubularSegments);
  18557. uvs.push(j / radialSegments);
  18558. }
  18559. } // generate indices
  18560. for (var _j = 1; _j <= tubularSegments; _j++) {
  18561. for (var _i = 1; _i <= radialSegments; _i++) {
  18562. // indices
  18563. var a = (radialSegments + 1) * (_j - 1) + (_i - 1);
  18564. var b = (radialSegments + 1) * _j + (_i - 1);
  18565. var c = (radialSegments + 1) * _j + _i;
  18566. var d = (radialSegments + 1) * (_j - 1) + _i; // faces
  18567. indices.push(a, b, d);
  18568. indices.push(b, c, d);
  18569. }
  18570. } // build geometry
  18571. _this.setIndex(indices);
  18572. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18573. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18574. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve
  18575. function calculatePositionOnCurve(u, p, q, radius, position) {
  18576. var cu = Math.cos(u);
  18577. var su = Math.sin(u);
  18578. var quOverP = q / p * u;
  18579. var cs = Math.cos(quOverP);
  18580. position.x = radius * (2 + cs) * 0.5 * cu;
  18581. position.y = radius * (2 + cs) * su * 0.5;
  18582. position.z = radius * Math.sin(quOverP) * 0.5;
  18583. }
  18584. return _this;
  18585. }
  18586. return TorusKnotGeometry;
  18587. }(BufferGeometry);
  18588. var TubeGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18589. _inheritsLoose(TubeGeometry, _BufferGeometry);
  18590. function TubeGeometry(path, tubularSegments, radius, radialSegments, closed) {
  18591. var _this;
  18592. if (tubularSegments === void 0) {
  18593. tubularSegments = 64;
  18594. }
  18595. if (radius === void 0) {
  18596. radius = 1;
  18597. }
  18598. if (radialSegments === void 0) {
  18599. radialSegments = 8;
  18600. }
  18601. if (closed === void 0) {
  18602. closed = false;
  18603. }
  18604. _this = _BufferGeometry.call(this) || this;
  18605. _this.type = 'TubeGeometry';
  18606. _this.parameters = {
  18607. path: path,
  18608. tubularSegments: tubularSegments,
  18609. radius: radius,
  18610. radialSegments: radialSegments,
  18611. closed: closed
  18612. };
  18613. var frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals
  18614. _this.tangents = frames.tangents;
  18615. _this.normals = frames.normals;
  18616. _this.binormals = frames.binormals; // helper variables
  18617. var vertex = new Vector3();
  18618. var normal = new Vector3();
  18619. var uv = new Vector2();
  18620. var P = new Vector3(); // buffer
  18621. var vertices = [];
  18622. var normals = [];
  18623. var uvs = [];
  18624. var indices = []; // create buffer data
  18625. generateBufferData(); // build geometry
  18626. _this.setIndex(indices);
  18627. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18628. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18629. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions
  18630. function generateBufferData() {
  18631. for (var i = 0; i < tubularSegments; i++) {
  18632. generateSegment(i);
  18633. } // if the geometry is not closed, generate the last row of vertices and normals
  18634. // at the regular position on the given path
  18635. //
  18636. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  18637. generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.
  18638. // this makes it easy compute correct values for closed geometries
  18639. generateUVs(); // finally create faces
  18640. generateIndices();
  18641. }
  18642. function generateSegment(i) {
  18643. // we use getPointAt to sample evenly distributed points from the given path
  18644. P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal
  18645. var N = frames.normals[i];
  18646. var B = frames.binormals[i]; // generate normals and vertices for the current segment
  18647. for (var j = 0; j <= radialSegments; j++) {
  18648. var v = j / radialSegments * Math.PI * 2;
  18649. var sin = Math.sin(v);
  18650. var cos = -Math.cos(v); // normal
  18651. normal.x = cos * N.x + sin * B.x;
  18652. normal.y = cos * N.y + sin * B.y;
  18653. normal.z = cos * N.z + sin * B.z;
  18654. normal.normalize();
  18655. normals.push(normal.x, normal.y, normal.z); // vertex
  18656. vertex.x = P.x + radius * normal.x;
  18657. vertex.y = P.y + radius * normal.y;
  18658. vertex.z = P.z + radius * normal.z;
  18659. vertices.push(vertex.x, vertex.y, vertex.z);
  18660. }
  18661. }
  18662. function generateIndices() {
  18663. for (var j = 1; j <= tubularSegments; j++) {
  18664. for (var i = 1; i <= radialSegments; i++) {
  18665. var a = (radialSegments + 1) * (j - 1) + (i - 1);
  18666. var b = (radialSegments + 1) * j + (i - 1);
  18667. var c = (radialSegments + 1) * j + i;
  18668. var d = (radialSegments + 1) * (j - 1) + i; // faces
  18669. indices.push(a, b, d);
  18670. indices.push(b, c, d);
  18671. }
  18672. }
  18673. }
  18674. function generateUVs() {
  18675. for (var i = 0; i <= tubularSegments; i++) {
  18676. for (var j = 0; j <= radialSegments; j++) {
  18677. uv.x = i / tubularSegments;
  18678. uv.y = j / radialSegments;
  18679. uvs.push(uv.x, uv.y);
  18680. }
  18681. }
  18682. }
  18683. return _this;
  18684. }
  18685. var _proto = TubeGeometry.prototype;
  18686. _proto.toJSON = function toJSON() {
  18687. var data = BufferGeometry.prototype.toJSON.call(this);
  18688. data.path = this.parameters.path.toJSON();
  18689. return data;
  18690. };
  18691. return TubeGeometry;
  18692. }(BufferGeometry);
  18693. var WireframeGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18694. _inheritsLoose(WireframeGeometry, _BufferGeometry);
  18695. function WireframeGeometry(geometry) {
  18696. var _this;
  18697. _this = _BufferGeometry.call(this) || this;
  18698. _this.type = 'WireframeGeometry';
  18699. if (geometry.isGeometry === true) {
  18700. console.error('THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  18701. return _assertThisInitialized(_this);
  18702. } // buffer
  18703. var vertices = []; // helper variables
  18704. var edge = [0, 0],
  18705. edges = {};
  18706. var vertex = new Vector3();
  18707. if (geometry.index !== null) {
  18708. // indexed BufferGeometry
  18709. var position = geometry.attributes.position;
  18710. var indices = geometry.index;
  18711. var groups = geometry.groups;
  18712. if (groups.length === 0) {
  18713. groups = [{
  18714. start: 0,
  18715. count: indices.count,
  18716. materialIndex: 0
  18717. }];
  18718. } // create a data structure that contains all eges without duplicates
  18719. for (var o = 0, ol = groups.length; o < ol; ++o) {
  18720. var group = groups[o];
  18721. var start = group.start;
  18722. var count = group.count;
  18723. for (var i = start, l = start + count; i < l; i += 3) {
  18724. for (var j = 0; j < 3; j++) {
  18725. var edge1 = indices.getX(i + j);
  18726. var edge2 = indices.getX(i + (j + 1) % 3);
  18727. edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates
  18728. edge[1] = Math.max(edge1, edge2);
  18729. var key = edge[0] + ',' + edge[1];
  18730. if (edges[key] === undefined) {
  18731. edges[key] = {
  18732. index1: edge[0],
  18733. index2: edge[1]
  18734. };
  18735. }
  18736. }
  18737. }
  18738. } // generate vertices
  18739. for (var _key in edges) {
  18740. var e = edges[_key];
  18741. vertex.fromBufferAttribute(position, e.index1);
  18742. vertices.push(vertex.x, vertex.y, vertex.z);
  18743. vertex.fromBufferAttribute(position, e.index2);
  18744. vertices.push(vertex.x, vertex.y, vertex.z);
  18745. }
  18746. } else {
  18747. // non-indexed BufferGeometry
  18748. var _position = geometry.attributes.position;
  18749. for (var _i = 0, _l = _position.count / 3; _i < _l; _i++) {
  18750. for (var _j = 0; _j < 3; _j++) {
  18751. // three edges per triangle, an edge is represented as (index1, index2)
  18752. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  18753. var index1 = 3 * _i + _j;
  18754. vertex.fromBufferAttribute(_position, index1);
  18755. vertices.push(vertex.x, vertex.y, vertex.z);
  18756. var index2 = 3 * _i + (_j + 1) % 3;
  18757. vertex.fromBufferAttribute(_position, index2);
  18758. vertices.push(vertex.x, vertex.y, vertex.z);
  18759. }
  18760. }
  18761. } // build geometry
  18762. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18763. return _this;
  18764. }
  18765. return WireframeGeometry;
  18766. }(BufferGeometry);
  18767. var Geometries = /*#__PURE__*/Object.freeze({
  18768. __proto__: null,
  18769. BoxGeometry: BoxGeometry,
  18770. BoxBufferGeometry: BoxGeometry,
  18771. CircleGeometry: CircleGeometry,
  18772. CircleBufferGeometry: CircleGeometry,
  18773. ConeGeometry: ConeGeometry,
  18774. ConeBufferGeometry: ConeGeometry,
  18775. CylinderGeometry: CylinderGeometry,
  18776. CylinderBufferGeometry: CylinderGeometry,
  18777. DodecahedronGeometry: DodecahedronGeometry,
  18778. DodecahedronBufferGeometry: DodecahedronGeometry,
  18779. EdgesGeometry: EdgesGeometry,
  18780. ExtrudeGeometry: ExtrudeGeometry,
  18781. ExtrudeBufferGeometry: ExtrudeGeometry,
  18782. IcosahedronGeometry: IcosahedronGeometry,
  18783. IcosahedronBufferGeometry: IcosahedronGeometry,
  18784. LatheGeometry: LatheGeometry,
  18785. LatheBufferGeometry: LatheGeometry,
  18786. OctahedronGeometry: OctahedronGeometry,
  18787. OctahedronBufferGeometry: OctahedronGeometry,
  18788. ParametricGeometry: ParametricGeometry,
  18789. ParametricBufferGeometry: ParametricGeometry,
  18790. PlaneGeometry: PlaneGeometry,
  18791. PlaneBufferGeometry: PlaneGeometry,
  18792. PolyhedronGeometry: PolyhedronGeometry,
  18793. PolyhedronBufferGeometry: PolyhedronGeometry,
  18794. RingGeometry: RingGeometry,
  18795. RingBufferGeometry: RingGeometry,
  18796. ShapeGeometry: ShapeGeometry,
  18797. ShapeBufferGeometry: ShapeGeometry,
  18798. SphereGeometry: SphereGeometry,
  18799. SphereBufferGeometry: SphereGeometry,
  18800. TetrahedronGeometry: TetrahedronGeometry,
  18801. TetrahedronBufferGeometry: TetrahedronGeometry,
  18802. TextGeometry: TextGeometry,
  18803. TextBufferGeometry: TextGeometry,
  18804. TorusGeometry: TorusGeometry,
  18805. TorusBufferGeometry: TorusGeometry,
  18806. TorusKnotGeometry: TorusKnotGeometry,
  18807. TorusKnotBufferGeometry: TorusKnotGeometry,
  18808. TubeGeometry: TubeGeometry,
  18809. TubeBufferGeometry: TubeGeometry,
  18810. WireframeGeometry: WireframeGeometry
  18811. });
  18812. /**
  18813. * parameters = {
  18814. * color: <THREE.Color>
  18815. * }
  18816. */
  18817. function ShadowMaterial(parameters) {
  18818. Material.call(this);
  18819. this.type = 'ShadowMaterial';
  18820. this.color = new Color(0x000000);
  18821. this.transparent = true;
  18822. this.setValues(parameters);
  18823. }
  18824. ShadowMaterial.prototype = Object.create(Material.prototype);
  18825. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18826. ShadowMaterial.prototype.isShadowMaterial = true;
  18827. ShadowMaterial.prototype.copy = function (source) {
  18828. Material.prototype.copy.call(this, source);
  18829. this.color.copy(source.color);
  18830. return this;
  18831. };
  18832. function RawShaderMaterial(parameters) {
  18833. ShaderMaterial.call(this, parameters);
  18834. this.type = 'RawShaderMaterial';
  18835. }
  18836. RawShaderMaterial.prototype = Object.create(ShaderMaterial.prototype);
  18837. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18838. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18839. /**
  18840. * parameters = {
  18841. * color: <hex>,
  18842. * roughness: <float>,
  18843. * metalness: <float>,
  18844. * opacity: <float>,
  18845. *
  18846. * map: new THREE.Texture( <Image> ),
  18847. *
  18848. * lightMap: new THREE.Texture( <Image> ),
  18849. * lightMapIntensity: <float>
  18850. *
  18851. * aoMap: new THREE.Texture( <Image> ),
  18852. * aoMapIntensity: <float>
  18853. *
  18854. * emissive: <hex>,
  18855. * emissiveIntensity: <float>
  18856. * emissiveMap: new THREE.Texture( <Image> ),
  18857. *
  18858. * bumpMap: new THREE.Texture( <Image> ),
  18859. * bumpScale: <float>,
  18860. *
  18861. * normalMap: new THREE.Texture( <Image> ),
  18862. * normalMapType: THREE.TangentSpaceNormalMap,
  18863. * normalScale: <Vector2>,
  18864. *
  18865. * displacementMap: new THREE.Texture( <Image> ),
  18866. * displacementScale: <float>,
  18867. * displacementBias: <float>,
  18868. *
  18869. * roughnessMap: new THREE.Texture( <Image> ),
  18870. *
  18871. * metalnessMap: new THREE.Texture( <Image> ),
  18872. *
  18873. * alphaMap: new THREE.Texture( <Image> ),
  18874. *
  18875. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18876. * envMapIntensity: <float>
  18877. *
  18878. * refractionRatio: <float>,
  18879. *
  18880. * wireframe: <boolean>,
  18881. * wireframeLinewidth: <float>,
  18882. *
  18883. * skinning: <bool>,
  18884. * morphTargets: <bool>,
  18885. * morphNormals: <bool>
  18886. * }
  18887. */
  18888. function MeshStandardMaterial(parameters) {
  18889. Material.call(this);
  18890. this.defines = {
  18891. 'STANDARD': ''
  18892. };
  18893. this.type = 'MeshStandardMaterial';
  18894. this.color = new Color(0xffffff); // diffuse
  18895. this.roughness = 1.0;
  18896. this.metalness = 0.0;
  18897. this.map = null;
  18898. this.lightMap = null;
  18899. this.lightMapIntensity = 1.0;
  18900. this.aoMap = null;
  18901. this.aoMapIntensity = 1.0;
  18902. this.emissive = new Color(0x000000);
  18903. this.emissiveIntensity = 1.0;
  18904. this.emissiveMap = null;
  18905. this.bumpMap = null;
  18906. this.bumpScale = 1;
  18907. this.normalMap = null;
  18908. this.normalMapType = TangentSpaceNormalMap;
  18909. this.normalScale = new Vector2(1, 1);
  18910. this.displacementMap = null;
  18911. this.displacementScale = 1;
  18912. this.displacementBias = 0;
  18913. this.roughnessMap = null;
  18914. this.metalnessMap = null;
  18915. this.alphaMap = null;
  18916. this.envMap = null;
  18917. this.envMapIntensity = 1.0;
  18918. this.refractionRatio = 0.98;
  18919. this.wireframe = false;
  18920. this.wireframeLinewidth = 1;
  18921. this.wireframeLinecap = 'round';
  18922. this.wireframeLinejoin = 'round';
  18923. this.skinning = false;
  18924. this.morphTargets = false;
  18925. this.morphNormals = false;
  18926. this.vertexTangents = false;
  18927. this.setValues(parameters);
  18928. }
  18929. MeshStandardMaterial.prototype = Object.create(Material.prototype);
  18930. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  18931. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  18932. MeshStandardMaterial.prototype.copy = function (source) {
  18933. Material.prototype.copy.call(this, source);
  18934. this.defines = {
  18935. 'STANDARD': ''
  18936. };
  18937. this.color.copy(source.color);
  18938. this.roughness = source.roughness;
  18939. this.metalness = source.metalness;
  18940. this.map = source.map;
  18941. this.lightMap = source.lightMap;
  18942. this.lightMapIntensity = source.lightMapIntensity;
  18943. this.aoMap = source.aoMap;
  18944. this.aoMapIntensity = source.aoMapIntensity;
  18945. this.emissive.copy(source.emissive);
  18946. this.emissiveMap = source.emissiveMap;
  18947. this.emissiveIntensity = source.emissiveIntensity;
  18948. this.bumpMap = source.bumpMap;
  18949. this.bumpScale = source.bumpScale;
  18950. this.normalMap = source.normalMap;
  18951. this.normalMapType = source.normalMapType;
  18952. this.normalScale.copy(source.normalScale);
  18953. this.displacementMap = source.displacementMap;
  18954. this.displacementScale = source.displacementScale;
  18955. this.displacementBias = source.displacementBias;
  18956. this.roughnessMap = source.roughnessMap;
  18957. this.metalnessMap = source.metalnessMap;
  18958. this.alphaMap = source.alphaMap;
  18959. this.envMap = source.envMap;
  18960. this.envMapIntensity = source.envMapIntensity;
  18961. this.refractionRatio = source.refractionRatio;
  18962. this.wireframe = source.wireframe;
  18963. this.wireframeLinewidth = source.wireframeLinewidth;
  18964. this.wireframeLinecap = source.wireframeLinecap;
  18965. this.wireframeLinejoin = source.wireframeLinejoin;
  18966. this.skinning = source.skinning;
  18967. this.morphTargets = source.morphTargets;
  18968. this.morphNormals = source.morphNormals;
  18969. this.vertexTangents = source.vertexTangents;
  18970. return this;
  18971. };
  18972. /**
  18973. * parameters = {
  18974. * clearcoat: <float>,
  18975. * clearcoatMap: new THREE.Texture( <Image> ),
  18976. * clearcoatRoughness: <float>,
  18977. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  18978. * clearcoatNormalScale: <Vector2>,
  18979. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  18980. *
  18981. * reflectivity: <float>,
  18982. * ior: <float>,
  18983. *
  18984. * sheen: <Color>,
  18985. *
  18986. * transmission: <float>,
  18987. * transmissionMap: new THREE.Texture( <Image> )
  18988. * }
  18989. */
  18990. function MeshPhysicalMaterial(parameters) {
  18991. MeshStandardMaterial.call(this);
  18992. this.defines = {
  18993. 'STANDARD': '',
  18994. 'PHYSICAL': ''
  18995. };
  18996. this.type = 'MeshPhysicalMaterial';
  18997. this.clearcoat = 0.0;
  18998. this.clearcoatMap = null;
  18999. this.clearcoatRoughness = 0.0;
  19000. this.clearcoatRoughnessMap = null;
  19001. this.clearcoatNormalScale = new Vector2(1, 1);
  19002. this.clearcoatNormalMap = null;
  19003. this.reflectivity = 0.5; // maps to F0 = 0.04
  19004. Object.defineProperty(this, 'ior', {
  19005. get: function get() {
  19006. return (1 + 0.4 * this.reflectivity) / (1 - 0.4 * this.reflectivity);
  19007. },
  19008. set: function set(ior) {
  19009. this.reflectivity = MathUtils.clamp(2.5 * (ior - 1) / (ior + 1), 0, 1);
  19010. }
  19011. });
  19012. this.sheen = null; // null will disable sheen bsdf
  19013. this.transmission = 0.0;
  19014. this.transmissionMap = null;
  19015. this.setValues(parameters);
  19016. }
  19017. MeshPhysicalMaterial.prototype = Object.create(MeshStandardMaterial.prototype);
  19018. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19019. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19020. MeshPhysicalMaterial.prototype.copy = function (source) {
  19021. MeshStandardMaterial.prototype.copy.call(this, source);
  19022. this.defines = {
  19023. 'STANDARD': '',
  19024. 'PHYSICAL': ''
  19025. };
  19026. this.clearcoat = source.clearcoat;
  19027. this.clearcoatMap = source.clearcoatMap;
  19028. this.clearcoatRoughness = source.clearcoatRoughness;
  19029. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19030. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19031. this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
  19032. this.reflectivity = source.reflectivity;
  19033. if (source.sheen) {
  19034. this.sheen = (this.sheen || new Color()).copy(source.sheen);
  19035. } else {
  19036. this.sheen = null;
  19037. }
  19038. this.transmission = source.transmission;
  19039. this.transmissionMap = source.transmissionMap;
  19040. return this;
  19041. };
  19042. /**
  19043. * parameters = {
  19044. * color: <hex>,
  19045. * specular: <hex>,
  19046. * shininess: <float>,
  19047. * opacity: <float>,
  19048. *
  19049. * map: new THREE.Texture( <Image> ),
  19050. *
  19051. * lightMap: new THREE.Texture( <Image> ),
  19052. * lightMapIntensity: <float>
  19053. *
  19054. * aoMap: new THREE.Texture( <Image> ),
  19055. * aoMapIntensity: <float>
  19056. *
  19057. * emissive: <hex>,
  19058. * emissiveIntensity: <float>
  19059. * emissiveMap: new THREE.Texture( <Image> ),
  19060. *
  19061. * bumpMap: new THREE.Texture( <Image> ),
  19062. * bumpScale: <float>,
  19063. *
  19064. * normalMap: new THREE.Texture( <Image> ),
  19065. * normalMapType: THREE.TangentSpaceNormalMap,
  19066. * normalScale: <Vector2>,
  19067. *
  19068. * displacementMap: new THREE.Texture( <Image> ),
  19069. * displacementScale: <float>,
  19070. * displacementBias: <float>,
  19071. *
  19072. * specularMap: new THREE.Texture( <Image> ),
  19073. *
  19074. * alphaMap: new THREE.Texture( <Image> ),
  19075. *
  19076. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19077. * combine: THREE.MultiplyOperation,
  19078. * reflectivity: <float>,
  19079. * refractionRatio: <float>,
  19080. *
  19081. * wireframe: <boolean>,
  19082. * wireframeLinewidth: <float>,
  19083. *
  19084. * skinning: <bool>,
  19085. * morphTargets: <bool>,
  19086. * morphNormals: <bool>
  19087. * }
  19088. */
  19089. function MeshPhongMaterial(parameters) {
  19090. Material.call(this);
  19091. this.type = 'MeshPhongMaterial';
  19092. this.color = new Color(0xffffff); // diffuse
  19093. this.specular = new Color(0x111111);
  19094. this.shininess = 30;
  19095. this.map = null;
  19096. this.lightMap = null;
  19097. this.lightMapIntensity = 1.0;
  19098. this.aoMap = null;
  19099. this.aoMapIntensity = 1.0;
  19100. this.emissive = new Color(0x000000);
  19101. this.emissiveIntensity = 1.0;
  19102. this.emissiveMap = null;
  19103. this.bumpMap = null;
  19104. this.bumpScale = 1;
  19105. this.normalMap = null;
  19106. this.normalMapType = TangentSpaceNormalMap;
  19107. this.normalScale = new Vector2(1, 1);
  19108. this.displacementMap = null;
  19109. this.displacementScale = 1;
  19110. this.displacementBias = 0;
  19111. this.specularMap = null;
  19112. this.alphaMap = null;
  19113. this.envMap = null;
  19114. this.combine = MultiplyOperation;
  19115. this.reflectivity = 1;
  19116. this.refractionRatio = 0.98;
  19117. this.wireframe = false;
  19118. this.wireframeLinewidth = 1;
  19119. this.wireframeLinecap = 'round';
  19120. this.wireframeLinejoin = 'round';
  19121. this.skinning = false;
  19122. this.morphTargets = false;
  19123. this.morphNormals = false;
  19124. this.setValues(parameters);
  19125. }
  19126. MeshPhongMaterial.prototype = Object.create(Material.prototype);
  19127. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19128. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19129. MeshPhongMaterial.prototype.copy = function (source) {
  19130. Material.prototype.copy.call(this, source);
  19131. this.color.copy(source.color);
  19132. this.specular.copy(source.specular);
  19133. this.shininess = source.shininess;
  19134. this.map = source.map;
  19135. this.lightMap = source.lightMap;
  19136. this.lightMapIntensity = source.lightMapIntensity;
  19137. this.aoMap = source.aoMap;
  19138. this.aoMapIntensity = source.aoMapIntensity;
  19139. this.emissive.copy(source.emissive);
  19140. this.emissiveMap = source.emissiveMap;
  19141. this.emissiveIntensity = source.emissiveIntensity;
  19142. this.bumpMap = source.bumpMap;
  19143. this.bumpScale = source.bumpScale;
  19144. this.normalMap = source.normalMap;
  19145. this.normalMapType = source.normalMapType;
  19146. this.normalScale.copy(source.normalScale);
  19147. this.displacementMap = source.displacementMap;
  19148. this.displacementScale = source.displacementScale;
  19149. this.displacementBias = source.displacementBias;
  19150. this.specularMap = source.specularMap;
  19151. this.alphaMap = source.alphaMap;
  19152. this.envMap = source.envMap;
  19153. this.combine = source.combine;
  19154. this.reflectivity = source.reflectivity;
  19155. this.refractionRatio = source.refractionRatio;
  19156. this.wireframe = source.wireframe;
  19157. this.wireframeLinewidth = source.wireframeLinewidth;
  19158. this.wireframeLinecap = source.wireframeLinecap;
  19159. this.wireframeLinejoin = source.wireframeLinejoin;
  19160. this.skinning = source.skinning;
  19161. this.morphTargets = source.morphTargets;
  19162. this.morphNormals = source.morphNormals;
  19163. return this;
  19164. };
  19165. /**
  19166. * parameters = {
  19167. * color: <hex>,
  19168. *
  19169. * map: new THREE.Texture( <Image> ),
  19170. * gradientMap: new THREE.Texture( <Image> ),
  19171. *
  19172. * lightMap: new THREE.Texture( <Image> ),
  19173. * lightMapIntensity: <float>
  19174. *
  19175. * aoMap: new THREE.Texture( <Image> ),
  19176. * aoMapIntensity: <float>
  19177. *
  19178. * emissive: <hex>,
  19179. * emissiveIntensity: <float>
  19180. * emissiveMap: new THREE.Texture( <Image> ),
  19181. *
  19182. * bumpMap: new THREE.Texture( <Image> ),
  19183. * bumpScale: <float>,
  19184. *
  19185. * normalMap: new THREE.Texture( <Image> ),
  19186. * normalMapType: THREE.TangentSpaceNormalMap,
  19187. * normalScale: <Vector2>,
  19188. *
  19189. * displacementMap: new THREE.Texture( <Image> ),
  19190. * displacementScale: <float>,
  19191. * displacementBias: <float>,
  19192. *
  19193. * alphaMap: new THREE.Texture( <Image> ),
  19194. *
  19195. * wireframe: <boolean>,
  19196. * wireframeLinewidth: <float>,
  19197. *
  19198. * skinning: <bool>,
  19199. * morphTargets: <bool>,
  19200. * morphNormals: <bool>
  19201. * }
  19202. */
  19203. function MeshToonMaterial(parameters) {
  19204. Material.call(this);
  19205. this.defines = {
  19206. 'TOON': ''
  19207. };
  19208. this.type = 'MeshToonMaterial';
  19209. this.color = new Color(0xffffff);
  19210. this.map = null;
  19211. this.gradientMap = null;
  19212. this.lightMap = null;
  19213. this.lightMapIntensity = 1.0;
  19214. this.aoMap = null;
  19215. this.aoMapIntensity = 1.0;
  19216. this.emissive = new Color(0x000000);
  19217. this.emissiveIntensity = 1.0;
  19218. this.emissiveMap = null;
  19219. this.bumpMap = null;
  19220. this.bumpScale = 1;
  19221. this.normalMap = null;
  19222. this.normalMapType = TangentSpaceNormalMap;
  19223. this.normalScale = new Vector2(1, 1);
  19224. this.displacementMap = null;
  19225. this.displacementScale = 1;
  19226. this.displacementBias = 0;
  19227. this.alphaMap = null;
  19228. this.wireframe = false;
  19229. this.wireframeLinewidth = 1;
  19230. this.wireframeLinecap = 'round';
  19231. this.wireframeLinejoin = 'round';
  19232. this.skinning = false;
  19233. this.morphTargets = false;
  19234. this.morphNormals = false;
  19235. this.setValues(parameters);
  19236. }
  19237. MeshToonMaterial.prototype = Object.create(Material.prototype);
  19238. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19239. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19240. MeshToonMaterial.prototype.copy = function (source) {
  19241. Material.prototype.copy.call(this, source);
  19242. this.color.copy(source.color);
  19243. this.map = source.map;
  19244. this.gradientMap = source.gradientMap;
  19245. this.lightMap = source.lightMap;
  19246. this.lightMapIntensity = source.lightMapIntensity;
  19247. this.aoMap = source.aoMap;
  19248. this.aoMapIntensity = source.aoMapIntensity;
  19249. this.emissive.copy(source.emissive);
  19250. this.emissiveMap = source.emissiveMap;
  19251. this.emissiveIntensity = source.emissiveIntensity;
  19252. this.bumpMap = source.bumpMap;
  19253. this.bumpScale = source.bumpScale;
  19254. this.normalMap = source.normalMap;
  19255. this.normalMapType = source.normalMapType;
  19256. this.normalScale.copy(source.normalScale);
  19257. this.displacementMap = source.displacementMap;
  19258. this.displacementScale = source.displacementScale;
  19259. this.displacementBias = source.displacementBias;
  19260. this.alphaMap = source.alphaMap;
  19261. this.wireframe = source.wireframe;
  19262. this.wireframeLinewidth = source.wireframeLinewidth;
  19263. this.wireframeLinecap = source.wireframeLinecap;
  19264. this.wireframeLinejoin = source.wireframeLinejoin;
  19265. this.skinning = source.skinning;
  19266. this.morphTargets = source.morphTargets;
  19267. this.morphNormals = source.morphNormals;
  19268. return this;
  19269. };
  19270. /**
  19271. * parameters = {
  19272. * opacity: <float>,
  19273. *
  19274. * bumpMap: new THREE.Texture( <Image> ),
  19275. * bumpScale: <float>,
  19276. *
  19277. * normalMap: new THREE.Texture( <Image> ),
  19278. * normalMapType: THREE.TangentSpaceNormalMap,
  19279. * normalScale: <Vector2>,
  19280. *
  19281. * displacementMap: new THREE.Texture( <Image> ),
  19282. * displacementScale: <float>,
  19283. * displacementBias: <float>,
  19284. *
  19285. * wireframe: <boolean>,
  19286. * wireframeLinewidth: <float>
  19287. *
  19288. * skinning: <bool>,
  19289. * morphTargets: <bool>,
  19290. * morphNormals: <bool>
  19291. * }
  19292. */
  19293. function MeshNormalMaterial(parameters) {
  19294. Material.call(this);
  19295. this.type = 'MeshNormalMaterial';
  19296. this.bumpMap = null;
  19297. this.bumpScale = 1;
  19298. this.normalMap = null;
  19299. this.normalMapType = TangentSpaceNormalMap;
  19300. this.normalScale = new Vector2(1, 1);
  19301. this.displacementMap = null;
  19302. this.displacementScale = 1;
  19303. this.displacementBias = 0;
  19304. this.wireframe = false;
  19305. this.wireframeLinewidth = 1;
  19306. this.fog = false;
  19307. this.skinning = false;
  19308. this.morphTargets = false;
  19309. this.morphNormals = false;
  19310. this.setValues(parameters);
  19311. }
  19312. MeshNormalMaterial.prototype = Object.create(Material.prototype);
  19313. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19314. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19315. MeshNormalMaterial.prototype.copy = function (source) {
  19316. Material.prototype.copy.call(this, source);
  19317. this.bumpMap = source.bumpMap;
  19318. this.bumpScale = source.bumpScale;
  19319. this.normalMap = source.normalMap;
  19320. this.normalMapType = source.normalMapType;
  19321. this.normalScale.copy(source.normalScale);
  19322. this.displacementMap = source.displacementMap;
  19323. this.displacementScale = source.displacementScale;
  19324. this.displacementBias = source.displacementBias;
  19325. this.wireframe = source.wireframe;
  19326. this.wireframeLinewidth = source.wireframeLinewidth;
  19327. this.skinning = source.skinning;
  19328. this.morphTargets = source.morphTargets;
  19329. this.morphNormals = source.morphNormals;
  19330. return this;
  19331. };
  19332. /**
  19333. * parameters = {
  19334. * color: <hex>,
  19335. * opacity: <float>,
  19336. *
  19337. * map: new THREE.Texture( <Image> ),
  19338. *
  19339. * lightMap: new THREE.Texture( <Image> ),
  19340. * lightMapIntensity: <float>
  19341. *
  19342. * aoMap: new THREE.Texture( <Image> ),
  19343. * aoMapIntensity: <float>
  19344. *
  19345. * emissive: <hex>,
  19346. * emissiveIntensity: <float>
  19347. * emissiveMap: new THREE.Texture( <Image> ),
  19348. *
  19349. * specularMap: new THREE.Texture( <Image> ),
  19350. *
  19351. * alphaMap: new THREE.Texture( <Image> ),
  19352. *
  19353. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19354. * combine: THREE.Multiply,
  19355. * reflectivity: <float>,
  19356. * refractionRatio: <float>,
  19357. *
  19358. * wireframe: <boolean>,
  19359. * wireframeLinewidth: <float>,
  19360. *
  19361. * skinning: <bool>,
  19362. * morphTargets: <bool>,
  19363. * morphNormals: <bool>
  19364. * }
  19365. */
  19366. function MeshLambertMaterial(parameters) {
  19367. Material.call(this);
  19368. this.type = 'MeshLambertMaterial';
  19369. this.color = new Color(0xffffff); // diffuse
  19370. this.map = null;
  19371. this.lightMap = null;
  19372. this.lightMapIntensity = 1.0;
  19373. this.aoMap = null;
  19374. this.aoMapIntensity = 1.0;
  19375. this.emissive = new Color(0x000000);
  19376. this.emissiveIntensity = 1.0;
  19377. this.emissiveMap = null;
  19378. this.specularMap = null;
  19379. this.alphaMap = null;
  19380. this.envMap = null;
  19381. this.combine = MultiplyOperation;
  19382. this.reflectivity = 1;
  19383. this.refractionRatio = 0.98;
  19384. this.wireframe = false;
  19385. this.wireframeLinewidth = 1;
  19386. this.wireframeLinecap = 'round';
  19387. this.wireframeLinejoin = 'round';
  19388. this.skinning = false;
  19389. this.morphTargets = false;
  19390. this.morphNormals = false;
  19391. this.setValues(parameters);
  19392. }
  19393. MeshLambertMaterial.prototype = Object.create(Material.prototype);
  19394. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19395. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19396. MeshLambertMaterial.prototype.copy = function (source) {
  19397. Material.prototype.copy.call(this, source);
  19398. this.color.copy(source.color);
  19399. this.map = source.map;
  19400. this.lightMap = source.lightMap;
  19401. this.lightMapIntensity = source.lightMapIntensity;
  19402. this.aoMap = source.aoMap;
  19403. this.aoMapIntensity = source.aoMapIntensity;
  19404. this.emissive.copy(source.emissive);
  19405. this.emissiveMap = source.emissiveMap;
  19406. this.emissiveIntensity = source.emissiveIntensity;
  19407. this.specularMap = source.specularMap;
  19408. this.alphaMap = source.alphaMap;
  19409. this.envMap = source.envMap;
  19410. this.combine = source.combine;
  19411. this.reflectivity = source.reflectivity;
  19412. this.refractionRatio = source.refractionRatio;
  19413. this.wireframe = source.wireframe;
  19414. this.wireframeLinewidth = source.wireframeLinewidth;
  19415. this.wireframeLinecap = source.wireframeLinecap;
  19416. this.wireframeLinejoin = source.wireframeLinejoin;
  19417. this.skinning = source.skinning;
  19418. this.morphTargets = source.morphTargets;
  19419. this.morphNormals = source.morphNormals;
  19420. return this;
  19421. };
  19422. /**
  19423. * parameters = {
  19424. * color: <hex>,
  19425. * opacity: <float>,
  19426. *
  19427. * matcap: new THREE.Texture( <Image> ),
  19428. *
  19429. * map: new THREE.Texture( <Image> ),
  19430. *
  19431. * bumpMap: new THREE.Texture( <Image> ),
  19432. * bumpScale: <float>,
  19433. *
  19434. * normalMap: new THREE.Texture( <Image> ),
  19435. * normalMapType: THREE.TangentSpaceNormalMap,
  19436. * normalScale: <Vector2>,
  19437. *
  19438. * displacementMap: new THREE.Texture( <Image> ),
  19439. * displacementScale: <float>,
  19440. * displacementBias: <float>,
  19441. *
  19442. * alphaMap: new THREE.Texture( <Image> ),
  19443. *
  19444. * skinning: <bool>,
  19445. * morphTargets: <bool>,
  19446. * morphNormals: <bool>
  19447. * }
  19448. */
  19449. function MeshMatcapMaterial(parameters) {
  19450. Material.call(this);
  19451. this.defines = {
  19452. 'MATCAP': ''
  19453. };
  19454. this.type = 'MeshMatcapMaterial';
  19455. this.color = new Color(0xffffff); // diffuse
  19456. this.matcap = null;
  19457. this.map = null;
  19458. this.bumpMap = null;
  19459. this.bumpScale = 1;
  19460. this.normalMap = null;
  19461. this.normalMapType = TangentSpaceNormalMap;
  19462. this.normalScale = new Vector2(1, 1);
  19463. this.displacementMap = null;
  19464. this.displacementScale = 1;
  19465. this.displacementBias = 0;
  19466. this.alphaMap = null;
  19467. this.skinning = false;
  19468. this.morphTargets = false;
  19469. this.morphNormals = false;
  19470. this.setValues(parameters);
  19471. }
  19472. MeshMatcapMaterial.prototype = Object.create(Material.prototype);
  19473. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19474. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19475. MeshMatcapMaterial.prototype.copy = function (source) {
  19476. Material.prototype.copy.call(this, source);
  19477. this.defines = {
  19478. 'MATCAP': ''
  19479. };
  19480. this.color.copy(source.color);
  19481. this.matcap = source.matcap;
  19482. this.map = source.map;
  19483. this.bumpMap = source.bumpMap;
  19484. this.bumpScale = source.bumpScale;
  19485. this.normalMap = source.normalMap;
  19486. this.normalMapType = source.normalMapType;
  19487. this.normalScale.copy(source.normalScale);
  19488. this.displacementMap = source.displacementMap;
  19489. this.displacementScale = source.displacementScale;
  19490. this.displacementBias = source.displacementBias;
  19491. this.alphaMap = source.alphaMap;
  19492. this.skinning = source.skinning;
  19493. this.morphTargets = source.morphTargets;
  19494. this.morphNormals = source.morphNormals;
  19495. return this;
  19496. };
  19497. /**
  19498. * parameters = {
  19499. * color: <hex>,
  19500. * opacity: <float>,
  19501. *
  19502. * linewidth: <float>,
  19503. *
  19504. * scale: <float>,
  19505. * dashSize: <float>,
  19506. * gapSize: <float>
  19507. * }
  19508. */
  19509. function LineDashedMaterial(parameters) {
  19510. LineBasicMaterial.call(this);
  19511. this.type = 'LineDashedMaterial';
  19512. this.scale = 1;
  19513. this.dashSize = 3;
  19514. this.gapSize = 1;
  19515. this.setValues(parameters);
  19516. }
  19517. LineDashedMaterial.prototype = Object.create(LineBasicMaterial.prototype);
  19518. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19519. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19520. LineDashedMaterial.prototype.copy = function (source) {
  19521. LineBasicMaterial.prototype.copy.call(this, source);
  19522. this.scale = source.scale;
  19523. this.dashSize = source.dashSize;
  19524. this.gapSize = source.gapSize;
  19525. return this;
  19526. };
  19527. var Materials = /*#__PURE__*/Object.freeze({
  19528. __proto__: null,
  19529. ShadowMaterial: ShadowMaterial,
  19530. SpriteMaterial: SpriteMaterial,
  19531. RawShaderMaterial: RawShaderMaterial,
  19532. ShaderMaterial: ShaderMaterial,
  19533. PointsMaterial: PointsMaterial,
  19534. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19535. MeshStandardMaterial: MeshStandardMaterial,
  19536. MeshPhongMaterial: MeshPhongMaterial,
  19537. MeshToonMaterial: MeshToonMaterial,
  19538. MeshNormalMaterial: MeshNormalMaterial,
  19539. MeshLambertMaterial: MeshLambertMaterial,
  19540. MeshDepthMaterial: MeshDepthMaterial,
  19541. MeshDistanceMaterial: MeshDistanceMaterial,
  19542. MeshBasicMaterial: MeshBasicMaterial,
  19543. MeshMatcapMaterial: MeshMatcapMaterial,
  19544. LineDashedMaterial: LineDashedMaterial,
  19545. LineBasicMaterial: LineBasicMaterial,
  19546. Material: Material
  19547. });
  19548. var AnimationUtils = {
  19549. // same as Array.prototype.slice, but also works on typed arrays
  19550. arraySlice: function arraySlice(array, from, to) {
  19551. if (AnimationUtils.isTypedArray(array)) {
  19552. // in ios9 array.subarray(from, undefined) will return empty array
  19553. // but array.subarray(from) or array.subarray(from, len) is correct
  19554. return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));
  19555. }
  19556. return array.slice(from, to);
  19557. },
  19558. // converts an array to a specific type
  19559. convertArray: function convertArray(array, type, forceClone) {
  19560. if (!array || // let 'undefined' and 'null' pass
  19561. !forceClone && array.constructor === type) return array;
  19562. if (typeof type.BYTES_PER_ELEMENT === 'number') {
  19563. return new type(array); // create typed array
  19564. }
  19565. return Array.prototype.slice.call(array); // create Array
  19566. },
  19567. isTypedArray: function isTypedArray(object) {
  19568. return ArrayBuffer.isView(object) && !(object instanceof DataView);
  19569. },
  19570. // returns an array by which times and values can be sorted
  19571. getKeyframeOrder: function getKeyframeOrder(times) {
  19572. function compareTime(i, j) {
  19573. return times[i] - times[j];
  19574. }
  19575. var n = times.length;
  19576. var result = new Array(n);
  19577. for (var i = 0; i !== n; ++i) {
  19578. result[i] = i;
  19579. }
  19580. result.sort(compareTime);
  19581. return result;
  19582. },
  19583. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19584. sortedArray: function sortedArray(values, stride, order) {
  19585. var nValues = values.length;
  19586. var result = new values.constructor(nValues);
  19587. for (var i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
  19588. var srcOffset = order[i] * stride;
  19589. for (var j = 0; j !== stride; ++j) {
  19590. result[dstOffset++] = values[srcOffset + j];
  19591. }
  19592. }
  19593. return result;
  19594. },
  19595. // function for parsing AOS keyframe formats
  19596. flattenJSON: function flattenJSON(jsonKeys, times, values, valuePropertyName) {
  19597. var i = 1,
  19598. key = jsonKeys[0];
  19599. while (key !== undefined && key[valuePropertyName] === undefined) {
  19600. key = jsonKeys[i++];
  19601. }
  19602. if (key === undefined) return; // no data
  19603. var value = key[valuePropertyName];
  19604. if (value === undefined) return; // no data
  19605. if (Array.isArray(value)) {
  19606. do {
  19607. value = key[valuePropertyName];
  19608. if (value !== undefined) {
  19609. times.push(key.time);
  19610. values.push.apply(values, value); // push all elements
  19611. }
  19612. key = jsonKeys[i++];
  19613. } while (key !== undefined);
  19614. } else if (value.toArray !== undefined) {
  19615. // ...assume THREE.Math-ish
  19616. do {
  19617. value = key[valuePropertyName];
  19618. if (value !== undefined) {
  19619. times.push(key.time);
  19620. value.toArray(values, values.length);
  19621. }
  19622. key = jsonKeys[i++];
  19623. } while (key !== undefined);
  19624. } else {
  19625. // otherwise push as-is
  19626. do {
  19627. value = key[valuePropertyName];
  19628. if (value !== undefined) {
  19629. times.push(key.time);
  19630. values.push(value);
  19631. }
  19632. key = jsonKeys[i++];
  19633. } while (key !== undefined);
  19634. }
  19635. },
  19636. subclip: function subclip(sourceClip, name, startFrame, endFrame, fps) {
  19637. if (fps === void 0) {
  19638. fps = 30;
  19639. }
  19640. var clip = sourceClip.clone();
  19641. clip.name = name;
  19642. var tracks = [];
  19643. for (var i = 0; i < clip.tracks.length; ++i) {
  19644. var track = clip.tracks[i];
  19645. var valueSize = track.getValueSize();
  19646. var times = [];
  19647. var values = [];
  19648. for (var j = 0; j < track.times.length; ++j) {
  19649. var frame = track.times[j] * fps;
  19650. if (frame < startFrame || frame >= endFrame) continue;
  19651. times.push(track.times[j]);
  19652. for (var k = 0; k < valueSize; ++k) {
  19653. values.push(track.values[j * valueSize + k]);
  19654. }
  19655. }
  19656. if (times.length === 0) continue;
  19657. track.times = AnimationUtils.convertArray(times, track.times.constructor);
  19658. track.values = AnimationUtils.convertArray(values, track.values.constructor);
  19659. tracks.push(track);
  19660. }
  19661. clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip
  19662. var minStartTime = Infinity;
  19663. for (var _i = 0; _i < clip.tracks.length; ++_i) {
  19664. if (minStartTime > clip.tracks[_i].times[0]) {
  19665. minStartTime = clip.tracks[_i].times[0];
  19666. }
  19667. } // shift all tracks such that clip begins at t=0
  19668. for (var _i2 = 0; _i2 < clip.tracks.length; ++_i2) {
  19669. clip.tracks[_i2].shift(-1 * minStartTime);
  19670. }
  19671. clip.resetDuration();
  19672. return clip;
  19673. },
  19674. makeClipAdditive: function makeClipAdditive(targetClip, referenceFrame, referenceClip, fps) {
  19675. if (referenceFrame === void 0) {
  19676. referenceFrame = 0;
  19677. }
  19678. if (referenceClip === void 0) {
  19679. referenceClip = targetClip;
  19680. }
  19681. if (fps === void 0) {
  19682. fps = 30;
  19683. }
  19684. if (fps <= 0) fps = 30;
  19685. var numTracks = referenceClip.tracks.length;
  19686. var referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame
  19687. var _loop = function _loop(i) {
  19688. var referenceTrack = referenceClip.tracks[i];
  19689. var referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric
  19690. if (referenceTrackType === 'bool' || referenceTrackType === 'string') return "continue"; // Find the track in the target clip whose name and type matches the reference track
  19691. var targetTrack = targetClip.tracks.find(function (track) {
  19692. return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
  19693. });
  19694. if (targetTrack === undefined) return "continue";
  19695. var referenceOffset = 0;
  19696. var referenceValueSize = referenceTrack.getValueSize();
  19697. if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  19698. referenceOffset = referenceValueSize / 3;
  19699. }
  19700. var targetOffset = 0;
  19701. var targetValueSize = targetTrack.getValueSize();
  19702. if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  19703. targetOffset = targetValueSize / 3;
  19704. }
  19705. var lastIndex = referenceTrack.times.length - 1;
  19706. var referenceValue = void 0; // Find the value to subtract out of the track
  19707. if (referenceTime <= referenceTrack.times[0]) {
  19708. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  19709. var startIndex = referenceOffset;
  19710. var endIndex = referenceValueSize - referenceOffset;
  19711. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  19712. } else if (referenceTime >= referenceTrack.times[lastIndex]) {
  19713. // Reference frame is after the last keyframe, so just use the last keyframe
  19714. var _startIndex = lastIndex * referenceValueSize + referenceOffset;
  19715. var _endIndex = _startIndex + referenceValueSize - referenceOffset;
  19716. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, _startIndex, _endIndex);
  19717. } else {
  19718. // Interpolate to the reference value
  19719. var interpolant = referenceTrack.createInterpolant();
  19720. var _startIndex2 = referenceOffset;
  19721. var _endIndex2 = referenceValueSize - referenceOffset;
  19722. interpolant.evaluate(referenceTime);
  19723. referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, _startIndex2, _endIndex2);
  19724. } // Conjugate the quaternion
  19725. if (referenceTrackType === 'quaternion') {
  19726. var referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
  19727. referenceQuat.toArray(referenceValue);
  19728. } // Subtract the reference value from all of the track values
  19729. var numTimes = targetTrack.times.length;
  19730. for (var j = 0; j < numTimes; ++j) {
  19731. var valueStart = j * targetValueSize + targetOffset;
  19732. if (referenceTrackType === 'quaternion') {
  19733. // Multiply the conjugate for quaternion track types
  19734. Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
  19735. } else {
  19736. var valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types
  19737. for (var k = 0; k < valueEnd; ++k) {
  19738. targetTrack.values[valueStart + k] -= referenceValue[k];
  19739. }
  19740. }
  19741. }
  19742. };
  19743. for (var i = 0; i < numTracks; ++i) {
  19744. var _ret = _loop(i);
  19745. if (_ret === "continue") continue;
  19746. }
  19747. targetClip.blendMode = AdditiveAnimationBlendMode;
  19748. return targetClip;
  19749. }
  19750. };
  19751. /**
  19752. * Abstract base class of interpolants over parametric samples.
  19753. *
  19754. * The parameter domain is one dimensional, typically the time or a path
  19755. * along a curve defined by the data.
  19756. *
  19757. * The sample values can have any dimensionality and derived classes may
  19758. * apply special interpretations to the data.
  19759. *
  19760. * This class provides the interval seek in a Template Method, deferring
  19761. * the actual interpolation to derived classes.
  19762. *
  19763. * Time complexity is O(1) for linear access crossing at most two points
  19764. * and O(log N) for random access, where N is the number of positions.
  19765. *
  19766. * References:
  19767. *
  19768. * http://www.oodesign.com/template-method-pattern.html
  19769. *
  19770. */
  19771. function Interpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  19772. this.parameterPositions = parameterPositions;
  19773. this._cachedIndex = 0;
  19774. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);
  19775. this.sampleValues = sampleValues;
  19776. this.valueSize = sampleSize;
  19777. }
  19778. Object.assign(Interpolant.prototype, {
  19779. evaluate: function evaluate(t) {
  19780. var pp = this.parameterPositions;
  19781. var i1 = this._cachedIndex,
  19782. t1 = pp[i1],
  19783. t0 = pp[i1 - 1];
  19784. validate_interval: {
  19785. seek: {
  19786. var right;
  19787. linear_scan: {
  19788. //- See http://jsperf.com/comparison-to-undefined/3
  19789. //- slower code:
  19790. //-
  19791. //- if ( t >= t1 || t1 === undefined ) {
  19792. forward_scan: if (!(t < t1)) {
  19793. for (var giveUpAt = i1 + 2;;) {
  19794. if (t1 === undefined) {
  19795. if (t < t0) break forward_scan; // after end
  19796. i1 = pp.length;
  19797. this._cachedIndex = i1;
  19798. return this.afterEnd_(i1 - 1, t, t0);
  19799. }
  19800. if (i1 === giveUpAt) break; // this loop
  19801. t0 = t1;
  19802. t1 = pp[++i1];
  19803. if (t < t1) {
  19804. // we have arrived at the sought interval
  19805. break seek;
  19806. }
  19807. } // prepare binary search on the right side of the index
  19808. right = pp.length;
  19809. break linear_scan;
  19810. } //- slower code:
  19811. //- if ( t < t0 || t0 === undefined ) {
  19812. if (!(t >= t0)) {
  19813. // looping?
  19814. var t1global = pp[1];
  19815. if (t < t1global) {
  19816. i1 = 2; // + 1, using the scan for the details
  19817. t0 = t1global;
  19818. } // linear reverse scan
  19819. for (var _giveUpAt = i1 - 2;;) {
  19820. if (t0 === undefined) {
  19821. // before start
  19822. this._cachedIndex = 0;
  19823. return this.beforeStart_(0, t, t1);
  19824. }
  19825. if (i1 === _giveUpAt) break; // this loop
  19826. t1 = t0;
  19827. t0 = pp[--i1 - 1];
  19828. if (t >= t0) {
  19829. // we have arrived at the sought interval
  19830. break seek;
  19831. }
  19832. } // prepare binary search on the left side of the index
  19833. right = i1;
  19834. i1 = 0;
  19835. break linear_scan;
  19836. } // the interval is valid
  19837. break validate_interval;
  19838. } // linear scan
  19839. // binary search
  19840. while (i1 < right) {
  19841. var mid = i1 + right >>> 1;
  19842. if (t < pp[mid]) {
  19843. right = mid;
  19844. } else {
  19845. i1 = mid + 1;
  19846. }
  19847. }
  19848. t1 = pp[i1];
  19849. t0 = pp[i1 - 1]; // check boundary cases, again
  19850. if (t0 === undefined) {
  19851. this._cachedIndex = 0;
  19852. return this.beforeStart_(0, t, t1);
  19853. }
  19854. if (t1 === undefined) {
  19855. i1 = pp.length;
  19856. this._cachedIndex = i1;
  19857. return this.afterEnd_(i1 - 1, t0, t);
  19858. }
  19859. } // seek
  19860. this._cachedIndex = i1;
  19861. this.intervalChanged_(i1, t0, t1);
  19862. } // validate_interval
  19863. return this.interpolate_(i1, t0, t, t1);
  19864. },
  19865. settings: null,
  19866. // optional, subclass-specific settings structure
  19867. // Note: The indirection allows central control of many interpolants.
  19868. // --- Protected interface
  19869. DefaultSettings_: {},
  19870. getSettings_: function getSettings_() {
  19871. return this.settings || this.DefaultSettings_;
  19872. },
  19873. copySampleValue_: function copySampleValue_(index) {
  19874. // copies a sample value to the result buffer
  19875. var result = this.resultBuffer,
  19876. values = this.sampleValues,
  19877. stride = this.valueSize,
  19878. offset = index * stride;
  19879. for (var i = 0; i !== stride; ++i) {
  19880. result[i] = values[offset + i];
  19881. }
  19882. return result;
  19883. },
  19884. // Template methods for derived classes:
  19885. interpolate_: function interpolate_()
  19886. /* i1, t0, t, t1 */
  19887. {
  19888. throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
  19889. },
  19890. intervalChanged_: function intervalChanged_()
  19891. /* i1, t0, t1 */
  19892. {// empty
  19893. }
  19894. }); // DECLARE ALIAS AFTER assign prototype
  19895. Object.assign(Interpolant.prototype, {
  19896. //( 0, t, t0 ), returns this.resultBuffer
  19897. beforeStart_: Interpolant.prototype.copySampleValue_,
  19898. //( N-1, tN-1, t ), returns this.resultBuffer
  19899. afterEnd_: Interpolant.prototype.copySampleValue_
  19900. });
  19901. /**
  19902. * Fast and simple cubic spline interpolant.
  19903. *
  19904. * It was derived from a Hermitian construction setting the first derivative
  19905. * at each sample position to the linear slope between neighboring positions
  19906. * over their parameter interval.
  19907. */
  19908. function CubicInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  19909. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  19910. this._weightPrev = -0;
  19911. this._offsetPrev = -0;
  19912. this._weightNext = -0;
  19913. this._offsetNext = -0;
  19914. }
  19915. CubicInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  19916. constructor: CubicInterpolant,
  19917. DefaultSettings_: {
  19918. endingStart: ZeroCurvatureEnding,
  19919. endingEnd: ZeroCurvatureEnding
  19920. },
  19921. intervalChanged_: function intervalChanged_(i1, t0, t1) {
  19922. var pp = this.parameterPositions;
  19923. var iPrev = i1 - 2,
  19924. iNext = i1 + 1,
  19925. tPrev = pp[iPrev],
  19926. tNext = pp[iNext];
  19927. if (tPrev === undefined) {
  19928. switch (this.getSettings_().endingStart) {
  19929. case ZeroSlopeEnding:
  19930. // f'(t0) = 0
  19931. iPrev = i1;
  19932. tPrev = 2 * t0 - t1;
  19933. break;
  19934. case WrapAroundEnding:
  19935. // use the other end of the curve
  19936. iPrev = pp.length - 2;
  19937. tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
  19938. break;
  19939. default:
  19940. // ZeroCurvatureEnding
  19941. // f''(t0) = 0 a.k.a. Natural Spline
  19942. iPrev = i1;
  19943. tPrev = t1;
  19944. }
  19945. }
  19946. if (tNext === undefined) {
  19947. switch (this.getSettings_().endingEnd) {
  19948. case ZeroSlopeEnding:
  19949. // f'(tN) = 0
  19950. iNext = i1;
  19951. tNext = 2 * t1 - t0;
  19952. break;
  19953. case WrapAroundEnding:
  19954. // use the other end of the curve
  19955. iNext = 1;
  19956. tNext = t1 + pp[1] - pp[0];
  19957. break;
  19958. default:
  19959. // ZeroCurvatureEnding
  19960. // f''(tN) = 0, a.k.a. Natural Spline
  19961. iNext = i1 - 1;
  19962. tNext = t0;
  19963. }
  19964. }
  19965. var halfDt = (t1 - t0) * 0.5,
  19966. stride = this.valueSize;
  19967. this._weightPrev = halfDt / (t0 - tPrev);
  19968. this._weightNext = halfDt / (tNext - t1);
  19969. this._offsetPrev = iPrev * stride;
  19970. this._offsetNext = iNext * stride;
  19971. },
  19972. interpolate_: function interpolate_(i1, t0, t, t1) {
  19973. var result = this.resultBuffer,
  19974. values = this.sampleValues,
  19975. stride = this.valueSize,
  19976. o1 = i1 * stride,
  19977. o0 = o1 - stride,
  19978. oP = this._offsetPrev,
  19979. oN = this._offsetNext,
  19980. wP = this._weightPrev,
  19981. wN = this._weightNext,
  19982. p = (t - t0) / (t1 - t0),
  19983. pp = p * p,
  19984. ppp = pp * p; // evaluate polynomials
  19985. var sP = -wP * ppp + 2 * wP * pp - wP * p;
  19986. var s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
  19987. var s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
  19988. var sN = wN * ppp - wN * pp; // combine data linearly
  19989. for (var i = 0; i !== stride; ++i) {
  19990. result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
  19991. }
  19992. return result;
  19993. }
  19994. });
  19995. function LinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  19996. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  19997. }
  19998. LinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  19999. constructor: LinearInterpolant,
  20000. interpolate_: function interpolate_(i1, t0, t, t1) {
  20001. var result = this.resultBuffer,
  20002. values = this.sampleValues,
  20003. stride = this.valueSize,
  20004. offset1 = i1 * stride,
  20005. offset0 = offset1 - stride,
  20006. weight1 = (t - t0) / (t1 - t0),
  20007. weight0 = 1 - weight1;
  20008. for (var i = 0; i !== stride; ++i) {
  20009. result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
  20010. }
  20011. return result;
  20012. }
  20013. });
  20014. /**
  20015. *
  20016. * Interpolant that evaluates to the sample value at the position preceeding
  20017. * the parameter.
  20018. */
  20019. function DiscreteInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  20020. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  20021. }
  20022. DiscreteInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  20023. constructor: DiscreteInterpolant,
  20024. interpolate_: function interpolate_(i1
  20025. /*, t0, t, t1 */
  20026. ) {
  20027. return this.copySampleValue_(i1 - 1);
  20028. }
  20029. });
  20030. function KeyframeTrack(name, times, values, interpolation) {
  20031. if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');
  20032. if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);
  20033. this.name = name;
  20034. this.times = AnimationUtils.convertArray(times, this.TimeBufferType);
  20035. this.values = AnimationUtils.convertArray(values, this.ValueBufferType);
  20036. this.setInterpolation(interpolation || this.DefaultInterpolation);
  20037. } // Static methods
  20038. Object.assign(KeyframeTrack, {
  20039. // Serialization (in static context, because of constructor invocation
  20040. // and automatic invocation of .toJSON):
  20041. toJSON: function toJSON(track) {
  20042. var trackType = track.constructor;
  20043. var json; // derived classes can define a static toJSON method
  20044. if (trackType.toJSON !== undefined) {
  20045. json = trackType.toJSON(track);
  20046. } else {
  20047. // by default, we assume the data can be serialized as-is
  20048. json = {
  20049. 'name': track.name,
  20050. 'times': AnimationUtils.convertArray(track.times, Array),
  20051. 'values': AnimationUtils.convertArray(track.values, Array)
  20052. };
  20053. var interpolation = track.getInterpolation();
  20054. if (interpolation !== track.DefaultInterpolation) {
  20055. json.interpolation = interpolation;
  20056. }
  20057. }
  20058. json.type = track.ValueTypeName; // mandatory
  20059. return json;
  20060. }
  20061. });
  20062. Object.assign(KeyframeTrack.prototype, {
  20063. constructor: KeyframeTrack,
  20064. TimeBufferType: Float32Array,
  20065. ValueBufferType: Float32Array,
  20066. DefaultInterpolation: InterpolateLinear,
  20067. InterpolantFactoryMethodDiscrete: function InterpolantFactoryMethodDiscrete(result) {
  20068. return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
  20069. },
  20070. InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {
  20071. return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
  20072. },
  20073. InterpolantFactoryMethodSmooth: function InterpolantFactoryMethodSmooth(result) {
  20074. return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
  20075. },
  20076. setInterpolation: function setInterpolation(interpolation) {
  20077. var factoryMethod;
  20078. switch (interpolation) {
  20079. case InterpolateDiscrete:
  20080. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20081. break;
  20082. case InterpolateLinear:
  20083. factoryMethod = this.InterpolantFactoryMethodLinear;
  20084. break;
  20085. case InterpolateSmooth:
  20086. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20087. break;
  20088. }
  20089. if (factoryMethod === undefined) {
  20090. var message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name;
  20091. if (this.createInterpolant === undefined) {
  20092. // fall back to default, unless the default itself is messed up
  20093. if (interpolation !== this.DefaultInterpolation) {
  20094. this.setInterpolation(this.DefaultInterpolation);
  20095. } else {
  20096. throw new Error(message); // fatal, in this case
  20097. }
  20098. }
  20099. console.warn('THREE.KeyframeTrack:', message);
  20100. return this;
  20101. }
  20102. this.createInterpolant = factoryMethod;
  20103. return this;
  20104. },
  20105. getInterpolation: function getInterpolation() {
  20106. switch (this.createInterpolant) {
  20107. case this.InterpolantFactoryMethodDiscrete:
  20108. return InterpolateDiscrete;
  20109. case this.InterpolantFactoryMethodLinear:
  20110. return InterpolateLinear;
  20111. case this.InterpolantFactoryMethodSmooth:
  20112. return InterpolateSmooth;
  20113. }
  20114. },
  20115. getValueSize: function getValueSize() {
  20116. return this.values.length / this.times.length;
  20117. },
  20118. // move all keyframes either forwards or backwards in time
  20119. shift: function shift(timeOffset) {
  20120. if (timeOffset !== 0.0) {
  20121. var times = this.times;
  20122. for (var i = 0, n = times.length; i !== n; ++i) {
  20123. times[i] += timeOffset;
  20124. }
  20125. }
  20126. return this;
  20127. },
  20128. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20129. scale: function scale(timeScale) {
  20130. if (timeScale !== 1.0) {
  20131. var times = this.times;
  20132. for (var i = 0, n = times.length; i !== n; ++i) {
  20133. times[i] *= timeScale;
  20134. }
  20135. }
  20136. return this;
  20137. },
  20138. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20139. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20140. trim: function trim(startTime, endTime) {
  20141. var times = this.times,
  20142. nKeys = times.length;
  20143. var from = 0,
  20144. to = nKeys - 1;
  20145. while (from !== nKeys && times[from] < startTime) {
  20146. ++from;
  20147. }
  20148. while (to !== -1 && times[to] > endTime) {
  20149. --to;
  20150. }
  20151. ++to; // inclusive -> exclusive bound
  20152. if (from !== 0 || to !== nKeys) {
  20153. // empty tracks are forbidden, so keep at least one keyframe
  20154. if (from >= to) {
  20155. to = Math.max(to, 1);
  20156. from = to - 1;
  20157. }
  20158. var stride = this.getValueSize();
  20159. this.times = AnimationUtils.arraySlice(times, from, to);
  20160. this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);
  20161. }
  20162. return this;
  20163. },
  20164. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20165. validate: function validate() {
  20166. var valid = true;
  20167. var valueSize = this.getValueSize();
  20168. if (valueSize - Math.floor(valueSize) !== 0) {
  20169. console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
  20170. valid = false;
  20171. }
  20172. var times = this.times,
  20173. values = this.values,
  20174. nKeys = times.length;
  20175. if (nKeys === 0) {
  20176. console.error('THREE.KeyframeTrack: Track is empty.', this);
  20177. valid = false;
  20178. }
  20179. var prevTime = null;
  20180. for (var i = 0; i !== nKeys; i++) {
  20181. var currTime = times[i];
  20182. if (typeof currTime === 'number' && isNaN(currTime)) {
  20183. console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);
  20184. valid = false;
  20185. break;
  20186. }
  20187. if (prevTime !== null && prevTime > currTime) {
  20188. console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
  20189. valid = false;
  20190. break;
  20191. }
  20192. prevTime = currTime;
  20193. }
  20194. if (values !== undefined) {
  20195. if (AnimationUtils.isTypedArray(values)) {
  20196. for (var _i = 0, n = values.length; _i !== n; ++_i) {
  20197. var value = values[_i];
  20198. if (isNaN(value)) {
  20199. console.error('THREE.KeyframeTrack: Value is not a valid number.', this, _i, value);
  20200. valid = false;
  20201. break;
  20202. }
  20203. }
  20204. }
  20205. }
  20206. return valid;
  20207. },
  20208. // removes equivalent sequential keys as common in morph target sequences
  20209. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20210. optimize: function optimize() {
  20211. // times or values may be shared with other tracks, so overwriting is unsafe
  20212. var times = AnimationUtils.arraySlice(this.times),
  20213. values = AnimationUtils.arraySlice(this.values),
  20214. stride = this.getValueSize(),
  20215. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20216. lastIndex = times.length - 1;
  20217. var writeIndex = 1;
  20218. for (var i = 1; i < lastIndex; ++i) {
  20219. var keep = false;
  20220. var time = times[i];
  20221. var timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time
  20222. if (time !== timeNext && (i !== 1 || time !== time[0])) {
  20223. if (!smoothInterpolation) {
  20224. // remove unnecessary keyframes same as their neighbors
  20225. var offset = i * stride,
  20226. offsetP = offset - stride,
  20227. offsetN = offset + stride;
  20228. for (var j = 0; j !== stride; ++j) {
  20229. var value = values[offset + j];
  20230. if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
  20231. keep = true;
  20232. break;
  20233. }
  20234. }
  20235. } else {
  20236. keep = true;
  20237. }
  20238. } // in-place compaction
  20239. if (keep) {
  20240. if (i !== writeIndex) {
  20241. times[writeIndex] = times[i];
  20242. var readOffset = i * stride,
  20243. writeOffset = writeIndex * stride;
  20244. for (var _j = 0; _j !== stride; ++_j) {
  20245. values[writeOffset + _j] = values[readOffset + _j];
  20246. }
  20247. }
  20248. ++writeIndex;
  20249. }
  20250. } // flush last keyframe (compaction looks ahead)
  20251. if (lastIndex > 0) {
  20252. times[writeIndex] = times[lastIndex];
  20253. for (var _readOffset = lastIndex * stride, _writeOffset = writeIndex * stride, _j2 = 0; _j2 !== stride; ++_j2) {
  20254. values[_writeOffset + _j2] = values[_readOffset + _j2];
  20255. }
  20256. ++writeIndex;
  20257. }
  20258. if (writeIndex !== times.length) {
  20259. this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
  20260. this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
  20261. } else {
  20262. this.times = times;
  20263. this.values = values;
  20264. }
  20265. return this;
  20266. },
  20267. clone: function clone() {
  20268. var times = AnimationUtils.arraySlice(this.times, 0);
  20269. var values = AnimationUtils.arraySlice(this.values, 0);
  20270. var TypedKeyframeTrack = this.constructor;
  20271. var track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20272. track.createInterpolant = this.createInterpolant;
  20273. return track;
  20274. }
  20275. });
  20276. /**
  20277. * A Track of Boolean keyframe values.
  20278. */
  20279. function BooleanKeyframeTrack(name, times, values) {
  20280. KeyframeTrack.call(this, name, times, values);
  20281. }
  20282. BooleanKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  20283. constructor: BooleanKeyframeTrack,
  20284. ValueTypeName: 'bool',
  20285. ValueBufferType: Array,
  20286. DefaultInterpolation: InterpolateDiscrete,
  20287. InterpolantFactoryMethodLinear: undefined,
  20288. InterpolantFactoryMethodSmooth: undefined // Note: Actually this track could have a optimized / compressed
  20289. // representation of a single value and a custom interpolant that
  20290. // computes "firstValue ^ isOdd( index )".
  20291. });
  20292. /**
  20293. * A Track of keyframe values that represent color.
  20294. */
  20295. function ColorKeyframeTrack(name, times, values, interpolation) {
  20296. KeyframeTrack.call(this, name, times, values, interpolation);
  20297. }
  20298. ColorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  20299. constructor: ColorKeyframeTrack,
  20300. ValueTypeName: 'color' // ValueBufferType is inherited
  20301. // DefaultInterpolation is inherited
  20302. // Note: Very basic implementation and nothing special yet.
  20303. // However, this is the place for color space parameterization.
  20304. });
  20305. /**
  20306. * A Track of numeric keyframe values.
  20307. */
  20308. function NumberKeyframeTrack(name, times, values, interpolation) {
  20309. KeyframeTrack.call(this, name, times, values, interpolation);
  20310. }
  20311. NumberKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  20312. constructor: NumberKeyframeTrack,
  20313. ValueTypeName: 'number' // ValueBufferType is inherited
  20314. // DefaultInterpolation is inherited
  20315. });
  20316. /**
  20317. * Spherical linear unit quaternion interpolant.
  20318. */
  20319. function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  20320. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  20321. }
  20322. QuaternionLinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  20323. constructor: QuaternionLinearInterpolant,
  20324. interpolate_: function interpolate_(i1, t0, t, t1) {
  20325. var result = this.resultBuffer,
  20326. values = this.sampleValues,
  20327. stride = this.valueSize,
  20328. alpha = (t - t0) / (t1 - t0);
  20329. var offset = i1 * stride;
  20330. for (var end = offset + stride; offset !== end; offset += 4) {
  20331. Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
  20332. }
  20333. return result;
  20334. }
  20335. });
  20336. /**
  20337. * A Track of quaternion keyframe values.
  20338. */
  20339. function QuaternionKeyframeTrack(name, times, values, interpolation) {
  20340. KeyframeTrack.call(this, name, times, values, interpolation);
  20341. }
  20342. QuaternionKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  20343. constructor: QuaternionKeyframeTrack,
  20344. ValueTypeName: 'quaternion',
  20345. // ValueBufferType is inherited
  20346. DefaultInterpolation: InterpolateLinear,
  20347. InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {
  20348. return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
  20349. },
  20350. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20351. });
  20352. /**
  20353. * A Track that interpolates Strings
  20354. */
  20355. function StringKeyframeTrack(name, times, values, interpolation) {
  20356. KeyframeTrack.call(this, name, times, values, interpolation);
  20357. }
  20358. StringKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  20359. constructor: StringKeyframeTrack,
  20360. ValueTypeName: 'string',
  20361. ValueBufferType: Array,
  20362. DefaultInterpolation: InterpolateDiscrete,
  20363. InterpolantFactoryMethodLinear: undefined,
  20364. InterpolantFactoryMethodSmooth: undefined
  20365. });
  20366. /**
  20367. * A Track of vectored keyframe values.
  20368. */
  20369. function VectorKeyframeTrack(name, times, values, interpolation) {
  20370. KeyframeTrack.call(this, name, times, values, interpolation);
  20371. }
  20372. VectorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  20373. constructor: VectorKeyframeTrack,
  20374. ValueTypeName: 'vector' // ValueBufferType is inherited
  20375. // DefaultInterpolation is inherited
  20376. });
  20377. function AnimationClip(name, duration, tracks, blendMode) {
  20378. if (duration === void 0) {
  20379. duration = -1;
  20380. }
  20381. if (blendMode === void 0) {
  20382. blendMode = NormalAnimationBlendMode;
  20383. }
  20384. this.name = name;
  20385. this.tracks = tracks;
  20386. this.duration = duration;
  20387. this.blendMode = blendMode;
  20388. this.uuid = MathUtils.generateUUID(); // this means it should figure out its duration by scanning the tracks
  20389. if (this.duration < 0) {
  20390. this.resetDuration();
  20391. }
  20392. }
  20393. function getTrackTypeForValueTypeName(typeName) {
  20394. switch (typeName.toLowerCase()) {
  20395. case 'scalar':
  20396. case 'double':
  20397. case 'float':
  20398. case 'number':
  20399. case 'integer':
  20400. return NumberKeyframeTrack;
  20401. case 'vector':
  20402. case 'vector2':
  20403. case 'vector3':
  20404. case 'vector4':
  20405. return VectorKeyframeTrack;
  20406. case 'color':
  20407. return ColorKeyframeTrack;
  20408. case 'quaternion':
  20409. return QuaternionKeyframeTrack;
  20410. case 'bool':
  20411. case 'boolean':
  20412. return BooleanKeyframeTrack;
  20413. case 'string':
  20414. return StringKeyframeTrack;
  20415. }
  20416. throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
  20417. }
  20418. function parseKeyframeTrack(json) {
  20419. if (json.type === undefined) {
  20420. throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
  20421. }
  20422. var trackType = getTrackTypeForValueTypeName(json.type);
  20423. if (json.times === undefined) {
  20424. var times = [],
  20425. values = [];
  20426. AnimationUtils.flattenJSON(json.keys, times, values, 'value');
  20427. json.times = times;
  20428. json.values = values;
  20429. } // derived classes can define a static parse method
  20430. if (trackType.parse !== undefined) {
  20431. return trackType.parse(json);
  20432. } else {
  20433. // by default, we assume a constructor compatible with the base
  20434. return new trackType(json.name, json.times, json.values, json.interpolation);
  20435. }
  20436. }
  20437. Object.assign(AnimationClip, {
  20438. parse: function parse(json) {
  20439. var tracks = [],
  20440. jsonTracks = json.tracks,
  20441. frameTime = 1.0 / (json.fps || 1.0);
  20442. for (var i = 0, n = jsonTracks.length; i !== n; ++i) {
  20443. tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
  20444. }
  20445. var clip = new AnimationClip(json.name, json.duration, tracks, json.blendMode);
  20446. clip.uuid = json.uuid;
  20447. return clip;
  20448. },
  20449. toJSON: function toJSON(clip) {
  20450. var tracks = [],
  20451. clipTracks = clip.tracks;
  20452. var json = {
  20453. 'name': clip.name,
  20454. 'duration': clip.duration,
  20455. 'tracks': tracks,
  20456. 'uuid': clip.uuid,
  20457. 'blendMode': clip.blendMode
  20458. };
  20459. for (var i = 0, n = clipTracks.length; i !== n; ++i) {
  20460. tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
  20461. }
  20462. return json;
  20463. },
  20464. CreateFromMorphTargetSequence: function CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
  20465. var numMorphTargets = morphTargetSequence.length;
  20466. var tracks = [];
  20467. for (var i = 0; i < numMorphTargets; i++) {
  20468. var times = [];
  20469. var values = [];
  20470. times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
  20471. values.push(0, 1, 0);
  20472. var order = AnimationUtils.getKeyframeOrder(times);
  20473. times = AnimationUtils.sortedArray(times, 1, order);
  20474. values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the
  20475. // last frame as well for perfect loop.
  20476. if (!noLoop && times[0] === 0) {
  20477. times.push(numMorphTargets);
  20478. values.push(values[0]);
  20479. }
  20480. tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));
  20481. }
  20482. return new AnimationClip(name, -1, tracks);
  20483. },
  20484. findByName: function findByName(objectOrClipArray, name) {
  20485. var clipArray = objectOrClipArray;
  20486. if (!Array.isArray(objectOrClipArray)) {
  20487. var o = objectOrClipArray;
  20488. clipArray = o.geometry && o.geometry.animations || o.animations;
  20489. }
  20490. for (var i = 0; i < clipArray.length; i++) {
  20491. if (clipArray[i].name === name) {
  20492. return clipArray[i];
  20493. }
  20494. }
  20495. return null;
  20496. },
  20497. CreateClipsFromMorphTargetSequences: function CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
  20498. var animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
  20499. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20500. var pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
  20501. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20502. for (var i = 0, il = morphTargets.length; i < il; i++) {
  20503. var morphTarget = morphTargets[i];
  20504. var parts = morphTarget.name.match(pattern);
  20505. if (parts && parts.length > 1) {
  20506. var name = parts[1];
  20507. var animationMorphTargets = animationToMorphTargets[name];
  20508. if (!animationMorphTargets) {
  20509. animationToMorphTargets[name] = animationMorphTargets = [];
  20510. }
  20511. animationMorphTargets.push(morphTarget);
  20512. }
  20513. }
  20514. var clips = [];
  20515. for (var _name in animationToMorphTargets) {
  20516. clips.push(AnimationClip.CreateFromMorphTargetSequence(_name, animationToMorphTargets[_name], fps, noLoop));
  20517. }
  20518. return clips;
  20519. },
  20520. // parse the animation.hierarchy format
  20521. parseAnimation: function parseAnimation(animation, bones) {
  20522. if (!animation) {
  20523. console.error('THREE.AnimationClip: No animation in JSONLoader data.');
  20524. return null;
  20525. }
  20526. var addNonemptyTrack = function addNonemptyTrack(trackType, trackName, animationKeys, propertyName, destTracks) {
  20527. // only return track if there are actually keys.
  20528. if (animationKeys.length !== 0) {
  20529. var times = [];
  20530. var values = [];
  20531. AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again
  20532. if (times.length !== 0) {
  20533. destTracks.push(new trackType(trackName, times, values));
  20534. }
  20535. }
  20536. };
  20537. var tracks = [];
  20538. var clipName = animation.name || 'default';
  20539. var fps = animation.fps || 30;
  20540. var blendMode = animation.blendMode; // automatic length determination in AnimationClip.
  20541. var duration = animation.length || -1;
  20542. var hierarchyTracks = animation.hierarchy || [];
  20543. for (var h = 0; h < hierarchyTracks.length; h++) {
  20544. var animationKeys = hierarchyTracks[h].keys; // skip empty tracks
  20545. if (!animationKeys || animationKeys.length === 0) continue; // process morph targets
  20546. if (animationKeys[0].morphTargets) {
  20547. // figure out all morph targets used in this track
  20548. var morphTargetNames = {};
  20549. var k = void 0;
  20550. for (k = 0; k < animationKeys.length; k++) {
  20551. if (animationKeys[k].morphTargets) {
  20552. for (var m = 0; m < animationKeys[k].morphTargets.length; m++) {
  20553. morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
  20554. }
  20555. }
  20556. } // create a track for each morph target with all zero
  20557. // morphTargetInfluences except for the keys in which
  20558. // the morphTarget is named.
  20559. for (var morphTargetName in morphTargetNames) {
  20560. var times = [];
  20561. var values = [];
  20562. for (var _m = 0; _m !== animationKeys[k].morphTargets.length; ++_m) {
  20563. var animationKey = animationKeys[k];
  20564. times.push(animationKey.time);
  20565. values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
  20566. }
  20567. tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
  20568. }
  20569. duration = morphTargetNames.length * (fps || 1.0);
  20570. } else {
  20571. // ...assume skeletal animation
  20572. var boneName = '.bones[' + bones[h].name + ']';
  20573. addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);
  20574. addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);
  20575. addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);
  20576. }
  20577. }
  20578. if (tracks.length === 0) {
  20579. return null;
  20580. }
  20581. var clip = new AnimationClip(clipName, duration, tracks, blendMode);
  20582. return clip;
  20583. }
  20584. });
  20585. Object.assign(AnimationClip.prototype, {
  20586. resetDuration: function resetDuration() {
  20587. var tracks = this.tracks;
  20588. var duration = 0;
  20589. for (var i = 0, n = tracks.length; i !== n; ++i) {
  20590. var track = this.tracks[i];
  20591. duration = Math.max(duration, track.times[track.times.length - 1]);
  20592. }
  20593. this.duration = duration;
  20594. return this;
  20595. },
  20596. trim: function trim() {
  20597. for (var i = 0; i < this.tracks.length; i++) {
  20598. this.tracks[i].trim(0, this.duration);
  20599. }
  20600. return this;
  20601. },
  20602. validate: function validate() {
  20603. var valid = true;
  20604. for (var i = 0; i < this.tracks.length; i++) {
  20605. valid = valid && this.tracks[i].validate();
  20606. }
  20607. return valid;
  20608. },
  20609. optimize: function optimize() {
  20610. for (var i = 0; i < this.tracks.length; i++) {
  20611. this.tracks[i].optimize();
  20612. }
  20613. return this;
  20614. },
  20615. clone: function clone() {
  20616. var tracks = [];
  20617. for (var i = 0; i < this.tracks.length; i++) {
  20618. tracks.push(this.tracks[i].clone());
  20619. }
  20620. return new AnimationClip(this.name, this.duration, tracks, this.blendMode);
  20621. },
  20622. toJSON: function toJSON() {
  20623. return AnimationClip.toJSON(this);
  20624. }
  20625. });
  20626. var Cache = {
  20627. enabled: false,
  20628. files: {},
  20629. add: function add(key, file) {
  20630. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );
  20631. this.files[key] = file;
  20632. },
  20633. get: function get(key) {
  20634. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );
  20635. return this.files[key];
  20636. },
  20637. remove: function remove(key) {
  20638. delete this.files[key];
  20639. },
  20640. clear: function clear() {
  20641. this.files = {};
  20642. }
  20643. };
  20644. function LoadingManager(onLoad, onProgress, onError) {
  20645. var scope = this;
  20646. var isLoading = false;
  20647. var itemsLoaded = 0;
  20648. var itemsTotal = 0;
  20649. var urlModifier = undefined;
  20650. var handlers = []; // Refer to #5689 for the reason why we don't set .onStart
  20651. // in the constructor
  20652. this.onStart = undefined;
  20653. this.onLoad = onLoad;
  20654. this.onProgress = onProgress;
  20655. this.onError = onError;
  20656. this.itemStart = function (url) {
  20657. itemsTotal++;
  20658. if (isLoading === false) {
  20659. if (scope.onStart !== undefined) {
  20660. scope.onStart(url, itemsLoaded, itemsTotal);
  20661. }
  20662. }
  20663. isLoading = true;
  20664. };
  20665. this.itemEnd = function (url) {
  20666. itemsLoaded++;
  20667. if (scope.onProgress !== undefined) {
  20668. scope.onProgress(url, itemsLoaded, itemsTotal);
  20669. }
  20670. if (itemsLoaded === itemsTotal) {
  20671. isLoading = false;
  20672. if (scope.onLoad !== undefined) {
  20673. scope.onLoad();
  20674. }
  20675. }
  20676. };
  20677. this.itemError = function (url) {
  20678. if (scope.onError !== undefined) {
  20679. scope.onError(url);
  20680. }
  20681. };
  20682. this.resolveURL = function (url) {
  20683. if (urlModifier) {
  20684. return urlModifier(url);
  20685. }
  20686. return url;
  20687. };
  20688. this.setURLModifier = function (transform) {
  20689. urlModifier = transform;
  20690. return this;
  20691. };
  20692. this.addHandler = function (regex, loader) {
  20693. handlers.push(regex, loader);
  20694. return this;
  20695. };
  20696. this.removeHandler = function (regex) {
  20697. var index = handlers.indexOf(regex);
  20698. if (index !== -1) {
  20699. handlers.splice(index, 2);
  20700. }
  20701. return this;
  20702. };
  20703. this.getHandler = function (file) {
  20704. for (var i = 0, l = handlers.length; i < l; i += 2) {
  20705. var regex = handlers[i];
  20706. var loader = handlers[i + 1];
  20707. if (regex.global) regex.lastIndex = 0; // see #17920
  20708. if (regex.test(file)) {
  20709. return loader;
  20710. }
  20711. }
  20712. return null;
  20713. };
  20714. }
  20715. var DefaultLoadingManager = new LoadingManager();
  20716. function Loader(manager) {
  20717. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  20718. this.crossOrigin = 'anonymous';
  20719. this.withCredentials = false;
  20720. this.path = '';
  20721. this.resourcePath = '';
  20722. this.requestHeader = {};
  20723. }
  20724. Object.assign(Loader.prototype, {
  20725. load: function load()
  20726. /* url, onLoad, onProgress, onError */
  20727. {},
  20728. loadAsync: function loadAsync(url, onProgress) {
  20729. var scope = this;
  20730. return new Promise(function (resolve, reject) {
  20731. scope.load(url, resolve, onProgress, reject);
  20732. });
  20733. },
  20734. parse: function parse()
  20735. /* data */
  20736. {},
  20737. setCrossOrigin: function setCrossOrigin(crossOrigin) {
  20738. this.crossOrigin = crossOrigin;
  20739. return this;
  20740. },
  20741. setWithCredentials: function setWithCredentials(value) {
  20742. this.withCredentials = value;
  20743. return this;
  20744. },
  20745. setPath: function setPath(path) {
  20746. this.path = path;
  20747. return this;
  20748. },
  20749. setResourcePath: function setResourcePath(resourcePath) {
  20750. this.resourcePath = resourcePath;
  20751. return this;
  20752. },
  20753. setRequestHeader: function setRequestHeader(requestHeader) {
  20754. this.requestHeader = requestHeader;
  20755. return this;
  20756. }
  20757. });
  20758. var loading = {};
  20759. function FileLoader(manager) {
  20760. Loader.call(this, manager);
  20761. }
  20762. FileLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  20763. constructor: FileLoader,
  20764. load: function load(url, onLoad, onProgress, onError) {
  20765. if (url === undefined) url = '';
  20766. if (this.path !== undefined) url = this.path + url;
  20767. url = this.manager.resolveURL(url);
  20768. var scope = this;
  20769. var cached = Cache.get(url);
  20770. if (cached !== undefined) {
  20771. scope.manager.itemStart(url);
  20772. setTimeout(function () {
  20773. if (onLoad) onLoad(cached);
  20774. scope.manager.itemEnd(url);
  20775. }, 0);
  20776. return cached;
  20777. } // Check if request is duplicate
  20778. if (loading[url] !== undefined) {
  20779. loading[url].push({
  20780. onLoad: onLoad,
  20781. onProgress: onProgress,
  20782. onError: onError
  20783. });
  20784. return;
  20785. } // Check for data: URI
  20786. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20787. var dataUriRegexResult = url.match(dataUriRegex);
  20788. var request; // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20789. if (dataUriRegexResult) {
  20790. var mimeType = dataUriRegexResult[1];
  20791. var isBase64 = !!dataUriRegexResult[2];
  20792. var data = dataUriRegexResult[3];
  20793. data = decodeURIComponent(data);
  20794. if (isBase64) data = atob(data);
  20795. try {
  20796. var response;
  20797. var responseType = (this.responseType || '').toLowerCase();
  20798. switch (responseType) {
  20799. case 'arraybuffer':
  20800. case 'blob':
  20801. var view = new Uint8Array(data.length);
  20802. for (var i = 0; i < data.length; i++) {
  20803. view[i] = data.charCodeAt(i);
  20804. }
  20805. if (responseType === 'blob') {
  20806. response = new Blob([view.buffer], {
  20807. type: mimeType
  20808. });
  20809. } else {
  20810. response = view.buffer;
  20811. }
  20812. break;
  20813. case 'document':
  20814. var parser = new DOMParser();
  20815. response = parser.parseFromString(data, mimeType);
  20816. break;
  20817. case 'json':
  20818. response = JSON.parse(data);
  20819. break;
  20820. default:
  20821. // 'text' or other
  20822. response = data;
  20823. break;
  20824. } // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20825. setTimeout(function () {
  20826. if (onLoad) onLoad(response);
  20827. scope.manager.itemEnd(url);
  20828. }, 0);
  20829. } catch (error) {
  20830. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20831. setTimeout(function () {
  20832. if (onError) onError(error);
  20833. scope.manager.itemError(url);
  20834. scope.manager.itemEnd(url);
  20835. }, 0);
  20836. }
  20837. } else {
  20838. // Initialise array for duplicate requests
  20839. loading[url] = [];
  20840. loading[url].push({
  20841. onLoad: onLoad,
  20842. onProgress: onProgress,
  20843. onError: onError
  20844. });
  20845. request = new XMLHttpRequest();
  20846. request.open('GET', url, true);
  20847. request.addEventListener('load', function (event) {
  20848. var response = this.response;
  20849. var callbacks = loading[url];
  20850. delete loading[url];
  20851. if (this.status === 200 || this.status === 0) {
  20852. // Some browsers return HTTP Status 0 when using non-http protocol
  20853. // e.g. 'file://' or 'data://'. Handle as success.
  20854. if (this.status === 0) console.warn('THREE.FileLoader: HTTP Status 0 received.'); // Add to cache only on HTTP success, so that we do not cache
  20855. // error response bodies as proper responses to requests.
  20856. Cache.add(url, response);
  20857. for (var _i = 0, il = callbacks.length; _i < il; _i++) {
  20858. var callback = callbacks[_i];
  20859. if (callback.onLoad) callback.onLoad(response);
  20860. }
  20861. scope.manager.itemEnd(url);
  20862. } else {
  20863. for (var _i2 = 0, _il = callbacks.length; _i2 < _il; _i2++) {
  20864. var _callback = callbacks[_i2];
  20865. if (_callback.onError) _callback.onError(event);
  20866. }
  20867. scope.manager.itemError(url);
  20868. scope.manager.itemEnd(url);
  20869. }
  20870. }, false);
  20871. request.addEventListener('progress', function (event) {
  20872. var callbacks = loading[url];
  20873. for (var _i3 = 0, il = callbacks.length; _i3 < il; _i3++) {
  20874. var callback = callbacks[_i3];
  20875. if (callback.onProgress) callback.onProgress(event);
  20876. }
  20877. }, false);
  20878. request.addEventListener('error', function (event) {
  20879. var callbacks = loading[url];
  20880. delete loading[url];
  20881. for (var _i4 = 0, il = callbacks.length; _i4 < il; _i4++) {
  20882. var callback = callbacks[_i4];
  20883. if (callback.onError) callback.onError(event);
  20884. }
  20885. scope.manager.itemError(url);
  20886. scope.manager.itemEnd(url);
  20887. }, false);
  20888. request.addEventListener('abort', function (event) {
  20889. var callbacks = loading[url];
  20890. delete loading[url];
  20891. for (var _i5 = 0, il = callbacks.length; _i5 < il; _i5++) {
  20892. var callback = callbacks[_i5];
  20893. if (callback.onError) callback.onError(event);
  20894. }
  20895. scope.manager.itemError(url);
  20896. scope.manager.itemEnd(url);
  20897. }, false);
  20898. if (this.responseType !== undefined) request.responseType = this.responseType;
  20899. if (this.withCredentials !== undefined) request.withCredentials = this.withCredentials;
  20900. if (request.overrideMimeType) request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain');
  20901. for (var header in this.requestHeader) {
  20902. request.setRequestHeader(header, this.requestHeader[header]);
  20903. }
  20904. request.send(null);
  20905. }
  20906. scope.manager.itemStart(url);
  20907. return request;
  20908. },
  20909. setResponseType: function setResponseType(value) {
  20910. this.responseType = value;
  20911. return this;
  20912. },
  20913. setMimeType: function setMimeType(value) {
  20914. this.mimeType = value;
  20915. return this;
  20916. }
  20917. });
  20918. function AnimationLoader(manager) {
  20919. Loader.call(this, manager);
  20920. }
  20921. AnimationLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  20922. constructor: AnimationLoader,
  20923. load: function load(url, onLoad, onProgress, onError) {
  20924. var scope = this;
  20925. var loader = new FileLoader(scope.manager);
  20926. loader.setPath(scope.path);
  20927. loader.setRequestHeader(scope.requestHeader);
  20928. loader.setWithCredentials(scope.withCredentials);
  20929. loader.load(url, function (text) {
  20930. try {
  20931. onLoad(scope.parse(JSON.parse(text)));
  20932. } catch (e) {
  20933. if (onError) {
  20934. onError(e);
  20935. } else {
  20936. console.error(e);
  20937. }
  20938. scope.manager.itemError(url);
  20939. }
  20940. }, onProgress, onError);
  20941. },
  20942. parse: function parse(json) {
  20943. var animations = [];
  20944. for (var i = 0; i < json.length; i++) {
  20945. var clip = AnimationClip.parse(json[i]);
  20946. animations.push(clip);
  20947. }
  20948. return animations;
  20949. }
  20950. });
  20951. /**
  20952. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20953. *
  20954. * Sub classes have to implement the parse() method which will be used in load().
  20955. */
  20956. function CompressedTextureLoader(manager) {
  20957. Loader.call(this, manager);
  20958. }
  20959. CompressedTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  20960. constructor: CompressedTextureLoader,
  20961. load: function load(url, onLoad, onProgress, onError) {
  20962. var scope = this;
  20963. var images = [];
  20964. var texture = new CompressedTexture();
  20965. var loader = new FileLoader(this.manager);
  20966. loader.setPath(this.path);
  20967. loader.setResponseType('arraybuffer');
  20968. loader.setRequestHeader(this.requestHeader);
  20969. loader.setWithCredentials(scope.withCredentials);
  20970. var loaded = 0;
  20971. function loadTexture(i) {
  20972. loader.load(url[i], function (buffer) {
  20973. var texDatas = scope.parse(buffer, true);
  20974. images[i] = {
  20975. width: texDatas.width,
  20976. height: texDatas.height,
  20977. format: texDatas.format,
  20978. mipmaps: texDatas.mipmaps
  20979. };
  20980. loaded += 1;
  20981. if (loaded === 6) {
  20982. if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
  20983. texture.image = images;
  20984. texture.format = texDatas.format;
  20985. texture.needsUpdate = true;
  20986. if (onLoad) onLoad(texture);
  20987. }
  20988. }, onProgress, onError);
  20989. }
  20990. if (Array.isArray(url)) {
  20991. for (var i = 0, il = url.length; i < il; ++i) {
  20992. loadTexture(i);
  20993. }
  20994. } else {
  20995. // compressed cubemap texture stored in a single DDS file
  20996. loader.load(url, function (buffer) {
  20997. var texDatas = scope.parse(buffer, true);
  20998. if (texDatas.isCubemap) {
  20999. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21000. for (var f = 0; f < faces; f++) {
  21001. images[f] = {
  21002. mipmaps: []
  21003. };
  21004. for (var _i = 0; _i < texDatas.mipmapCount; _i++) {
  21005. images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + _i]);
  21006. images[f].format = texDatas.format;
  21007. images[f].width = texDatas.width;
  21008. images[f].height = texDatas.height;
  21009. }
  21010. }
  21011. texture.image = images;
  21012. } else {
  21013. texture.image.width = texDatas.width;
  21014. texture.image.height = texDatas.height;
  21015. texture.mipmaps = texDatas.mipmaps;
  21016. }
  21017. if (texDatas.mipmapCount === 1) {
  21018. texture.minFilter = LinearFilter;
  21019. }
  21020. texture.format = texDatas.format;
  21021. texture.needsUpdate = true;
  21022. if (onLoad) onLoad(texture);
  21023. }, onProgress, onError);
  21024. }
  21025. return texture;
  21026. }
  21027. });
  21028. function ImageLoader(manager) {
  21029. Loader.call(this, manager);
  21030. }
  21031. ImageLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  21032. constructor: ImageLoader,
  21033. load: function load(url, onLoad, onProgress, onError) {
  21034. if (this.path !== undefined) url = this.path + url;
  21035. url = this.manager.resolveURL(url);
  21036. var scope = this;
  21037. var cached = Cache.get(url);
  21038. if (cached !== undefined) {
  21039. scope.manager.itemStart(url);
  21040. setTimeout(function () {
  21041. if (onLoad) onLoad(cached);
  21042. scope.manager.itemEnd(url);
  21043. }, 0);
  21044. return cached;
  21045. }
  21046. var image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
  21047. function onImageLoad() {
  21048. image.removeEventListener('load', onImageLoad, false);
  21049. image.removeEventListener('error', onImageError, false);
  21050. Cache.add(url, this);
  21051. if (onLoad) onLoad(this);
  21052. scope.manager.itemEnd(url);
  21053. }
  21054. function onImageError(event) {
  21055. image.removeEventListener('load', onImageLoad, false);
  21056. image.removeEventListener('error', onImageError, false);
  21057. if (onError) onError(event);
  21058. scope.manager.itemError(url);
  21059. scope.manager.itemEnd(url);
  21060. }
  21061. image.addEventListener('load', onImageLoad, false);
  21062. image.addEventListener('error', onImageError, false);
  21063. if (url.substr(0, 5) !== 'data:') {
  21064. if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
  21065. }
  21066. scope.manager.itemStart(url);
  21067. image.src = url;
  21068. return image;
  21069. }
  21070. });
  21071. function CubeTextureLoader(manager) {
  21072. Loader.call(this, manager);
  21073. }
  21074. CubeTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  21075. constructor: CubeTextureLoader,
  21076. load: function load(urls, onLoad, onProgress, onError) {
  21077. var texture = new CubeTexture();
  21078. var loader = new ImageLoader(this.manager);
  21079. loader.setCrossOrigin(this.crossOrigin);
  21080. loader.setPath(this.path);
  21081. var loaded = 0;
  21082. function loadTexture(i) {
  21083. loader.load(urls[i], function (image) {
  21084. texture.images[i] = image;
  21085. loaded++;
  21086. if (loaded === 6) {
  21087. texture.needsUpdate = true;
  21088. if (onLoad) onLoad(texture);
  21089. }
  21090. }, undefined, onError);
  21091. }
  21092. for (var i = 0; i < urls.length; ++i) {
  21093. loadTexture(i);
  21094. }
  21095. return texture;
  21096. }
  21097. });
  21098. /**
  21099. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21100. *
  21101. * Sub classes have to implement the parse() method which will be used in load().
  21102. */
  21103. function DataTextureLoader(manager) {
  21104. Loader.call(this, manager);
  21105. }
  21106. DataTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  21107. constructor: DataTextureLoader,
  21108. load: function load(url, onLoad, onProgress, onError) {
  21109. var scope = this;
  21110. var texture = new DataTexture();
  21111. var loader = new FileLoader(this.manager);
  21112. loader.setResponseType('arraybuffer');
  21113. loader.setRequestHeader(this.requestHeader);
  21114. loader.setPath(this.path);
  21115. loader.setWithCredentials(scope.withCredentials);
  21116. loader.load(url, function (buffer) {
  21117. var texData = scope.parse(buffer);
  21118. if (!texData) return;
  21119. if (texData.image !== undefined) {
  21120. texture.image = texData.image;
  21121. } else if (texData.data !== undefined) {
  21122. texture.image.width = texData.width;
  21123. texture.image.height = texData.height;
  21124. texture.image.data = texData.data;
  21125. }
  21126. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21127. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21128. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21129. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21130. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21131. if (texData.format !== undefined) {
  21132. texture.format = texData.format;
  21133. }
  21134. if (texData.type !== undefined) {
  21135. texture.type = texData.type;
  21136. }
  21137. if (texData.mipmaps !== undefined) {
  21138. texture.mipmaps = texData.mipmaps;
  21139. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21140. }
  21141. if (texData.mipmapCount === 1) {
  21142. texture.minFilter = LinearFilter;
  21143. }
  21144. texture.needsUpdate = true;
  21145. if (onLoad) onLoad(texture, texData);
  21146. }, onProgress, onError);
  21147. return texture;
  21148. }
  21149. });
  21150. function TextureLoader(manager) {
  21151. Loader.call(this, manager);
  21152. }
  21153. TextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  21154. constructor: TextureLoader,
  21155. load: function load(url, onLoad, onProgress, onError) {
  21156. var texture = new Texture();
  21157. var loader = new ImageLoader(this.manager);
  21158. loader.setCrossOrigin(this.crossOrigin);
  21159. loader.setPath(this.path);
  21160. loader.load(url, function (image) {
  21161. texture.image = image; // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21162. var isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0;
  21163. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21164. texture.needsUpdate = true;
  21165. if (onLoad !== undefined) {
  21166. onLoad(texture);
  21167. }
  21168. }, onProgress, onError);
  21169. return texture;
  21170. }
  21171. });
  21172. /**
  21173. * Extensible curve object.
  21174. *
  21175. * Some common of curve methods:
  21176. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  21177. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  21178. * .getPoints(), .getSpacedPoints()
  21179. * .getLength()
  21180. * .updateArcLengths()
  21181. *
  21182. * This following curves inherit from THREE.Curve:
  21183. *
  21184. * -- 2D curves --
  21185. * THREE.ArcCurve
  21186. * THREE.CubicBezierCurve
  21187. * THREE.EllipseCurve
  21188. * THREE.LineCurve
  21189. * THREE.QuadraticBezierCurve
  21190. * THREE.SplineCurve
  21191. *
  21192. * -- 3D curves --
  21193. * THREE.CatmullRomCurve3
  21194. * THREE.CubicBezierCurve3
  21195. * THREE.LineCurve3
  21196. * THREE.QuadraticBezierCurve3
  21197. *
  21198. * A series of curves can be represented as a THREE.CurvePath.
  21199. *
  21200. **/
  21201. function Curve() {
  21202. this.type = 'Curve';
  21203. this.arcLengthDivisions = 200;
  21204. }
  21205. Object.assign(Curve.prototype, {
  21206. // Virtual base class method to overwrite and implement in subclasses
  21207. // - t [0 .. 1]
  21208. getPoint: function getPoint()
  21209. /* t, optionalTarget */
  21210. {
  21211. console.warn('THREE.Curve: .getPoint() not implemented.');
  21212. return null;
  21213. },
  21214. // Get point at relative position in curve according to arc length
  21215. // - u [0 .. 1]
  21216. getPointAt: function getPointAt(u, optionalTarget) {
  21217. var t = this.getUtoTmapping(u);
  21218. return this.getPoint(t, optionalTarget);
  21219. },
  21220. // Get sequence of points using getPoint( t )
  21221. getPoints: function getPoints(divisions) {
  21222. if (divisions === void 0) {
  21223. divisions = 5;
  21224. }
  21225. var points = [];
  21226. for (var d = 0; d <= divisions; d++) {
  21227. points.push(this.getPoint(d / divisions));
  21228. }
  21229. return points;
  21230. },
  21231. // Get sequence of points using getPointAt( u )
  21232. getSpacedPoints: function getSpacedPoints(divisions) {
  21233. if (divisions === void 0) {
  21234. divisions = 5;
  21235. }
  21236. var points = [];
  21237. for (var d = 0; d <= divisions; d++) {
  21238. points.push(this.getPointAt(d / divisions));
  21239. }
  21240. return points;
  21241. },
  21242. // Get total curve arc length
  21243. getLength: function getLength() {
  21244. var lengths = this.getLengths();
  21245. return lengths[lengths.length - 1];
  21246. },
  21247. // Get list of cumulative segment lengths
  21248. getLengths: function getLengths(divisions) {
  21249. if (divisions === undefined) divisions = this.arcLengthDivisions;
  21250. if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
  21251. return this.cacheArcLengths;
  21252. }
  21253. this.needsUpdate = false;
  21254. var cache = [];
  21255. var current,
  21256. last = this.getPoint(0);
  21257. var sum = 0;
  21258. cache.push(0);
  21259. for (var p = 1; p <= divisions; p++) {
  21260. current = this.getPoint(p / divisions);
  21261. sum += current.distanceTo(last);
  21262. cache.push(sum);
  21263. last = current;
  21264. }
  21265. this.cacheArcLengths = cache;
  21266. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21267. },
  21268. updateArcLengths: function updateArcLengths() {
  21269. this.needsUpdate = true;
  21270. this.getLengths();
  21271. },
  21272. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21273. getUtoTmapping: function getUtoTmapping(u, distance) {
  21274. var arcLengths = this.getLengths();
  21275. var i = 0;
  21276. var il = arcLengths.length;
  21277. var targetArcLength; // The targeted u distance value to get
  21278. if (distance) {
  21279. targetArcLength = distance;
  21280. } else {
  21281. targetArcLength = u * arcLengths[il - 1];
  21282. } // binary search for the index with largest value smaller than target u distance
  21283. var low = 0,
  21284. high = il - 1,
  21285. comparison;
  21286. while (low <= high) {
  21287. 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
  21288. comparison = arcLengths[i] - targetArcLength;
  21289. if (comparison < 0) {
  21290. low = i + 1;
  21291. } else if (comparison > 0) {
  21292. high = i - 1;
  21293. } else {
  21294. high = i;
  21295. break; // DONE
  21296. }
  21297. }
  21298. i = high;
  21299. if (arcLengths[i] === targetArcLength) {
  21300. return i / (il - 1);
  21301. } // we could get finer grain at lengths, or use simple interpolation between two points
  21302. var lengthBefore = arcLengths[i];
  21303. var lengthAfter = arcLengths[i + 1];
  21304. var segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points
  21305. var segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t
  21306. var t = (i + segmentFraction) / (il - 1);
  21307. return t;
  21308. },
  21309. // Returns a unit vector tangent at t
  21310. // In case any sub curve does not implement its tangent derivation,
  21311. // 2 points a small delta apart will be used to find its gradient
  21312. // which seems to give a reasonable approximation
  21313. getTangent: function getTangent(t, optionalTarget) {
  21314. var delta = 0.0001;
  21315. var t1 = t - delta;
  21316. var t2 = t + delta; // Capping in case of danger
  21317. if (t1 < 0) t1 = 0;
  21318. if (t2 > 1) t2 = 1;
  21319. var pt1 = this.getPoint(t1);
  21320. var pt2 = this.getPoint(t2);
  21321. var tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
  21322. tangent.copy(pt2).sub(pt1).normalize();
  21323. return tangent;
  21324. },
  21325. getTangentAt: function getTangentAt(u, optionalTarget) {
  21326. var t = this.getUtoTmapping(u);
  21327. return this.getTangent(t, optionalTarget);
  21328. },
  21329. computeFrenetFrames: function computeFrenetFrames(segments, closed) {
  21330. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21331. var normal = new Vector3();
  21332. var tangents = [];
  21333. var normals = [];
  21334. var binormals = [];
  21335. var vec = new Vector3();
  21336. var mat = new Matrix4(); // compute the tangent vectors for each segment on the curve
  21337. for (var i = 0; i <= segments; i++) {
  21338. var u = i / segments;
  21339. tangents[i] = this.getTangentAt(u, new Vector3());
  21340. tangents[i].normalize();
  21341. } // select an initial normal vector perpendicular to the first tangent vector,
  21342. // and in the direction of the minimum tangent xyz component
  21343. normals[0] = new Vector3();
  21344. binormals[0] = new Vector3();
  21345. var min = Number.MAX_VALUE;
  21346. var tx = Math.abs(tangents[0].x);
  21347. var ty = Math.abs(tangents[0].y);
  21348. var tz = Math.abs(tangents[0].z);
  21349. if (tx <= min) {
  21350. min = tx;
  21351. normal.set(1, 0, 0);
  21352. }
  21353. if (ty <= min) {
  21354. min = ty;
  21355. normal.set(0, 1, 0);
  21356. }
  21357. if (tz <= min) {
  21358. normal.set(0, 0, 1);
  21359. }
  21360. vec.crossVectors(tangents[0], normal).normalize();
  21361. normals[0].crossVectors(tangents[0], vec);
  21362. binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21363. for (var _i = 1; _i <= segments; _i++) {
  21364. normals[_i] = normals[_i - 1].clone();
  21365. binormals[_i] = binormals[_i - 1].clone();
  21366. vec.crossVectors(tangents[_i - 1], tangents[_i]);
  21367. if (vec.length() > Number.EPSILON) {
  21368. vec.normalize();
  21369. var theta = Math.acos(MathUtils.clamp(tangents[_i - 1].dot(tangents[_i]), -1, 1)); // clamp for floating pt errors
  21370. normals[_i].applyMatrix4(mat.makeRotationAxis(vec, theta));
  21371. }
  21372. binormals[_i].crossVectors(tangents[_i], normals[_i]);
  21373. } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21374. if (closed === true) {
  21375. var _theta = Math.acos(MathUtils.clamp(normals[0].dot(normals[segments]), -1, 1));
  21376. _theta /= segments;
  21377. if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
  21378. _theta = -_theta;
  21379. }
  21380. for (var _i2 = 1; _i2 <= segments; _i2++) {
  21381. // twist a little...
  21382. normals[_i2].applyMatrix4(mat.makeRotationAxis(tangents[_i2], _theta * _i2));
  21383. binormals[_i2].crossVectors(tangents[_i2], normals[_i2]);
  21384. }
  21385. }
  21386. return {
  21387. tangents: tangents,
  21388. normals: normals,
  21389. binormals: binormals
  21390. };
  21391. },
  21392. clone: function clone() {
  21393. return new this.constructor().copy(this);
  21394. },
  21395. copy: function copy(source) {
  21396. this.arcLengthDivisions = source.arcLengthDivisions;
  21397. return this;
  21398. },
  21399. toJSON: function toJSON() {
  21400. var data = {
  21401. metadata: {
  21402. version: 4.5,
  21403. type: 'Curve',
  21404. generator: 'Curve.toJSON'
  21405. }
  21406. };
  21407. data.arcLengthDivisions = this.arcLengthDivisions;
  21408. data.type = this.type;
  21409. return data;
  21410. },
  21411. fromJSON: function fromJSON(json) {
  21412. this.arcLengthDivisions = json.arcLengthDivisions;
  21413. return this;
  21414. }
  21415. });
  21416. function EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  21417. Curve.call(this);
  21418. this.type = 'EllipseCurve';
  21419. this.aX = aX || 0;
  21420. this.aY = aY || 0;
  21421. this.xRadius = xRadius || 1;
  21422. this.yRadius = yRadius || 1;
  21423. this.aStartAngle = aStartAngle || 0;
  21424. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21425. this.aClockwise = aClockwise || false;
  21426. this.aRotation = aRotation || 0;
  21427. }
  21428. EllipseCurve.prototype = Object.create(Curve.prototype);
  21429. EllipseCurve.prototype.constructor = EllipseCurve;
  21430. EllipseCurve.prototype.isEllipseCurve = true;
  21431. EllipseCurve.prototype.getPoint = function (t, optionalTarget) {
  21432. var point = optionalTarget || new Vector2();
  21433. var twoPi = Math.PI * 2;
  21434. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21435. var samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI
  21436. while (deltaAngle < 0) {
  21437. deltaAngle += twoPi;
  21438. }
  21439. while (deltaAngle > twoPi) {
  21440. deltaAngle -= twoPi;
  21441. }
  21442. if (deltaAngle < Number.EPSILON) {
  21443. if (samePoints) {
  21444. deltaAngle = 0;
  21445. } else {
  21446. deltaAngle = twoPi;
  21447. }
  21448. }
  21449. if (this.aClockwise === true && !samePoints) {
  21450. if (deltaAngle === twoPi) {
  21451. deltaAngle = -twoPi;
  21452. } else {
  21453. deltaAngle = deltaAngle - twoPi;
  21454. }
  21455. }
  21456. var angle = this.aStartAngle + t * deltaAngle;
  21457. var x = this.aX + this.xRadius * Math.cos(angle);
  21458. var y = this.aY + this.yRadius * Math.sin(angle);
  21459. if (this.aRotation !== 0) {
  21460. var cos = Math.cos(this.aRotation);
  21461. var sin = Math.sin(this.aRotation);
  21462. var tx = x - this.aX;
  21463. var ty = y - this.aY; // Rotate the point about the center of the ellipse.
  21464. x = tx * cos - ty * sin + this.aX;
  21465. y = tx * sin + ty * cos + this.aY;
  21466. }
  21467. return point.set(x, y);
  21468. };
  21469. EllipseCurve.prototype.copy = function (source) {
  21470. Curve.prototype.copy.call(this, source);
  21471. this.aX = source.aX;
  21472. this.aY = source.aY;
  21473. this.xRadius = source.xRadius;
  21474. this.yRadius = source.yRadius;
  21475. this.aStartAngle = source.aStartAngle;
  21476. this.aEndAngle = source.aEndAngle;
  21477. this.aClockwise = source.aClockwise;
  21478. this.aRotation = source.aRotation;
  21479. return this;
  21480. };
  21481. EllipseCurve.prototype.toJSON = function () {
  21482. var data = Curve.prototype.toJSON.call(this);
  21483. data.aX = this.aX;
  21484. data.aY = this.aY;
  21485. data.xRadius = this.xRadius;
  21486. data.yRadius = this.yRadius;
  21487. data.aStartAngle = this.aStartAngle;
  21488. data.aEndAngle = this.aEndAngle;
  21489. data.aClockwise = this.aClockwise;
  21490. data.aRotation = this.aRotation;
  21491. return data;
  21492. };
  21493. EllipseCurve.prototype.fromJSON = function (json) {
  21494. Curve.prototype.fromJSON.call(this, json);
  21495. this.aX = json.aX;
  21496. this.aY = json.aY;
  21497. this.xRadius = json.xRadius;
  21498. this.yRadius = json.yRadius;
  21499. this.aStartAngle = json.aStartAngle;
  21500. this.aEndAngle = json.aEndAngle;
  21501. this.aClockwise = json.aClockwise;
  21502. this.aRotation = json.aRotation;
  21503. return this;
  21504. };
  21505. function ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  21506. EllipseCurve.call(this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  21507. this.type = 'ArcCurve';
  21508. }
  21509. ArcCurve.prototype = Object.create(EllipseCurve.prototype);
  21510. ArcCurve.prototype.constructor = ArcCurve;
  21511. ArcCurve.prototype.isArcCurve = true;
  21512. /**
  21513. * Centripetal CatmullRom Curve - which is useful for avoiding
  21514. * cusps and self-intersections in non-uniform catmull rom curves.
  21515. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21516. *
  21517. * curve.type accepts centripetal(default), chordal and catmullrom
  21518. * curve.tension is used for catmullrom which defaults to 0.5
  21519. */
  21520. /*
  21521. Based on an optimized c++ solution in
  21522. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21523. - http://ideone.com/NoEbVM
  21524. This CubicPoly class could be used for reusing some variables and calculations,
  21525. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21526. which can be placed in CurveUtils.
  21527. */
  21528. function CubicPoly() {
  21529. var c0 = 0,
  21530. c1 = 0,
  21531. c2 = 0,
  21532. c3 = 0;
  21533. /*
  21534. * Compute coefficients for a cubic polynomial
  21535. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21536. * such that
  21537. * p(0) = x0, p(1) = x1
  21538. * and
  21539. * p'(0) = t0, p'(1) = t1.
  21540. */
  21541. function init(x0, x1, t0, t1) {
  21542. c0 = x0;
  21543. c1 = t0;
  21544. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  21545. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21546. }
  21547. return {
  21548. initCatmullRom: function initCatmullRom(x0, x1, x2, x3, tension) {
  21549. init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
  21550. },
  21551. initNonuniformCatmullRom: function initNonuniformCatmullRom(x0, x1, x2, x3, dt0, dt1, dt2) {
  21552. // compute tangents when parameterized in [t1,t2]
  21553. var t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
  21554. var t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]
  21555. t1 *= dt1;
  21556. t2 *= dt1;
  21557. init(x1, x2, t1, t2);
  21558. },
  21559. calc: function calc(t) {
  21560. var t2 = t * t;
  21561. var t3 = t2 * t;
  21562. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21563. }
  21564. };
  21565. } //
  21566. var tmp = new Vector3();
  21567. var px = new CubicPoly(),
  21568. py = new CubicPoly(),
  21569. pz = new CubicPoly();
  21570. function CatmullRomCurve3(points, closed, curveType, tension) {
  21571. if (points === void 0) {
  21572. points = [];
  21573. }
  21574. if (closed === void 0) {
  21575. closed = false;
  21576. }
  21577. if (curveType === void 0) {
  21578. curveType = 'centripetal';
  21579. }
  21580. if (tension === void 0) {
  21581. tension = 0.5;
  21582. }
  21583. Curve.call(this);
  21584. this.type = 'CatmullRomCurve3';
  21585. this.points = points;
  21586. this.closed = closed;
  21587. this.curveType = curveType;
  21588. this.tension = tension;
  21589. }
  21590. CatmullRomCurve3.prototype = Object.create(Curve.prototype);
  21591. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21592. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21593. CatmullRomCurve3.prototype.getPoint = function (t, optionalTarget) {
  21594. if (optionalTarget === void 0) {
  21595. optionalTarget = new Vector3();
  21596. }
  21597. var point = optionalTarget;
  21598. var points = this.points;
  21599. var l = points.length;
  21600. var p = (l - (this.closed ? 0 : 1)) * t;
  21601. var intPoint = Math.floor(p);
  21602. var weight = p - intPoint;
  21603. if (this.closed) {
  21604. intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
  21605. } else if (weight === 0 && intPoint === l - 1) {
  21606. intPoint = l - 2;
  21607. weight = 1;
  21608. }
  21609. var p0, p3; // 4 points (p1 & p2 defined below)
  21610. if (this.closed || intPoint > 0) {
  21611. p0 = points[(intPoint - 1) % l];
  21612. } else {
  21613. // extrapolate first point
  21614. tmp.subVectors(points[0], points[1]).add(points[0]);
  21615. p0 = tmp;
  21616. }
  21617. var p1 = points[intPoint % l];
  21618. var p2 = points[(intPoint + 1) % l];
  21619. if (this.closed || intPoint + 2 < l) {
  21620. p3 = points[(intPoint + 2) % l];
  21621. } else {
  21622. // extrapolate last point
  21623. tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
  21624. p3 = tmp;
  21625. }
  21626. if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
  21627. // init Centripetal / Chordal Catmull-Rom
  21628. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21629. var dt0 = Math.pow(p0.distanceToSquared(p1), pow);
  21630. var dt1 = Math.pow(p1.distanceToSquared(p2), pow);
  21631. var dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points
  21632. if (dt1 < 1e-4) dt1 = 1.0;
  21633. if (dt0 < 1e-4) dt0 = dt1;
  21634. if (dt2 < 1e-4) dt2 = dt1;
  21635. px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
  21636. py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
  21637. pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
  21638. } else if (this.curveType === 'catmullrom') {
  21639. px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
  21640. py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
  21641. pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
  21642. }
  21643. point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
  21644. return point;
  21645. };
  21646. CatmullRomCurve3.prototype.copy = function (source) {
  21647. Curve.prototype.copy.call(this, source);
  21648. this.points = [];
  21649. for (var i = 0, l = source.points.length; i < l; i++) {
  21650. var point = source.points[i];
  21651. this.points.push(point.clone());
  21652. }
  21653. this.closed = source.closed;
  21654. this.curveType = source.curveType;
  21655. this.tension = source.tension;
  21656. return this;
  21657. };
  21658. CatmullRomCurve3.prototype.toJSON = function () {
  21659. var data = Curve.prototype.toJSON.call(this);
  21660. data.points = [];
  21661. for (var i = 0, l = this.points.length; i < l; i++) {
  21662. var point = this.points[i];
  21663. data.points.push(point.toArray());
  21664. }
  21665. data.closed = this.closed;
  21666. data.curveType = this.curveType;
  21667. data.tension = this.tension;
  21668. return data;
  21669. };
  21670. CatmullRomCurve3.prototype.fromJSON = function (json) {
  21671. Curve.prototype.fromJSON.call(this, json);
  21672. this.points = [];
  21673. for (var i = 0, l = json.points.length; i < l; i++) {
  21674. var point = json.points[i];
  21675. this.points.push(new Vector3().fromArray(point));
  21676. }
  21677. this.closed = json.closed;
  21678. this.curveType = json.curveType;
  21679. this.tension = json.tension;
  21680. return this;
  21681. };
  21682. /**
  21683. * Bezier Curves formulas obtained from
  21684. * http://en.wikipedia.org/wiki/Bézier_curve
  21685. */
  21686. function CatmullRom(t, p0, p1, p2, p3) {
  21687. var v0 = (p2 - p0) * 0.5;
  21688. var v1 = (p3 - p1) * 0.5;
  21689. var t2 = t * t;
  21690. var t3 = t * t2;
  21691. return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
  21692. } //
  21693. function QuadraticBezierP0(t, p) {
  21694. var k = 1 - t;
  21695. return k * k * p;
  21696. }
  21697. function QuadraticBezierP1(t, p) {
  21698. return 2 * (1 - t) * t * p;
  21699. }
  21700. function QuadraticBezierP2(t, p) {
  21701. return t * t * p;
  21702. }
  21703. function QuadraticBezier(t, p0, p1, p2) {
  21704. return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
  21705. } //
  21706. function CubicBezierP0(t, p) {
  21707. var k = 1 - t;
  21708. return k * k * k * p;
  21709. }
  21710. function CubicBezierP1(t, p) {
  21711. var k = 1 - t;
  21712. return 3 * k * k * t * p;
  21713. }
  21714. function CubicBezierP2(t, p) {
  21715. return 3 * (1 - t) * t * t * p;
  21716. }
  21717. function CubicBezierP3(t, p) {
  21718. return t * t * t * p;
  21719. }
  21720. function CubicBezier(t, p0, p1, p2, p3) {
  21721. return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
  21722. }
  21723. function CubicBezierCurve(v0, v1, v2, v3) {
  21724. if (v0 === void 0) {
  21725. v0 = new Vector2();
  21726. }
  21727. if (v1 === void 0) {
  21728. v1 = new Vector2();
  21729. }
  21730. if (v2 === void 0) {
  21731. v2 = new Vector2();
  21732. }
  21733. if (v3 === void 0) {
  21734. v3 = new Vector2();
  21735. }
  21736. Curve.call(this);
  21737. this.type = 'CubicBezierCurve';
  21738. this.v0 = v0;
  21739. this.v1 = v1;
  21740. this.v2 = v2;
  21741. this.v3 = v3;
  21742. }
  21743. CubicBezierCurve.prototype = Object.create(Curve.prototype);
  21744. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21745. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21746. CubicBezierCurve.prototype.getPoint = function (t, optionalTarget) {
  21747. if (optionalTarget === void 0) {
  21748. optionalTarget = new Vector2();
  21749. }
  21750. var point = optionalTarget;
  21751. var v0 = this.v0,
  21752. v1 = this.v1,
  21753. v2 = this.v2,
  21754. v3 = this.v3;
  21755. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
  21756. return point;
  21757. };
  21758. CubicBezierCurve.prototype.copy = function (source) {
  21759. Curve.prototype.copy.call(this, source);
  21760. this.v0.copy(source.v0);
  21761. this.v1.copy(source.v1);
  21762. this.v2.copy(source.v2);
  21763. this.v3.copy(source.v3);
  21764. return this;
  21765. };
  21766. CubicBezierCurve.prototype.toJSON = function () {
  21767. var data = Curve.prototype.toJSON.call(this);
  21768. data.v0 = this.v0.toArray();
  21769. data.v1 = this.v1.toArray();
  21770. data.v2 = this.v2.toArray();
  21771. data.v3 = this.v3.toArray();
  21772. return data;
  21773. };
  21774. CubicBezierCurve.prototype.fromJSON = function (json) {
  21775. Curve.prototype.fromJSON.call(this, json);
  21776. this.v0.fromArray(json.v0);
  21777. this.v1.fromArray(json.v1);
  21778. this.v2.fromArray(json.v2);
  21779. this.v3.fromArray(json.v3);
  21780. return this;
  21781. };
  21782. function CubicBezierCurve3(v0, v1, v2, v3) {
  21783. if (v0 === void 0) {
  21784. v0 = new Vector3();
  21785. }
  21786. if (v1 === void 0) {
  21787. v1 = new Vector3();
  21788. }
  21789. if (v2 === void 0) {
  21790. v2 = new Vector3();
  21791. }
  21792. if (v3 === void 0) {
  21793. v3 = new Vector3();
  21794. }
  21795. Curve.call(this);
  21796. this.type = 'CubicBezierCurve3';
  21797. this.v0 = v0;
  21798. this.v1 = v1;
  21799. this.v2 = v2;
  21800. this.v3 = v3;
  21801. }
  21802. CubicBezierCurve3.prototype = Object.create(Curve.prototype);
  21803. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21804. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21805. CubicBezierCurve3.prototype.getPoint = function (t, optionalTarget) {
  21806. if (optionalTarget === void 0) {
  21807. optionalTarget = new Vector3();
  21808. }
  21809. var point = optionalTarget;
  21810. var v0 = this.v0,
  21811. v1 = this.v1,
  21812. v2 = this.v2,
  21813. v3 = this.v3;
  21814. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z));
  21815. return point;
  21816. };
  21817. CubicBezierCurve3.prototype.copy = function (source) {
  21818. Curve.prototype.copy.call(this, source);
  21819. this.v0.copy(source.v0);
  21820. this.v1.copy(source.v1);
  21821. this.v2.copy(source.v2);
  21822. this.v3.copy(source.v3);
  21823. return this;
  21824. };
  21825. CubicBezierCurve3.prototype.toJSON = function () {
  21826. var data = Curve.prototype.toJSON.call(this);
  21827. data.v0 = this.v0.toArray();
  21828. data.v1 = this.v1.toArray();
  21829. data.v2 = this.v2.toArray();
  21830. data.v3 = this.v3.toArray();
  21831. return data;
  21832. };
  21833. CubicBezierCurve3.prototype.fromJSON = function (json) {
  21834. Curve.prototype.fromJSON.call(this, json);
  21835. this.v0.fromArray(json.v0);
  21836. this.v1.fromArray(json.v1);
  21837. this.v2.fromArray(json.v2);
  21838. this.v3.fromArray(json.v3);
  21839. return this;
  21840. };
  21841. function LineCurve(v1, v2) {
  21842. if (v1 === void 0) {
  21843. v1 = new Vector2();
  21844. }
  21845. if (v2 === void 0) {
  21846. v2 = new Vector2();
  21847. }
  21848. Curve.call(this);
  21849. this.type = 'LineCurve';
  21850. this.v1 = v1;
  21851. this.v2 = v2;
  21852. }
  21853. LineCurve.prototype = Object.create(Curve.prototype);
  21854. LineCurve.prototype.constructor = LineCurve;
  21855. LineCurve.prototype.isLineCurve = true;
  21856. LineCurve.prototype.getPoint = function (t, optionalTarget) {
  21857. if (optionalTarget === void 0) {
  21858. optionalTarget = new Vector2();
  21859. }
  21860. var point = optionalTarget;
  21861. if (t === 1) {
  21862. point.copy(this.v2);
  21863. } else {
  21864. point.copy(this.v2).sub(this.v1);
  21865. point.multiplyScalar(t).add(this.v1);
  21866. }
  21867. return point;
  21868. }; // Line curve is linear, so we can overwrite default getPointAt
  21869. LineCurve.prototype.getPointAt = function (u, optionalTarget) {
  21870. return this.getPoint(u, optionalTarget);
  21871. };
  21872. LineCurve.prototype.getTangent = function (t, optionalTarget) {
  21873. var tangent = optionalTarget || new Vector2();
  21874. tangent.copy(this.v2).sub(this.v1).normalize();
  21875. return tangent;
  21876. };
  21877. LineCurve.prototype.copy = function (source) {
  21878. Curve.prototype.copy.call(this, source);
  21879. this.v1.copy(source.v1);
  21880. this.v2.copy(source.v2);
  21881. return this;
  21882. };
  21883. LineCurve.prototype.toJSON = function () {
  21884. var data = Curve.prototype.toJSON.call(this);
  21885. data.v1 = this.v1.toArray();
  21886. data.v2 = this.v2.toArray();
  21887. return data;
  21888. };
  21889. LineCurve.prototype.fromJSON = function (json) {
  21890. Curve.prototype.fromJSON.call(this, json);
  21891. this.v1.fromArray(json.v1);
  21892. this.v2.fromArray(json.v2);
  21893. return this;
  21894. };
  21895. function LineCurve3(v1, v2) {
  21896. if (v1 === void 0) {
  21897. v1 = new Vector3();
  21898. }
  21899. if (v2 === void 0) {
  21900. v2 = new Vector3();
  21901. }
  21902. Curve.call(this);
  21903. this.type = 'LineCurve3';
  21904. this.v1 = v1;
  21905. this.v2 = v2;
  21906. }
  21907. LineCurve3.prototype = Object.create(Curve.prototype);
  21908. LineCurve3.prototype.constructor = LineCurve3;
  21909. LineCurve3.prototype.isLineCurve3 = true;
  21910. LineCurve3.prototype.getPoint = function (t, optionalTarget) {
  21911. if (optionalTarget === void 0) {
  21912. optionalTarget = new Vector3();
  21913. }
  21914. var point = optionalTarget;
  21915. if (t === 1) {
  21916. point.copy(this.v2);
  21917. } else {
  21918. point.copy(this.v2).sub(this.v1);
  21919. point.multiplyScalar(t).add(this.v1);
  21920. }
  21921. return point;
  21922. }; // Line curve is linear, so we can overwrite default getPointAt
  21923. LineCurve3.prototype.getPointAt = function (u, optionalTarget) {
  21924. return this.getPoint(u, optionalTarget);
  21925. };
  21926. LineCurve3.prototype.copy = function (source) {
  21927. Curve.prototype.copy.call(this, source);
  21928. this.v1.copy(source.v1);
  21929. this.v2.copy(source.v2);
  21930. return this;
  21931. };
  21932. LineCurve3.prototype.toJSON = function () {
  21933. var data = Curve.prototype.toJSON.call(this);
  21934. data.v1 = this.v1.toArray();
  21935. data.v2 = this.v2.toArray();
  21936. return data;
  21937. };
  21938. LineCurve3.prototype.fromJSON = function (json) {
  21939. Curve.prototype.fromJSON.call(this, json);
  21940. this.v1.fromArray(json.v1);
  21941. this.v2.fromArray(json.v2);
  21942. return this;
  21943. };
  21944. function QuadraticBezierCurve(v0, v1, v2) {
  21945. if (v0 === void 0) {
  21946. v0 = new Vector2();
  21947. }
  21948. if (v1 === void 0) {
  21949. v1 = new Vector2();
  21950. }
  21951. if (v2 === void 0) {
  21952. v2 = new Vector2();
  21953. }
  21954. Curve.call(this);
  21955. this.type = 'QuadraticBezierCurve';
  21956. this.v0 = v0;
  21957. this.v1 = v1;
  21958. this.v2 = v2;
  21959. }
  21960. QuadraticBezierCurve.prototype = Object.create(Curve.prototype);
  21961. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21962. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21963. QuadraticBezierCurve.prototype.getPoint = function (t, optionalTarget) {
  21964. if (optionalTarget === void 0) {
  21965. optionalTarget = new Vector2();
  21966. }
  21967. var point = optionalTarget;
  21968. var v0 = this.v0,
  21969. v1 = this.v1,
  21970. v2 = this.v2;
  21971. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));
  21972. return point;
  21973. };
  21974. QuadraticBezierCurve.prototype.copy = function (source) {
  21975. Curve.prototype.copy.call(this, source);
  21976. this.v0.copy(source.v0);
  21977. this.v1.copy(source.v1);
  21978. this.v2.copy(source.v2);
  21979. return this;
  21980. };
  21981. QuadraticBezierCurve.prototype.toJSON = function () {
  21982. var data = Curve.prototype.toJSON.call(this);
  21983. data.v0 = this.v0.toArray();
  21984. data.v1 = this.v1.toArray();
  21985. data.v2 = this.v2.toArray();
  21986. return data;
  21987. };
  21988. QuadraticBezierCurve.prototype.fromJSON = function (json) {
  21989. Curve.prototype.fromJSON.call(this, json);
  21990. this.v0.fromArray(json.v0);
  21991. this.v1.fromArray(json.v1);
  21992. this.v2.fromArray(json.v2);
  21993. return this;
  21994. };
  21995. function QuadraticBezierCurve3(v0, v1, v2) {
  21996. if (v0 === void 0) {
  21997. v0 = new Vector3();
  21998. }
  21999. if (v1 === void 0) {
  22000. v1 = new Vector3();
  22001. }
  22002. if (v2 === void 0) {
  22003. v2 = new Vector3();
  22004. }
  22005. Curve.call(this);
  22006. this.type = 'QuadraticBezierCurve3';
  22007. this.v0 = v0;
  22008. this.v1 = v1;
  22009. this.v2 = v2;
  22010. }
  22011. QuadraticBezierCurve3.prototype = Object.create(Curve.prototype);
  22012. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22013. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22014. QuadraticBezierCurve3.prototype.getPoint = function (t, optionalTarget) {
  22015. if (optionalTarget === void 0) {
  22016. optionalTarget = new Vector3();
  22017. }
  22018. var point = optionalTarget;
  22019. var v0 = this.v0,
  22020. v1 = this.v1,
  22021. v2 = this.v2;
  22022. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z));
  22023. return point;
  22024. };
  22025. QuadraticBezierCurve3.prototype.copy = function (source) {
  22026. Curve.prototype.copy.call(this, source);
  22027. this.v0.copy(source.v0);
  22028. this.v1.copy(source.v1);
  22029. this.v2.copy(source.v2);
  22030. return this;
  22031. };
  22032. QuadraticBezierCurve3.prototype.toJSON = function () {
  22033. var data = Curve.prototype.toJSON.call(this);
  22034. data.v0 = this.v0.toArray();
  22035. data.v1 = this.v1.toArray();
  22036. data.v2 = this.v2.toArray();
  22037. return data;
  22038. };
  22039. QuadraticBezierCurve3.prototype.fromJSON = function (json) {
  22040. Curve.prototype.fromJSON.call(this, json);
  22041. this.v0.fromArray(json.v0);
  22042. this.v1.fromArray(json.v1);
  22043. this.v2.fromArray(json.v2);
  22044. return this;
  22045. };
  22046. function SplineCurve(points) {
  22047. if (points === void 0) {
  22048. points = [];
  22049. }
  22050. Curve.call(this);
  22051. this.type = 'SplineCurve';
  22052. this.points = points;
  22053. }
  22054. SplineCurve.prototype = Object.create(Curve.prototype);
  22055. SplineCurve.prototype.constructor = SplineCurve;
  22056. SplineCurve.prototype.isSplineCurve = true;
  22057. SplineCurve.prototype.getPoint = function (t, optionalTarget) {
  22058. if (optionalTarget === void 0) {
  22059. optionalTarget = new Vector2();
  22060. }
  22061. var point = optionalTarget;
  22062. var points = this.points;
  22063. var p = (points.length - 1) * t;
  22064. var intPoint = Math.floor(p);
  22065. var weight = p - intPoint;
  22066. var p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
  22067. var p1 = points[intPoint];
  22068. var p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
  22069. var p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
  22070. point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));
  22071. return point;
  22072. };
  22073. SplineCurve.prototype.copy = function (source) {
  22074. Curve.prototype.copy.call(this, source);
  22075. this.points = [];
  22076. for (var i = 0, l = source.points.length; i < l; i++) {
  22077. var point = source.points[i];
  22078. this.points.push(point.clone());
  22079. }
  22080. return this;
  22081. };
  22082. SplineCurve.prototype.toJSON = function () {
  22083. var data = Curve.prototype.toJSON.call(this);
  22084. data.points = [];
  22085. for (var i = 0, l = this.points.length; i < l; i++) {
  22086. var point = this.points[i];
  22087. data.points.push(point.toArray());
  22088. }
  22089. return data;
  22090. };
  22091. SplineCurve.prototype.fromJSON = function (json) {
  22092. Curve.prototype.fromJSON.call(this, json);
  22093. this.points = [];
  22094. for (var i = 0, l = json.points.length; i < l; i++) {
  22095. var point = json.points[i];
  22096. this.points.push(new Vector2().fromArray(point));
  22097. }
  22098. return this;
  22099. };
  22100. var Curves = /*#__PURE__*/Object.freeze({
  22101. __proto__: null,
  22102. ArcCurve: ArcCurve,
  22103. CatmullRomCurve3: CatmullRomCurve3,
  22104. CubicBezierCurve: CubicBezierCurve,
  22105. CubicBezierCurve3: CubicBezierCurve3,
  22106. EllipseCurve: EllipseCurve,
  22107. LineCurve: LineCurve,
  22108. LineCurve3: LineCurve3,
  22109. QuadraticBezierCurve: QuadraticBezierCurve,
  22110. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22111. SplineCurve: SplineCurve
  22112. });
  22113. /**************************************************************
  22114. * Curved Path - a curve path is simply a array of connected
  22115. * curves, but retains the api of a curve
  22116. **************************************************************/
  22117. function CurvePath() {
  22118. Curve.call(this);
  22119. this.type = 'CurvePath';
  22120. this.curves = [];
  22121. this.autoClose = false; // Automatically closes the path
  22122. }
  22123. CurvePath.prototype = Object.assign(Object.create(Curve.prototype), {
  22124. constructor: CurvePath,
  22125. add: function add(curve) {
  22126. this.curves.push(curve);
  22127. },
  22128. closePath: function closePath() {
  22129. // Add a line curve if start and end of lines are not connected
  22130. var startPoint = this.curves[0].getPoint(0);
  22131. var endPoint = this.curves[this.curves.length - 1].getPoint(1);
  22132. if (!startPoint.equals(endPoint)) {
  22133. this.curves.push(new LineCurve(endPoint, startPoint));
  22134. }
  22135. },
  22136. // To get accurate point with reference to
  22137. // entire path distance at time t,
  22138. // following has to be done:
  22139. // 1. Length of each sub path have to be known
  22140. // 2. Locate and identify type of curve
  22141. // 3. Get t for the curve
  22142. // 4. Return curve.getPointAt(t')
  22143. getPoint: function getPoint(t) {
  22144. var d = t * this.getLength();
  22145. var curveLengths = this.getCurveLengths();
  22146. var i = 0; // To think about boundaries points.
  22147. while (i < curveLengths.length) {
  22148. if (curveLengths[i] >= d) {
  22149. var diff = curveLengths[i] - d;
  22150. var curve = this.curves[i];
  22151. var segmentLength = curve.getLength();
  22152. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22153. return curve.getPointAt(u);
  22154. }
  22155. i++;
  22156. }
  22157. return null; // loop where sum != 0, sum > d , sum+1 <d
  22158. },
  22159. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22160. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22161. // getPoint() depends on getLength
  22162. getLength: function getLength() {
  22163. var lens = this.getCurveLengths();
  22164. return lens[lens.length - 1];
  22165. },
  22166. // cacheLengths must be recalculated.
  22167. updateArcLengths: function updateArcLengths() {
  22168. this.needsUpdate = true;
  22169. this.cacheLengths = null;
  22170. this.getCurveLengths();
  22171. },
  22172. // Compute lengths and cache them
  22173. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22174. getCurveLengths: function getCurveLengths() {
  22175. // We use cache values if curves and cache array are same length
  22176. if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
  22177. return this.cacheLengths;
  22178. } // Get length of sub-curve
  22179. // Push sums into cached array
  22180. var lengths = [];
  22181. var sums = 0;
  22182. for (var i = 0, l = this.curves.length; i < l; i++) {
  22183. sums += this.curves[i].getLength();
  22184. lengths.push(sums);
  22185. }
  22186. this.cacheLengths = lengths;
  22187. return lengths;
  22188. },
  22189. getSpacedPoints: function getSpacedPoints(divisions) {
  22190. if (divisions === void 0) {
  22191. divisions = 40;
  22192. }
  22193. var points = [];
  22194. for (var i = 0; i <= divisions; i++) {
  22195. points.push(this.getPoint(i / divisions));
  22196. }
  22197. if (this.autoClose) {
  22198. points.push(points[0]);
  22199. }
  22200. return points;
  22201. },
  22202. getPoints: function getPoints(divisions) {
  22203. if (divisions === void 0) {
  22204. divisions = 12;
  22205. }
  22206. var points = [];
  22207. var last;
  22208. for (var i = 0, curves = this.curves; i < curves.length; i++) {
  22209. var curve = curves[i];
  22210. var resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
  22211. var pts = curve.getPoints(resolution);
  22212. for (var j = 0; j < pts.length; j++) {
  22213. var point = pts[j];
  22214. if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates
  22215. points.push(point);
  22216. last = point;
  22217. }
  22218. }
  22219. if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
  22220. points.push(points[0]);
  22221. }
  22222. return points;
  22223. },
  22224. copy: function copy(source) {
  22225. Curve.prototype.copy.call(this, source);
  22226. this.curves = [];
  22227. for (var i = 0, l = source.curves.length; i < l; i++) {
  22228. var curve = source.curves[i];
  22229. this.curves.push(curve.clone());
  22230. }
  22231. this.autoClose = source.autoClose;
  22232. return this;
  22233. },
  22234. toJSON: function toJSON() {
  22235. var data = Curve.prototype.toJSON.call(this);
  22236. data.autoClose = this.autoClose;
  22237. data.curves = [];
  22238. for (var i = 0, l = this.curves.length; i < l; i++) {
  22239. var curve = this.curves[i];
  22240. data.curves.push(curve.toJSON());
  22241. }
  22242. return data;
  22243. },
  22244. fromJSON: function fromJSON(json) {
  22245. Curve.prototype.fromJSON.call(this, json);
  22246. this.autoClose = json.autoClose;
  22247. this.curves = [];
  22248. for (var i = 0, l = json.curves.length; i < l; i++) {
  22249. var curve = json.curves[i];
  22250. this.curves.push(new Curves[curve.type]().fromJSON(curve));
  22251. }
  22252. return this;
  22253. }
  22254. });
  22255. function Path(points) {
  22256. CurvePath.call(this);
  22257. this.type = 'Path';
  22258. this.currentPoint = new Vector2();
  22259. if (points) {
  22260. this.setFromPoints(points);
  22261. }
  22262. }
  22263. Path.prototype = Object.assign(Object.create(CurvePath.prototype), {
  22264. constructor: Path,
  22265. setFromPoints: function setFromPoints(points) {
  22266. this.moveTo(points[0].x, points[0].y);
  22267. for (var i = 1, l = points.length; i < l; i++) {
  22268. this.lineTo(points[i].x, points[i].y);
  22269. }
  22270. return this;
  22271. },
  22272. moveTo: function moveTo(x, y) {
  22273. this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
  22274. return this;
  22275. },
  22276. lineTo: function lineTo(x, y) {
  22277. var curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
  22278. this.curves.push(curve);
  22279. this.currentPoint.set(x, y);
  22280. return this;
  22281. },
  22282. quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {
  22283. var curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
  22284. this.curves.push(curve);
  22285. this.currentPoint.set(aX, aY);
  22286. return this;
  22287. },
  22288. bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  22289. var curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));
  22290. this.curves.push(curve);
  22291. this.currentPoint.set(aX, aY);
  22292. return this;
  22293. },
  22294. splineThru: function splineThru(pts
  22295. /*Array of Vector*/
  22296. ) {
  22297. var npts = [this.currentPoint.clone()].concat(pts);
  22298. var curve = new SplineCurve(npts);
  22299. this.curves.push(curve);
  22300. this.currentPoint.copy(pts[pts.length - 1]);
  22301. return this;
  22302. },
  22303. arc: function arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  22304. var x0 = this.currentPoint.x;
  22305. var y0 = this.currentPoint.y;
  22306. this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
  22307. return this;
  22308. },
  22309. absarc: function absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  22310. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  22311. return this;
  22312. },
  22313. ellipse: function ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  22314. var x0 = this.currentPoint.x;
  22315. var y0 = this.currentPoint.y;
  22316. this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  22317. return this;
  22318. },
  22319. absellipse: function absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  22320. var curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  22321. if (this.curves.length > 0) {
  22322. // if a previous curve is present, attempt to join
  22323. var firstPoint = curve.getPoint(0);
  22324. if (!firstPoint.equals(this.currentPoint)) {
  22325. this.lineTo(firstPoint.x, firstPoint.y);
  22326. }
  22327. }
  22328. this.curves.push(curve);
  22329. var lastPoint = curve.getPoint(1);
  22330. this.currentPoint.copy(lastPoint);
  22331. return this;
  22332. },
  22333. copy: function copy(source) {
  22334. CurvePath.prototype.copy.call(this, source);
  22335. this.currentPoint.copy(source.currentPoint);
  22336. return this;
  22337. },
  22338. toJSON: function toJSON() {
  22339. var data = CurvePath.prototype.toJSON.call(this);
  22340. data.currentPoint = this.currentPoint.toArray();
  22341. return data;
  22342. },
  22343. fromJSON: function fromJSON(json) {
  22344. CurvePath.prototype.fromJSON.call(this, json);
  22345. this.currentPoint.fromArray(json.currentPoint);
  22346. return this;
  22347. }
  22348. });
  22349. function Shape(points) {
  22350. Path.call(this, points);
  22351. this.uuid = MathUtils.generateUUID();
  22352. this.type = 'Shape';
  22353. this.holes = [];
  22354. }
  22355. Shape.prototype = Object.assign(Object.create(Path.prototype), {
  22356. constructor: Shape,
  22357. getPointsHoles: function getPointsHoles(divisions) {
  22358. var holesPts = [];
  22359. for (var i = 0, l = this.holes.length; i < l; i++) {
  22360. holesPts[i] = this.holes[i].getPoints(divisions);
  22361. }
  22362. return holesPts;
  22363. },
  22364. // get points of shape and holes (keypoints based on segments parameter)
  22365. extractPoints: function extractPoints(divisions) {
  22366. return {
  22367. shape: this.getPoints(divisions),
  22368. holes: this.getPointsHoles(divisions)
  22369. };
  22370. },
  22371. copy: function copy(source) {
  22372. Path.prototype.copy.call(this, source);
  22373. this.holes = [];
  22374. for (var i = 0, l = source.holes.length; i < l; i++) {
  22375. var hole = source.holes[i];
  22376. this.holes.push(hole.clone());
  22377. }
  22378. return this;
  22379. },
  22380. toJSON: function toJSON() {
  22381. var data = Path.prototype.toJSON.call(this);
  22382. data.uuid = this.uuid;
  22383. data.holes = [];
  22384. for (var i = 0, l = this.holes.length; i < l; i++) {
  22385. var hole = this.holes[i];
  22386. data.holes.push(hole.toJSON());
  22387. }
  22388. return data;
  22389. },
  22390. fromJSON: function fromJSON(json) {
  22391. Path.prototype.fromJSON.call(this, json);
  22392. this.uuid = json.uuid;
  22393. this.holes = [];
  22394. for (var i = 0, l = json.holes.length; i < l; i++) {
  22395. var hole = json.holes[i];
  22396. this.holes.push(new Path().fromJSON(hole));
  22397. }
  22398. return this;
  22399. }
  22400. });
  22401. function Light(color, intensity) {
  22402. if (intensity === void 0) {
  22403. intensity = 1;
  22404. }
  22405. Object3D.call(this);
  22406. this.type = 'Light';
  22407. this.color = new Color(color);
  22408. this.intensity = intensity;
  22409. }
  22410. Light.prototype = Object.assign(Object.create(Object3D.prototype), {
  22411. constructor: Light,
  22412. isLight: true,
  22413. copy: function copy(source) {
  22414. Object3D.prototype.copy.call(this, source);
  22415. this.color.copy(source.color);
  22416. this.intensity = source.intensity;
  22417. return this;
  22418. },
  22419. toJSON: function toJSON(meta) {
  22420. var data = Object3D.prototype.toJSON.call(this, meta);
  22421. data.object.color = this.color.getHex();
  22422. data.object.intensity = this.intensity;
  22423. if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();
  22424. if (this.distance !== undefined) data.object.distance = this.distance;
  22425. if (this.angle !== undefined) data.object.angle = this.angle;
  22426. if (this.decay !== undefined) data.object.decay = this.decay;
  22427. if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;
  22428. if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();
  22429. return data;
  22430. }
  22431. });
  22432. function HemisphereLight(skyColor, groundColor, intensity) {
  22433. Light.call(this, skyColor, intensity);
  22434. this.type = 'HemisphereLight';
  22435. this.position.copy(Object3D.DefaultUp);
  22436. this.updateMatrix();
  22437. this.groundColor = new Color(groundColor);
  22438. }
  22439. HemisphereLight.prototype = Object.assign(Object.create(Light.prototype), {
  22440. constructor: HemisphereLight,
  22441. isHemisphereLight: true,
  22442. copy: function copy(source) {
  22443. Light.prototype.copy.call(this, source);
  22444. this.groundColor.copy(source.groundColor);
  22445. return this;
  22446. }
  22447. });
  22448. function LightShadow(camera) {
  22449. this.camera = camera;
  22450. this.bias = 0;
  22451. this.normalBias = 0;
  22452. this.radius = 1;
  22453. this.mapSize = new Vector2(512, 512);
  22454. this.map = null;
  22455. this.mapPass = null;
  22456. this.matrix = new Matrix4();
  22457. this.autoUpdate = true;
  22458. this.needsUpdate = false;
  22459. this._frustum = new Frustum();
  22460. this._frameExtents = new Vector2(1, 1);
  22461. this._viewportCount = 1;
  22462. this._viewports = [new Vector4(0, 0, 1, 1)];
  22463. }
  22464. Object.assign(LightShadow.prototype, {
  22465. _projScreenMatrix: new Matrix4(),
  22466. _lightPositionWorld: new Vector3(),
  22467. _lookTarget: new Vector3(),
  22468. getViewportCount: function getViewportCount() {
  22469. return this._viewportCount;
  22470. },
  22471. getFrustum: function getFrustum() {
  22472. return this._frustum;
  22473. },
  22474. updateMatrices: function updateMatrices(light) {
  22475. var shadowCamera = this.camera,
  22476. shadowMatrix = this.matrix,
  22477. projScreenMatrix = this._projScreenMatrix,
  22478. lookTarget = this._lookTarget,
  22479. lightPositionWorld = this._lightPositionWorld;
  22480. lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  22481. shadowCamera.position.copy(lightPositionWorld);
  22482. lookTarget.setFromMatrixPosition(light.target.matrixWorld);
  22483. shadowCamera.lookAt(lookTarget);
  22484. shadowCamera.updateMatrixWorld();
  22485. projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
  22486. this._frustum.setFromProjectionMatrix(projScreenMatrix);
  22487. shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
  22488. shadowMatrix.multiply(shadowCamera.projectionMatrix);
  22489. shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
  22490. },
  22491. getViewport: function getViewport(viewportIndex) {
  22492. return this._viewports[viewportIndex];
  22493. },
  22494. getFrameExtents: function getFrameExtents() {
  22495. return this._frameExtents;
  22496. },
  22497. copy: function copy(source) {
  22498. this.camera = source.camera.clone();
  22499. this.bias = source.bias;
  22500. this.radius = source.radius;
  22501. this.mapSize.copy(source.mapSize);
  22502. return this;
  22503. },
  22504. clone: function clone() {
  22505. return new this.constructor().copy(this);
  22506. },
  22507. toJSON: function toJSON() {
  22508. var object = {};
  22509. if (this.bias !== 0) object.bias = this.bias;
  22510. if (this.normalBias !== 0) object.normalBias = this.normalBias;
  22511. if (this.radius !== 1) object.radius = this.radius;
  22512. if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
  22513. object.camera = this.camera.toJSON(false).object;
  22514. delete object.camera.matrix;
  22515. return object;
  22516. }
  22517. });
  22518. function SpotLightShadow() {
  22519. LightShadow.call(this, new PerspectiveCamera(50, 1, 0.5, 500));
  22520. this.focus = 1;
  22521. }
  22522. SpotLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
  22523. constructor: SpotLightShadow,
  22524. isSpotLightShadow: true,
  22525. updateMatrices: function updateMatrices(light) {
  22526. var camera = this.camera;
  22527. var fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;
  22528. var aspect = this.mapSize.width / this.mapSize.height;
  22529. var far = light.distance || camera.far;
  22530. if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
  22531. camera.fov = fov;
  22532. camera.aspect = aspect;
  22533. camera.far = far;
  22534. camera.updateProjectionMatrix();
  22535. }
  22536. LightShadow.prototype.updateMatrices.call(this, light);
  22537. }
  22538. });
  22539. function SpotLight(color, intensity, distance, angle, penumbra, decay) {
  22540. Light.call(this, color, intensity);
  22541. this.type = 'SpotLight';
  22542. this.position.copy(Object3D.DefaultUp);
  22543. this.updateMatrix();
  22544. this.target = new Object3D();
  22545. Object.defineProperty(this, 'power', {
  22546. get: function get() {
  22547. // intensity = power per solid angle.
  22548. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22549. return this.intensity * Math.PI;
  22550. },
  22551. set: function set(power) {
  22552. // intensity = power per solid angle.
  22553. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22554. this.intensity = power / Math.PI;
  22555. }
  22556. });
  22557. this.distance = distance !== undefined ? distance : 0;
  22558. this.angle = angle !== undefined ? angle : Math.PI / 3;
  22559. this.penumbra = penumbra !== undefined ? penumbra : 0;
  22560. this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.
  22561. this.shadow = new SpotLightShadow();
  22562. }
  22563. SpotLight.prototype = Object.assign(Object.create(Light.prototype), {
  22564. constructor: SpotLight,
  22565. isSpotLight: true,
  22566. copy: function copy(source) {
  22567. Light.prototype.copy.call(this, source);
  22568. this.distance = source.distance;
  22569. this.angle = source.angle;
  22570. this.penumbra = source.penumbra;
  22571. this.decay = source.decay;
  22572. this.target = source.target.clone();
  22573. this.shadow = source.shadow.clone();
  22574. return this;
  22575. }
  22576. });
  22577. function PointLightShadow() {
  22578. LightShadow.call(this, new PerspectiveCamera(90, 1, 0.5, 500));
  22579. this._frameExtents = new Vector2(4, 2);
  22580. this._viewportCount = 6;
  22581. this._viewports = [// These viewports map a cube-map onto a 2D texture with the
  22582. // following orientation:
  22583. //
  22584. // xzXZ
  22585. // y Y
  22586. //
  22587. // X - Positive x direction
  22588. // x - Negative x direction
  22589. // Y - Positive y direction
  22590. // y - Negative y direction
  22591. // Z - Positive z direction
  22592. // z - Negative z direction
  22593. // positive X
  22594. new Vector4(2, 1, 1, 1), // negative X
  22595. new Vector4(0, 1, 1, 1), // positive Z
  22596. new Vector4(3, 1, 1, 1), // negative Z
  22597. new Vector4(1, 1, 1, 1), // positive Y
  22598. new Vector4(3, 0, 1, 1), // negative Y
  22599. new Vector4(1, 0, 1, 1)];
  22600. this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)];
  22601. this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)];
  22602. }
  22603. PointLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
  22604. constructor: PointLightShadow,
  22605. isPointLightShadow: true,
  22606. updateMatrices: function updateMatrices(light, viewportIndex) {
  22607. if (viewportIndex === void 0) {
  22608. viewportIndex = 0;
  22609. }
  22610. var camera = this.camera,
  22611. shadowMatrix = this.matrix,
  22612. lightPositionWorld = this._lightPositionWorld,
  22613. lookTarget = this._lookTarget,
  22614. projScreenMatrix = this._projScreenMatrix;
  22615. lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  22616. camera.position.copy(lightPositionWorld);
  22617. lookTarget.copy(camera.position);
  22618. lookTarget.add(this._cubeDirections[viewportIndex]);
  22619. camera.up.copy(this._cubeUps[viewportIndex]);
  22620. camera.lookAt(lookTarget);
  22621. camera.updateMatrixWorld();
  22622. shadowMatrix.makeTranslation(-lightPositionWorld.x, -lightPositionWorld.y, -lightPositionWorld.z);
  22623. projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  22624. this._frustum.setFromProjectionMatrix(projScreenMatrix);
  22625. }
  22626. });
  22627. function PointLight(color, intensity, distance, decay) {
  22628. Light.call(this, color, intensity);
  22629. this.type = 'PointLight';
  22630. Object.defineProperty(this, 'power', {
  22631. get: function get() {
  22632. // intensity = power per solid angle.
  22633. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22634. return this.intensity * 4 * Math.PI;
  22635. },
  22636. set: function set(power) {
  22637. // intensity = power per solid angle.
  22638. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22639. this.intensity = power / (4 * Math.PI);
  22640. }
  22641. });
  22642. this.distance = distance !== undefined ? distance : 0;
  22643. this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.
  22644. this.shadow = new PointLightShadow();
  22645. }
  22646. PointLight.prototype = Object.assign(Object.create(Light.prototype), {
  22647. constructor: PointLight,
  22648. isPointLight: true,
  22649. copy: function copy(source) {
  22650. Light.prototype.copy.call(this, source);
  22651. this.distance = source.distance;
  22652. this.decay = source.decay;
  22653. this.shadow = source.shadow.clone();
  22654. return this;
  22655. }
  22656. });
  22657. function OrthographicCamera(left, right, top, bottom, near, far) {
  22658. if (left === void 0) {
  22659. left = -1;
  22660. }
  22661. if (right === void 0) {
  22662. right = 1;
  22663. }
  22664. if (top === void 0) {
  22665. top = 1;
  22666. }
  22667. if (bottom === void 0) {
  22668. bottom = -1;
  22669. }
  22670. if (near === void 0) {
  22671. near = 0.1;
  22672. }
  22673. if (far === void 0) {
  22674. far = 2000;
  22675. }
  22676. Camera.call(this);
  22677. this.type = 'OrthographicCamera';
  22678. this.zoom = 1;
  22679. this.view = null;
  22680. this.left = left;
  22681. this.right = right;
  22682. this.top = top;
  22683. this.bottom = bottom;
  22684. this.near = near;
  22685. this.far = far;
  22686. this.updateProjectionMatrix();
  22687. }
  22688. OrthographicCamera.prototype = Object.assign(Object.create(Camera.prototype), {
  22689. constructor: OrthographicCamera,
  22690. isOrthographicCamera: true,
  22691. copy: function copy(source, recursive) {
  22692. Camera.prototype.copy.call(this, source, recursive);
  22693. this.left = source.left;
  22694. this.right = source.right;
  22695. this.top = source.top;
  22696. this.bottom = source.bottom;
  22697. this.near = source.near;
  22698. this.far = source.far;
  22699. this.zoom = source.zoom;
  22700. this.view = source.view === null ? null : Object.assign({}, source.view);
  22701. return this;
  22702. },
  22703. setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  22704. if (this.view === null) {
  22705. this.view = {
  22706. enabled: true,
  22707. fullWidth: 1,
  22708. fullHeight: 1,
  22709. offsetX: 0,
  22710. offsetY: 0,
  22711. width: 1,
  22712. height: 1
  22713. };
  22714. }
  22715. this.view.enabled = true;
  22716. this.view.fullWidth = fullWidth;
  22717. this.view.fullHeight = fullHeight;
  22718. this.view.offsetX = x;
  22719. this.view.offsetY = y;
  22720. this.view.width = width;
  22721. this.view.height = height;
  22722. this.updateProjectionMatrix();
  22723. },
  22724. clearViewOffset: function clearViewOffset() {
  22725. if (this.view !== null) {
  22726. this.view.enabled = false;
  22727. }
  22728. this.updateProjectionMatrix();
  22729. },
  22730. updateProjectionMatrix: function updateProjectionMatrix() {
  22731. var dx = (this.right - this.left) / (2 * this.zoom);
  22732. var dy = (this.top - this.bottom) / (2 * this.zoom);
  22733. var cx = (this.right + this.left) / 2;
  22734. var cy = (this.top + this.bottom) / 2;
  22735. var left = cx - dx;
  22736. var right = cx + dx;
  22737. var top = cy + dy;
  22738. var bottom = cy - dy;
  22739. if (this.view !== null && this.view.enabled) {
  22740. var scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
  22741. var scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
  22742. left += scaleW * this.view.offsetX;
  22743. right = left + scaleW * this.view.width;
  22744. top -= scaleH * this.view.offsetY;
  22745. bottom = top - scaleH * this.view.height;
  22746. }
  22747. this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
  22748. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  22749. },
  22750. toJSON: function toJSON(meta) {
  22751. var data = Object3D.prototype.toJSON.call(this, meta);
  22752. data.object.zoom = this.zoom;
  22753. data.object.left = this.left;
  22754. data.object.right = this.right;
  22755. data.object.top = this.top;
  22756. data.object.bottom = this.bottom;
  22757. data.object.near = this.near;
  22758. data.object.far = this.far;
  22759. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  22760. return data;
  22761. }
  22762. });
  22763. function DirectionalLightShadow() {
  22764. LightShadow.call(this, new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
  22765. }
  22766. DirectionalLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
  22767. constructor: DirectionalLightShadow,
  22768. isDirectionalLightShadow: true,
  22769. updateMatrices: function updateMatrices(light) {
  22770. LightShadow.prototype.updateMatrices.call(this, light);
  22771. }
  22772. });
  22773. function DirectionalLight(color, intensity) {
  22774. Light.call(this, color, intensity);
  22775. this.type = 'DirectionalLight';
  22776. this.position.copy(Object3D.DefaultUp);
  22777. this.updateMatrix();
  22778. this.target = new Object3D();
  22779. this.shadow = new DirectionalLightShadow();
  22780. }
  22781. DirectionalLight.prototype = Object.assign(Object.create(Light.prototype), {
  22782. constructor: DirectionalLight,
  22783. isDirectionalLight: true,
  22784. copy: function copy(source) {
  22785. Light.prototype.copy.call(this, source);
  22786. this.target = source.target.clone();
  22787. this.shadow = source.shadow.clone();
  22788. return this;
  22789. }
  22790. });
  22791. function AmbientLight(color, intensity) {
  22792. Light.call(this, color, intensity);
  22793. this.type = 'AmbientLight';
  22794. }
  22795. AmbientLight.prototype = Object.assign(Object.create(Light.prototype), {
  22796. constructor: AmbientLight,
  22797. isAmbientLight: true
  22798. });
  22799. function RectAreaLight(color, intensity, width, height) {
  22800. Light.call(this, color, intensity);
  22801. this.type = 'RectAreaLight';
  22802. this.width = width !== undefined ? width : 10;
  22803. this.height = height !== undefined ? height : 10;
  22804. }
  22805. RectAreaLight.prototype = Object.assign(Object.create(Light.prototype), {
  22806. constructor: RectAreaLight,
  22807. isRectAreaLight: true,
  22808. copy: function copy(source) {
  22809. Light.prototype.copy.call(this, source);
  22810. this.width = source.width;
  22811. this.height = source.height;
  22812. return this;
  22813. },
  22814. toJSON: function toJSON(meta) {
  22815. var data = Light.prototype.toJSON.call(this, meta);
  22816. data.object.width = this.width;
  22817. data.object.height = this.height;
  22818. return data;
  22819. }
  22820. });
  22821. /**
  22822. * Primary reference:
  22823. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  22824. *
  22825. * Secondary reference:
  22826. * https://www.ppsloan.org/publications/StupidSH36.pdf
  22827. */
  22828. // 3-band SH defined by 9 coefficients
  22829. var SphericalHarmonics3 = /*#__PURE__*/function () {
  22830. function SphericalHarmonics3() {
  22831. Object.defineProperty(this, 'isSphericalHarmonics3', {
  22832. value: true
  22833. });
  22834. this.coefficients = [];
  22835. for (var i = 0; i < 9; i++) {
  22836. this.coefficients.push(new Vector3());
  22837. }
  22838. }
  22839. var _proto = SphericalHarmonics3.prototype;
  22840. _proto.set = function set(coefficients) {
  22841. for (var i = 0; i < 9; i++) {
  22842. this.coefficients[i].copy(coefficients[i]);
  22843. }
  22844. return this;
  22845. };
  22846. _proto.zero = function zero() {
  22847. for (var i = 0; i < 9; i++) {
  22848. this.coefficients[i].set(0, 0, 0);
  22849. }
  22850. return this;
  22851. } // get the radiance in the direction of the normal
  22852. // target is a Vector3
  22853. ;
  22854. _proto.getAt = function getAt(normal, target) {
  22855. // normal is assumed to be unit length
  22856. var x = normal.x,
  22857. y = normal.y,
  22858. z = normal.z;
  22859. var coeff = this.coefficients; // band 0
  22860. target.copy(coeff[0]).multiplyScalar(0.282095); // band 1
  22861. target.addScaledVector(coeff[1], 0.488603 * y);
  22862. target.addScaledVector(coeff[2], 0.488603 * z);
  22863. target.addScaledVector(coeff[3], 0.488603 * x); // band 2
  22864. target.addScaledVector(coeff[4], 1.092548 * (x * y));
  22865. target.addScaledVector(coeff[5], 1.092548 * (y * z));
  22866. target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
  22867. target.addScaledVector(coeff[7], 1.092548 * (x * z));
  22868. target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
  22869. return target;
  22870. } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  22871. // target is a Vector3
  22872. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  22873. ;
  22874. _proto.getIrradianceAt = function getIrradianceAt(normal, target) {
  22875. // normal is assumed to be unit length
  22876. var x = normal.x,
  22877. y = normal.y,
  22878. z = normal.z;
  22879. var coeff = this.coefficients; // band 0
  22880. target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
  22881. // band 1
  22882. target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603
  22883. target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
  22884. target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2
  22885. target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548
  22886. target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
  22887. target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3
  22888. target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
  22889. target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274
  22890. return target;
  22891. };
  22892. _proto.add = function add(sh) {
  22893. for (var i = 0; i < 9; i++) {
  22894. this.coefficients[i].add(sh.coefficients[i]);
  22895. }
  22896. return this;
  22897. };
  22898. _proto.addScaledSH = function addScaledSH(sh, s) {
  22899. for (var i = 0; i < 9; i++) {
  22900. this.coefficients[i].addScaledVector(sh.coefficients[i], s);
  22901. }
  22902. return this;
  22903. };
  22904. _proto.scale = function scale(s) {
  22905. for (var i = 0; i < 9; i++) {
  22906. this.coefficients[i].multiplyScalar(s);
  22907. }
  22908. return this;
  22909. };
  22910. _proto.lerp = function lerp(sh, alpha) {
  22911. for (var i = 0; i < 9; i++) {
  22912. this.coefficients[i].lerp(sh.coefficients[i], alpha);
  22913. }
  22914. return this;
  22915. };
  22916. _proto.equals = function equals(sh) {
  22917. for (var i = 0; i < 9; i++) {
  22918. if (!this.coefficients[i].equals(sh.coefficients[i])) {
  22919. return false;
  22920. }
  22921. }
  22922. return true;
  22923. };
  22924. _proto.copy = function copy(sh) {
  22925. return this.set(sh.coefficients);
  22926. };
  22927. _proto.clone = function clone() {
  22928. return new this.constructor().copy(this);
  22929. };
  22930. _proto.fromArray = function fromArray(array, offset) {
  22931. if (offset === void 0) {
  22932. offset = 0;
  22933. }
  22934. var coefficients = this.coefficients;
  22935. for (var i = 0; i < 9; i++) {
  22936. coefficients[i].fromArray(array, offset + i * 3);
  22937. }
  22938. return this;
  22939. };
  22940. _proto.toArray = function toArray(array, offset) {
  22941. if (array === void 0) {
  22942. array = [];
  22943. }
  22944. if (offset === void 0) {
  22945. offset = 0;
  22946. }
  22947. var coefficients = this.coefficients;
  22948. for (var i = 0; i < 9; i++) {
  22949. coefficients[i].toArray(array, offset + i * 3);
  22950. }
  22951. return array;
  22952. } // evaluate the basis functions
  22953. // shBasis is an Array[ 9 ]
  22954. ;
  22955. SphericalHarmonics3.getBasisAt = function getBasisAt(normal, shBasis) {
  22956. // normal is assumed to be unit length
  22957. var x = normal.x,
  22958. y = normal.y,
  22959. z = normal.z; // band 0
  22960. shBasis[0] = 0.282095; // band 1
  22961. shBasis[1] = 0.488603 * y;
  22962. shBasis[2] = 0.488603 * z;
  22963. shBasis[3] = 0.488603 * x; // band 2
  22964. shBasis[4] = 1.092548 * x * y;
  22965. shBasis[5] = 1.092548 * y * z;
  22966. shBasis[6] = 0.315392 * (3 * z * z - 1);
  22967. shBasis[7] = 1.092548 * x * z;
  22968. shBasis[8] = 0.546274 * (x * x - y * y);
  22969. };
  22970. return SphericalHarmonics3;
  22971. }();
  22972. function LightProbe(sh, intensity) {
  22973. Light.call(this, undefined, intensity);
  22974. this.type = 'LightProbe';
  22975. this.sh = sh !== undefined ? sh : new SphericalHarmonics3();
  22976. }
  22977. LightProbe.prototype = Object.assign(Object.create(Light.prototype), {
  22978. constructor: LightProbe,
  22979. isLightProbe: true,
  22980. copy: function copy(source) {
  22981. Light.prototype.copy.call(this, source);
  22982. this.sh.copy(source.sh);
  22983. return this;
  22984. },
  22985. fromJSON: function fromJSON(json) {
  22986. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  22987. this.sh.fromArray(json.sh);
  22988. return this;
  22989. },
  22990. toJSON: function toJSON(meta) {
  22991. var data = Light.prototype.toJSON.call(this, meta);
  22992. data.object.sh = this.sh.toArray();
  22993. return data;
  22994. }
  22995. });
  22996. function MaterialLoader(manager) {
  22997. Loader.call(this, manager);
  22998. this.textures = {};
  22999. }
  23000. MaterialLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  23001. constructor: MaterialLoader,
  23002. load: function load(url, onLoad, onProgress, onError) {
  23003. var scope = this;
  23004. var loader = new FileLoader(scope.manager);
  23005. loader.setPath(scope.path);
  23006. loader.setRequestHeader(scope.requestHeader);
  23007. loader.setWithCredentials(scope.withCredentials);
  23008. loader.load(url, function (text) {
  23009. try {
  23010. onLoad(scope.parse(JSON.parse(text)));
  23011. } catch (e) {
  23012. if (onError) {
  23013. onError(e);
  23014. } else {
  23015. console.error(e);
  23016. }
  23017. scope.manager.itemError(url);
  23018. }
  23019. }, onProgress, onError);
  23020. },
  23021. parse: function parse(json) {
  23022. var textures = this.textures;
  23023. function getTexture(name) {
  23024. if (textures[name] === undefined) {
  23025. console.warn('THREE.MaterialLoader: Undefined texture', name);
  23026. }
  23027. return textures[name];
  23028. }
  23029. var material = new Materials[json.type]();
  23030. if (json.uuid !== undefined) material.uuid = json.uuid;
  23031. if (json.name !== undefined) material.name = json.name;
  23032. if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color);
  23033. if (json.roughness !== undefined) material.roughness = json.roughness;
  23034. if (json.metalness !== undefined) material.metalness = json.metalness;
  23035. if (json.sheen !== undefined) material.sheen = new Color().setHex(json.sheen);
  23036. if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
  23037. if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
  23038. if (json.shininess !== undefined) material.shininess = json.shininess;
  23039. if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat;
  23040. if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness;
  23041. if (json.fog !== undefined) material.fog = json.fog;
  23042. if (json.flatShading !== undefined) material.flatShading = json.flatShading;
  23043. if (json.blending !== undefined) material.blending = json.blending;
  23044. if (json.combine !== undefined) material.combine = json.combine;
  23045. if (json.side !== undefined) material.side = json.side;
  23046. if (json.opacity !== undefined) material.opacity = json.opacity;
  23047. if (json.transparent !== undefined) material.transparent = json.transparent;
  23048. if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;
  23049. if (json.depthTest !== undefined) material.depthTest = json.depthTest;
  23050. if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;
  23051. if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;
  23052. if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
  23053. if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
  23054. if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
  23055. if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
  23056. if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
  23057. if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
  23058. if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
  23059. if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
  23060. if (json.wireframe !== undefined) material.wireframe = json.wireframe;
  23061. if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;
  23062. if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;
  23063. if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;
  23064. if (json.rotation !== undefined) material.rotation = json.rotation;
  23065. if (json.linewidth !== 1) material.linewidth = json.linewidth;
  23066. if (json.dashSize !== undefined) material.dashSize = json.dashSize;
  23067. if (json.gapSize !== undefined) material.gapSize = json.gapSize;
  23068. if (json.scale !== undefined) material.scale = json.scale;
  23069. if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;
  23070. if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;
  23071. if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;
  23072. if (json.skinning !== undefined) material.skinning = json.skinning;
  23073. if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets;
  23074. if (json.morphNormals !== undefined) material.morphNormals = json.morphNormals;
  23075. if (json.dithering !== undefined) material.dithering = json.dithering;
  23076. if (json.vertexTangents !== undefined) material.vertexTangents = json.vertexTangents;
  23077. if (json.visible !== undefined) material.visible = json.visible;
  23078. if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
  23079. if (json.userData !== undefined) material.userData = json.userData;
  23080. if (json.vertexColors !== undefined) {
  23081. if (typeof json.vertexColors === 'number') {
  23082. material.vertexColors = json.vertexColors > 0 ? true : false;
  23083. } else {
  23084. material.vertexColors = json.vertexColors;
  23085. }
  23086. } // Shader Material
  23087. if (json.uniforms !== undefined) {
  23088. for (var name in json.uniforms) {
  23089. var uniform = json.uniforms[name];
  23090. material.uniforms[name] = {};
  23091. switch (uniform.type) {
  23092. case 't':
  23093. material.uniforms[name].value = getTexture(uniform.value);
  23094. break;
  23095. case 'c':
  23096. material.uniforms[name].value = new Color().setHex(uniform.value);
  23097. break;
  23098. case 'v2':
  23099. material.uniforms[name].value = new Vector2().fromArray(uniform.value);
  23100. break;
  23101. case 'v3':
  23102. material.uniforms[name].value = new Vector3().fromArray(uniform.value);
  23103. break;
  23104. case 'v4':
  23105. material.uniforms[name].value = new Vector4().fromArray(uniform.value);
  23106. break;
  23107. case 'm3':
  23108. material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
  23109. break;
  23110. case 'm4':
  23111. material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
  23112. break;
  23113. default:
  23114. material.uniforms[name].value = uniform.value;
  23115. }
  23116. }
  23117. }
  23118. if (json.defines !== undefined) material.defines = json.defines;
  23119. if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
  23120. if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
  23121. if (json.extensions !== undefined) {
  23122. for (var key in json.extensions) {
  23123. material.extensions[key] = json.extensions[key];
  23124. }
  23125. } // Deprecated
  23126. if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading
  23127. // for PointsMaterial
  23128. if (json.size !== undefined) material.size = json.size;
  23129. if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps
  23130. if (json.map !== undefined) material.map = getTexture(json.map);
  23131. if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
  23132. if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
  23133. if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);
  23134. if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;
  23135. if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);
  23136. if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;
  23137. if (json.normalScale !== undefined) {
  23138. var normalScale = json.normalScale;
  23139. if (Array.isArray(normalScale) === false) {
  23140. // Blender exporter used to export a scalar. See #7459
  23141. normalScale = [normalScale, normalScale];
  23142. }
  23143. material.normalScale = new Vector2().fromArray(normalScale);
  23144. }
  23145. if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);
  23146. if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;
  23147. if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;
  23148. if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);
  23149. if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);
  23150. if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);
  23151. if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;
  23152. if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);
  23153. if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
  23154. if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
  23155. if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
  23156. if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
  23157. if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);
  23158. if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;
  23159. if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);
  23160. if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;
  23161. if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);
  23162. if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
  23163. if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
  23164. if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
  23165. if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
  23166. if (json.transmission !== undefined) material.transmission = json.transmission;
  23167. if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
  23168. return material;
  23169. },
  23170. setTextures: function setTextures(value) {
  23171. this.textures = value;
  23172. return this;
  23173. }
  23174. });
  23175. var LoaderUtils = {
  23176. decodeText: function decodeText(array) {
  23177. if (typeof TextDecoder !== 'undefined') {
  23178. return new TextDecoder().decode(array);
  23179. } // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23180. // throws a "maximum call stack size exceeded" error for large arrays.
  23181. var s = '';
  23182. for (var i = 0, il = array.length; i < il; i++) {
  23183. // Implicitly assumes little-endian.
  23184. s += String.fromCharCode(array[i]);
  23185. }
  23186. try {
  23187. // merges multi-byte utf-8 characters.
  23188. return decodeURIComponent(escape(s));
  23189. } catch (e) {
  23190. // see #16358
  23191. return s;
  23192. }
  23193. },
  23194. extractUrlBase: function extractUrlBase(url) {
  23195. var index = url.lastIndexOf('/');
  23196. if (index === -1) return './';
  23197. return url.substr(0, index + 1);
  23198. }
  23199. };
  23200. function InstancedBufferGeometry() {
  23201. BufferGeometry.call(this);
  23202. this.type = 'InstancedBufferGeometry';
  23203. this.instanceCount = Infinity;
  23204. }
  23205. InstancedBufferGeometry.prototype = Object.assign(Object.create(BufferGeometry.prototype), {
  23206. constructor: InstancedBufferGeometry,
  23207. isInstancedBufferGeometry: true,
  23208. copy: function copy(source) {
  23209. BufferGeometry.prototype.copy.call(this, source);
  23210. this.instanceCount = source.instanceCount;
  23211. return this;
  23212. },
  23213. clone: function clone() {
  23214. return new this.constructor().copy(this);
  23215. },
  23216. toJSON: function toJSON() {
  23217. var data = BufferGeometry.prototype.toJSON.call(this);
  23218. data.instanceCount = this.instanceCount;
  23219. data.isInstancedBufferGeometry = true;
  23220. return data;
  23221. }
  23222. });
  23223. function InstancedBufferAttribute(array, itemSize, normalized, meshPerAttribute) {
  23224. if (typeof normalized === 'number') {
  23225. meshPerAttribute = normalized;
  23226. normalized = false;
  23227. console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
  23228. }
  23229. BufferAttribute.call(this, array, itemSize, normalized);
  23230. this.meshPerAttribute = meshPerAttribute || 1;
  23231. }
  23232. InstancedBufferAttribute.prototype = Object.assign(Object.create(BufferAttribute.prototype), {
  23233. constructor: InstancedBufferAttribute,
  23234. isInstancedBufferAttribute: true,
  23235. copy: function copy(source) {
  23236. BufferAttribute.prototype.copy.call(this, source);
  23237. this.meshPerAttribute = source.meshPerAttribute;
  23238. return this;
  23239. },
  23240. toJSON: function toJSON() {
  23241. var data = BufferAttribute.prototype.toJSON.call(this);
  23242. data.meshPerAttribute = this.meshPerAttribute;
  23243. data.isInstancedBufferAttribute = true;
  23244. return data;
  23245. }
  23246. });
  23247. function BufferGeometryLoader(manager) {
  23248. Loader.call(this, manager);
  23249. }
  23250. BufferGeometryLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  23251. constructor: BufferGeometryLoader,
  23252. load: function load(url, onLoad, onProgress, onError) {
  23253. var scope = this;
  23254. var loader = new FileLoader(scope.manager);
  23255. loader.setPath(scope.path);
  23256. loader.setRequestHeader(scope.requestHeader);
  23257. loader.setWithCredentials(scope.withCredentials);
  23258. loader.load(url, function (text) {
  23259. try {
  23260. onLoad(scope.parse(JSON.parse(text)));
  23261. } catch (e) {
  23262. if (onError) {
  23263. onError(e);
  23264. } else {
  23265. console.error(e);
  23266. }
  23267. scope.manager.itemError(url);
  23268. }
  23269. }, onProgress, onError);
  23270. },
  23271. parse: function parse(json) {
  23272. var interleavedBufferMap = {};
  23273. var arrayBufferMap = {};
  23274. function getInterleavedBuffer(json, uuid) {
  23275. if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
  23276. var interleavedBuffers = json.interleavedBuffers;
  23277. var interleavedBuffer = interleavedBuffers[uuid];
  23278. var buffer = getArrayBuffer(json, interleavedBuffer.buffer);
  23279. var array = getTypedArray(interleavedBuffer.type, buffer);
  23280. var ib = new InterleavedBuffer(array, interleavedBuffer.stride);
  23281. ib.uuid = interleavedBuffer.uuid;
  23282. interleavedBufferMap[uuid] = ib;
  23283. return ib;
  23284. }
  23285. function getArrayBuffer(json, uuid) {
  23286. if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
  23287. var arrayBuffers = json.arrayBuffers;
  23288. var arrayBuffer = arrayBuffers[uuid];
  23289. var ab = new Uint32Array(arrayBuffer).buffer;
  23290. arrayBufferMap[uuid] = ab;
  23291. return ab;
  23292. }
  23293. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23294. var index = json.data.index;
  23295. if (index !== undefined) {
  23296. var typedArray = getTypedArray(index.type, index.array);
  23297. geometry.setIndex(new BufferAttribute(typedArray, 1));
  23298. }
  23299. var attributes = json.data.attributes;
  23300. for (var key in attributes) {
  23301. var attribute = attributes[key];
  23302. var bufferAttribute = void 0;
  23303. if (attribute.isInterleavedBufferAttribute) {
  23304. var interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  23305. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  23306. } else {
  23307. var _typedArray = getTypedArray(attribute.type, attribute.array);
  23308. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23309. bufferAttribute = new bufferAttributeConstr(_typedArray, attribute.itemSize, attribute.normalized);
  23310. }
  23311. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  23312. geometry.setAttribute(key, bufferAttribute);
  23313. }
  23314. var morphAttributes = json.data.morphAttributes;
  23315. if (morphAttributes) {
  23316. for (var _key in morphAttributes) {
  23317. var attributeArray = morphAttributes[_key];
  23318. var array = [];
  23319. for (var i = 0, il = attributeArray.length; i < il; i++) {
  23320. var _attribute = attributeArray[i];
  23321. var _bufferAttribute = void 0;
  23322. if (_attribute.isInterleavedBufferAttribute) {
  23323. var _interleavedBuffer = getInterleavedBuffer(json.data, _attribute.data);
  23324. _bufferAttribute = new InterleavedBufferAttribute(_interleavedBuffer, _attribute.itemSize, _attribute.offset, _attribute.normalized);
  23325. } else {
  23326. var _typedArray2 = getTypedArray(_attribute.type, _attribute.array);
  23327. _bufferAttribute = new BufferAttribute(_typedArray2, _attribute.itemSize, _attribute.normalized);
  23328. }
  23329. if (_attribute.name !== undefined) _bufferAttribute.name = _attribute.name;
  23330. array.push(_bufferAttribute);
  23331. }
  23332. geometry.morphAttributes[_key] = array;
  23333. }
  23334. }
  23335. var morphTargetsRelative = json.data.morphTargetsRelative;
  23336. if (morphTargetsRelative) {
  23337. geometry.morphTargetsRelative = true;
  23338. }
  23339. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23340. if (groups !== undefined) {
  23341. for (var _i = 0, n = groups.length; _i !== n; ++_i) {
  23342. var group = groups[_i];
  23343. geometry.addGroup(group.start, group.count, group.materialIndex);
  23344. }
  23345. }
  23346. var boundingSphere = json.data.boundingSphere;
  23347. if (boundingSphere !== undefined) {
  23348. var center = new Vector3();
  23349. if (boundingSphere.center !== undefined) {
  23350. center.fromArray(boundingSphere.center);
  23351. }
  23352. geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
  23353. }
  23354. if (json.name) geometry.name = json.name;
  23355. if (json.userData) geometry.userData = json.userData;
  23356. return geometry;
  23357. }
  23358. });
  23359. var ObjectLoader = /*#__PURE__*/function (_Loader) {
  23360. _inheritsLoose(ObjectLoader, _Loader);
  23361. function ObjectLoader(manager) {
  23362. return _Loader.call(this, manager) || this;
  23363. }
  23364. var _proto = ObjectLoader.prototype;
  23365. _proto.load = function load(url, onLoad, onProgress, onError) {
  23366. var scope = this;
  23367. var path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
  23368. this.resourcePath = this.resourcePath || path;
  23369. var loader = new FileLoader(this.manager);
  23370. loader.setPath(this.path);
  23371. loader.setRequestHeader(this.requestHeader);
  23372. loader.setWithCredentials(this.withCredentials);
  23373. loader.load(url, function (text) {
  23374. var json = null;
  23375. try {
  23376. json = JSON.parse(text);
  23377. } catch (error) {
  23378. if (onError !== undefined) onError(error);
  23379. console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
  23380. return;
  23381. }
  23382. var metadata = json.metadata;
  23383. if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
  23384. console.error('THREE.ObjectLoader: Can\'t load ' + url);
  23385. return;
  23386. }
  23387. scope.parse(json, onLoad);
  23388. }, onProgress, onError);
  23389. };
  23390. _proto.parse = function parse(json, onLoad) {
  23391. var animations = this.parseAnimations(json.animations);
  23392. var shapes = this.parseShapes(json.shapes);
  23393. var geometries = this.parseGeometries(json.geometries, shapes);
  23394. var images = this.parseImages(json.images, function () {
  23395. if (onLoad !== undefined) onLoad(object);
  23396. });
  23397. var textures = this.parseTextures(json.textures, images);
  23398. var materials = this.parseMaterials(json.materials, textures);
  23399. var object = this.parseObject(json.object, geometries, materials, animations);
  23400. var skeletons = this.parseSkeletons(json.skeletons, object);
  23401. this.bindSkeletons(object, skeletons); //
  23402. if (onLoad !== undefined) {
  23403. var hasImages = false;
  23404. for (var uuid in images) {
  23405. if (images[uuid] instanceof HTMLImageElement) {
  23406. hasImages = true;
  23407. break;
  23408. }
  23409. }
  23410. if (hasImages === false) onLoad(object);
  23411. }
  23412. return object;
  23413. };
  23414. _proto.parseShapes = function parseShapes(json) {
  23415. var shapes = {};
  23416. if (json !== undefined) {
  23417. for (var i = 0, l = json.length; i < l; i++) {
  23418. var shape = new Shape().fromJSON(json[i]);
  23419. shapes[shape.uuid] = shape;
  23420. }
  23421. }
  23422. return shapes;
  23423. };
  23424. _proto.parseSkeletons = function parseSkeletons(json, object) {
  23425. var skeletons = {};
  23426. var bones = {}; // generate bone lookup table
  23427. object.traverse(function (child) {
  23428. if (child.isBone) bones[child.uuid] = child;
  23429. }); // create skeletons
  23430. if (json !== undefined) {
  23431. for (var i = 0, l = json.length; i < l; i++) {
  23432. var skeleton = new Skeleton().fromJSON(json[i], bones);
  23433. skeletons[skeleton.uuid] = skeleton;
  23434. }
  23435. }
  23436. return skeletons;
  23437. };
  23438. _proto.parseGeometries = function parseGeometries(json, shapes) {
  23439. var geometries = {};
  23440. var geometryShapes;
  23441. if (json !== undefined) {
  23442. var bufferGeometryLoader = new BufferGeometryLoader();
  23443. for (var i = 0, l = json.length; i < l; i++) {
  23444. var geometry = void 0;
  23445. var data = json[i];
  23446. switch (data.type) {
  23447. case 'PlaneGeometry':
  23448. case 'PlaneBufferGeometry':
  23449. geometry = new Geometries[data.type](data.width, data.height, data.widthSegments, data.heightSegments);
  23450. break;
  23451. case 'BoxGeometry':
  23452. case 'BoxBufferGeometry':
  23453. geometry = new Geometries[data.type](data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
  23454. break;
  23455. case 'CircleGeometry':
  23456. case 'CircleBufferGeometry':
  23457. geometry = new Geometries[data.type](data.radius, data.segments, data.thetaStart, data.thetaLength);
  23458. break;
  23459. case 'CylinderGeometry':
  23460. case 'CylinderBufferGeometry':
  23461. geometry = new Geometries[data.type](data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  23462. break;
  23463. case 'ConeGeometry':
  23464. case 'ConeBufferGeometry':
  23465. geometry = new Geometries[data.type](data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  23466. break;
  23467. case 'SphereGeometry':
  23468. case 'SphereBufferGeometry':
  23469. geometry = new Geometries[data.type](data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
  23470. break;
  23471. case 'DodecahedronGeometry':
  23472. case 'DodecahedronBufferGeometry':
  23473. case 'IcosahedronGeometry':
  23474. case 'IcosahedronBufferGeometry':
  23475. case 'OctahedronGeometry':
  23476. case 'OctahedronBufferGeometry':
  23477. case 'TetrahedronGeometry':
  23478. case 'TetrahedronBufferGeometry':
  23479. geometry = new Geometries[data.type](data.radius, data.detail);
  23480. break;
  23481. case 'RingGeometry':
  23482. case 'RingBufferGeometry':
  23483. geometry = new Geometries[data.type](data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
  23484. break;
  23485. case 'TorusGeometry':
  23486. case 'TorusBufferGeometry':
  23487. geometry = new Geometries[data.type](data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
  23488. break;
  23489. case 'TorusKnotGeometry':
  23490. case 'TorusKnotBufferGeometry':
  23491. geometry = new Geometries[data.type](data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
  23492. break;
  23493. case 'TubeGeometry':
  23494. case 'TubeBufferGeometry':
  23495. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23496. // User defined curves or instances of CurvePath will not be deserialized.
  23497. geometry = new Geometries[data.type](new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
  23498. break;
  23499. case 'LatheGeometry':
  23500. case 'LatheBufferGeometry':
  23501. geometry = new Geometries[data.type](data.points, data.segments, data.phiStart, data.phiLength);
  23502. break;
  23503. case 'PolyhedronGeometry':
  23504. case 'PolyhedronBufferGeometry':
  23505. geometry = new Geometries[data.type](data.vertices, data.indices, data.radius, data.details);
  23506. break;
  23507. case 'ShapeGeometry':
  23508. case 'ShapeBufferGeometry':
  23509. geometryShapes = [];
  23510. for (var j = 0, jl = data.shapes.length; j < jl; j++) {
  23511. var shape = shapes[data.shapes[j]];
  23512. geometryShapes.push(shape);
  23513. }
  23514. geometry = new Geometries[data.type](geometryShapes, data.curveSegments);
  23515. break;
  23516. case 'ExtrudeGeometry':
  23517. case 'ExtrudeBufferGeometry':
  23518. geometryShapes = [];
  23519. for (var _j = 0, _jl = data.shapes.length; _j < _jl; _j++) {
  23520. var _shape = shapes[data.shapes[_j]];
  23521. geometryShapes.push(_shape);
  23522. }
  23523. var extrudePath = data.options.extrudePath;
  23524. if (extrudePath !== undefined) {
  23525. data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
  23526. }
  23527. geometry = new Geometries[data.type](geometryShapes, data.options);
  23528. break;
  23529. case 'BufferGeometry':
  23530. case 'InstancedBufferGeometry':
  23531. geometry = bufferGeometryLoader.parse(data);
  23532. break;
  23533. case 'Geometry':
  23534. console.error('THREE.ObjectLoader: Loading "Geometry" is not supported anymore.');
  23535. break;
  23536. default:
  23537. console.warn('THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"');
  23538. continue;
  23539. }
  23540. geometry.uuid = data.uuid;
  23541. if (data.name !== undefined) geometry.name = data.name;
  23542. if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;
  23543. geometries[data.uuid] = geometry;
  23544. }
  23545. }
  23546. return geometries;
  23547. };
  23548. _proto.parseMaterials = function parseMaterials(json, textures) {
  23549. var cache = {}; // MultiMaterial
  23550. var materials = {};
  23551. if (json !== undefined) {
  23552. var loader = new MaterialLoader();
  23553. loader.setTextures(textures);
  23554. for (var i = 0, l = json.length; i < l; i++) {
  23555. var data = json[i];
  23556. if (data.type === 'MultiMaterial') {
  23557. // Deprecated
  23558. var array = [];
  23559. for (var j = 0; j < data.materials.length; j++) {
  23560. var material = data.materials[j];
  23561. if (cache[material.uuid] === undefined) {
  23562. cache[material.uuid] = loader.parse(material);
  23563. }
  23564. array.push(cache[material.uuid]);
  23565. }
  23566. materials[data.uuid] = array;
  23567. } else {
  23568. if (cache[data.uuid] === undefined) {
  23569. cache[data.uuid] = loader.parse(data);
  23570. }
  23571. materials[data.uuid] = cache[data.uuid];
  23572. }
  23573. }
  23574. }
  23575. return materials;
  23576. };
  23577. _proto.parseAnimations = function parseAnimations(json) {
  23578. var animations = {};
  23579. if (json !== undefined) {
  23580. for (var i = 0; i < json.length; i++) {
  23581. var data = json[i];
  23582. var clip = AnimationClip.parse(data);
  23583. animations[clip.uuid] = clip;
  23584. }
  23585. }
  23586. return animations;
  23587. };
  23588. _proto.parseImages = function parseImages(json, onLoad) {
  23589. var scope = this;
  23590. var images = {};
  23591. var loader;
  23592. function loadImage(url) {
  23593. scope.manager.itemStart(url);
  23594. return loader.load(url, function () {
  23595. scope.manager.itemEnd(url);
  23596. }, undefined, function () {
  23597. scope.manager.itemError(url);
  23598. scope.manager.itemEnd(url);
  23599. });
  23600. }
  23601. function deserializeImage(image) {
  23602. if (typeof image === 'string') {
  23603. var url = image;
  23604. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
  23605. return loadImage(path);
  23606. } else {
  23607. if (image.data) {
  23608. return {
  23609. data: getTypedArray(image.type, image.data),
  23610. width: image.width,
  23611. height: image.height
  23612. };
  23613. } else {
  23614. return null;
  23615. }
  23616. }
  23617. }
  23618. if (json !== undefined && json.length > 0) {
  23619. var manager = new LoadingManager(onLoad);
  23620. loader = new ImageLoader(manager);
  23621. loader.setCrossOrigin(this.crossOrigin);
  23622. for (var i = 0, il = json.length; i < il; i++) {
  23623. var image = json[i];
  23624. var url = image.url;
  23625. if (Array.isArray(url)) {
  23626. // load array of images e.g CubeTexture
  23627. images[image.uuid] = [];
  23628. for (var j = 0, jl = url.length; j < jl; j++) {
  23629. var currentUrl = url[j];
  23630. var deserializedImage = deserializeImage(currentUrl);
  23631. if (deserializedImage !== null) {
  23632. if (deserializedImage instanceof HTMLImageElement) {
  23633. images[image.uuid].push(deserializedImage);
  23634. } else {
  23635. // special case: handle array of data textures for cube textures
  23636. images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
  23637. }
  23638. }
  23639. }
  23640. } else {
  23641. // load single image
  23642. var _deserializedImage = deserializeImage(image.url);
  23643. if (_deserializedImage !== null) {
  23644. images[image.uuid] = _deserializedImage;
  23645. }
  23646. }
  23647. }
  23648. }
  23649. return images;
  23650. };
  23651. _proto.parseTextures = function parseTextures(json, images) {
  23652. function parseConstant(value, type) {
  23653. if (typeof value === 'number') return value;
  23654. console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
  23655. return type[value];
  23656. }
  23657. var textures = {};
  23658. if (json !== undefined) {
  23659. for (var i = 0, l = json.length; i < l; i++) {
  23660. var data = json[i];
  23661. if (data.image === undefined) {
  23662. console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
  23663. }
  23664. if (images[data.image] === undefined) {
  23665. console.warn('THREE.ObjectLoader: Undefined image', data.image);
  23666. }
  23667. var texture = void 0;
  23668. var image = images[data.image];
  23669. if (Array.isArray(image)) {
  23670. texture = new CubeTexture(image);
  23671. if (image.length === 6) texture.needsUpdate = true;
  23672. } else {
  23673. if (image && image.data) {
  23674. texture = new DataTexture(image.data, image.width, image.height);
  23675. } else {
  23676. texture = new Texture(image);
  23677. }
  23678. if (image) texture.needsUpdate = true; // textures can have undefined image data
  23679. }
  23680. texture.uuid = data.uuid;
  23681. if (data.name !== undefined) texture.name = data.name;
  23682. if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
  23683. if (data.offset !== undefined) texture.offset.fromArray(data.offset);
  23684. if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);
  23685. if (data.center !== undefined) texture.center.fromArray(data.center);
  23686. if (data.rotation !== undefined) texture.rotation = data.rotation;
  23687. if (data.wrap !== undefined) {
  23688. texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
  23689. texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
  23690. }
  23691. if (data.format !== undefined) texture.format = data.format;
  23692. if (data.type !== undefined) texture.type = data.type;
  23693. if (data.encoding !== undefined) texture.encoding = data.encoding;
  23694. if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
  23695. if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
  23696. if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;
  23697. if (data.flipY !== undefined) texture.flipY = data.flipY;
  23698. if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
  23699. if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
  23700. textures[data.uuid] = texture;
  23701. }
  23702. }
  23703. return textures;
  23704. };
  23705. _proto.parseObject = function parseObject(data, geometries, materials, animations) {
  23706. var object;
  23707. function getGeometry(name) {
  23708. if (geometries[name] === undefined) {
  23709. console.warn('THREE.ObjectLoader: Undefined geometry', name);
  23710. }
  23711. return geometries[name];
  23712. }
  23713. function getMaterial(name) {
  23714. if (name === undefined) return undefined;
  23715. if (Array.isArray(name)) {
  23716. var array = [];
  23717. for (var i = 0, l = name.length; i < l; i++) {
  23718. var uuid = name[i];
  23719. if (materials[uuid] === undefined) {
  23720. console.warn('THREE.ObjectLoader: Undefined material', uuid);
  23721. }
  23722. array.push(materials[uuid]);
  23723. }
  23724. return array;
  23725. }
  23726. if (materials[name] === undefined) {
  23727. console.warn('THREE.ObjectLoader: Undefined material', name);
  23728. }
  23729. return materials[name];
  23730. }
  23731. var geometry, material;
  23732. switch (data.type) {
  23733. case 'Scene':
  23734. object = new Scene();
  23735. if (data.background !== undefined) {
  23736. if (Number.isInteger(data.background)) {
  23737. object.background = new Color(data.background);
  23738. }
  23739. }
  23740. if (data.fog !== undefined) {
  23741. if (data.fog.type === 'Fog') {
  23742. object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
  23743. } else if (data.fog.type === 'FogExp2') {
  23744. object.fog = new FogExp2(data.fog.color, data.fog.density);
  23745. }
  23746. }
  23747. break;
  23748. case 'PerspectiveCamera':
  23749. object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
  23750. if (data.focus !== undefined) object.focus = data.focus;
  23751. if (data.zoom !== undefined) object.zoom = data.zoom;
  23752. if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;
  23753. if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;
  23754. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  23755. break;
  23756. case 'OrthographicCamera':
  23757. object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
  23758. if (data.zoom !== undefined) object.zoom = data.zoom;
  23759. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  23760. break;
  23761. case 'AmbientLight':
  23762. object = new AmbientLight(data.color, data.intensity);
  23763. break;
  23764. case 'DirectionalLight':
  23765. object = new DirectionalLight(data.color, data.intensity);
  23766. break;
  23767. case 'PointLight':
  23768. object = new PointLight(data.color, data.intensity, data.distance, data.decay);
  23769. break;
  23770. case 'RectAreaLight':
  23771. object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
  23772. break;
  23773. case 'SpotLight':
  23774. object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
  23775. break;
  23776. case 'HemisphereLight':
  23777. object = new HemisphereLight(data.color, data.groundColor, data.intensity);
  23778. break;
  23779. case 'LightProbe':
  23780. object = new LightProbe().fromJSON(data);
  23781. break;
  23782. case 'SkinnedMesh':
  23783. geometry = getGeometry(data.geometry);
  23784. material = getMaterial(data.material);
  23785. object = new SkinnedMesh(geometry, material);
  23786. if (data.bindMode !== undefined) object.bindMode = data.bindMode;
  23787. if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
  23788. if (data.skeleton !== undefined) object.skeleton = data.skeleton;
  23789. break;
  23790. case 'Mesh':
  23791. geometry = getGeometry(data.geometry);
  23792. material = getMaterial(data.material);
  23793. object = new Mesh(geometry, material);
  23794. break;
  23795. case 'InstancedMesh':
  23796. geometry = getGeometry(data.geometry);
  23797. material = getMaterial(data.material);
  23798. var count = data.count;
  23799. var instanceMatrix = data.instanceMatrix;
  23800. object = new InstancedMesh(geometry, material, count);
  23801. object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16);
  23802. break;
  23803. case 'LOD':
  23804. object = new LOD();
  23805. break;
  23806. case 'Line':
  23807. object = new Line(getGeometry(data.geometry), getMaterial(data.material));
  23808. break;
  23809. case 'LineLoop':
  23810. object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
  23811. break;
  23812. case 'LineSegments':
  23813. object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
  23814. break;
  23815. case 'PointCloud':
  23816. case 'Points':
  23817. object = new Points(getGeometry(data.geometry), getMaterial(data.material));
  23818. break;
  23819. case 'Sprite':
  23820. object = new Sprite(getMaterial(data.material));
  23821. break;
  23822. case 'Group':
  23823. object = new Group();
  23824. break;
  23825. case 'Bone':
  23826. object = new Bone();
  23827. break;
  23828. default:
  23829. object = new Object3D();
  23830. }
  23831. object.uuid = data.uuid;
  23832. if (data.name !== undefined) object.name = data.name;
  23833. if (data.matrix !== undefined) {
  23834. object.matrix.fromArray(data.matrix);
  23835. if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23836. if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);
  23837. } else {
  23838. if (data.position !== undefined) object.position.fromArray(data.position);
  23839. if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);
  23840. if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);
  23841. if (data.scale !== undefined) object.scale.fromArray(data.scale);
  23842. }
  23843. if (data.castShadow !== undefined) object.castShadow = data.castShadow;
  23844. if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;
  23845. if (data.shadow) {
  23846. if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
  23847. if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
  23848. if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;
  23849. if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);
  23850. if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);
  23851. }
  23852. if (data.visible !== undefined) object.visible = data.visible;
  23853. if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;
  23854. if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;
  23855. if (data.userData !== undefined) object.userData = data.userData;
  23856. if (data.layers !== undefined) object.layers.mask = data.layers;
  23857. if (data.children !== undefined) {
  23858. var children = data.children;
  23859. for (var i = 0; i < children.length; i++) {
  23860. object.add(this.parseObject(children[i], geometries, materials, animations));
  23861. }
  23862. }
  23863. if (data.animations !== undefined) {
  23864. var objectAnimations = data.animations;
  23865. for (var _i = 0; _i < objectAnimations.length; _i++) {
  23866. var uuid = objectAnimations[_i];
  23867. object.animations.push(animations[uuid]);
  23868. }
  23869. }
  23870. if (data.type === 'LOD') {
  23871. if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
  23872. var levels = data.levels;
  23873. for (var l = 0; l < levels.length; l++) {
  23874. var level = levels[l];
  23875. var child = object.getObjectByProperty('uuid', level.object);
  23876. if (child !== undefined) {
  23877. object.addLevel(child, level.distance);
  23878. }
  23879. }
  23880. }
  23881. return object;
  23882. };
  23883. _proto.bindSkeletons = function bindSkeletons(object, skeletons) {
  23884. if (Object.keys(skeletons).length === 0) return;
  23885. object.traverse(function (child) {
  23886. if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
  23887. var skeleton = skeletons[child.skeleton];
  23888. if (skeleton === undefined) {
  23889. console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
  23890. } else {
  23891. child.bind(skeleton, child.bindMatrix);
  23892. }
  23893. }
  23894. });
  23895. }
  23896. /* DEPRECATED */
  23897. ;
  23898. _proto.setTexturePath = function setTexturePath(value) {
  23899. console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
  23900. return this.setResourcePath(value);
  23901. };
  23902. return ObjectLoader;
  23903. }(Loader);
  23904. var TEXTURE_MAPPING = {
  23905. UVMapping: UVMapping,
  23906. CubeReflectionMapping: CubeReflectionMapping,
  23907. CubeRefractionMapping: CubeRefractionMapping,
  23908. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23909. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23910. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23911. CubeUVRefractionMapping: CubeUVRefractionMapping
  23912. };
  23913. var TEXTURE_WRAPPING = {
  23914. RepeatWrapping: RepeatWrapping,
  23915. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23916. MirroredRepeatWrapping: MirroredRepeatWrapping
  23917. };
  23918. var TEXTURE_FILTER = {
  23919. NearestFilter: NearestFilter,
  23920. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23921. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23922. LinearFilter: LinearFilter,
  23923. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23924. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23925. };
  23926. function ImageBitmapLoader(manager) {
  23927. if (typeof createImageBitmap === 'undefined') {
  23928. console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
  23929. }
  23930. if (typeof fetch === 'undefined') {
  23931. console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
  23932. }
  23933. Loader.call(this, manager);
  23934. this.options = {
  23935. premultiplyAlpha: 'none'
  23936. };
  23937. }
  23938. ImageBitmapLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  23939. constructor: ImageBitmapLoader,
  23940. isImageBitmapLoader: true,
  23941. setOptions: function setOptions(options) {
  23942. this.options = options;
  23943. return this;
  23944. },
  23945. load: function load(url, onLoad, onProgress, onError) {
  23946. if (url === undefined) url = '';
  23947. if (this.path !== undefined) url = this.path + url;
  23948. url = this.manager.resolveURL(url);
  23949. var scope = this;
  23950. var cached = Cache.get(url);
  23951. if (cached !== undefined) {
  23952. scope.manager.itemStart(url);
  23953. setTimeout(function () {
  23954. if (onLoad) onLoad(cached);
  23955. scope.manager.itemEnd(url);
  23956. }, 0);
  23957. return cached;
  23958. }
  23959. var fetchOptions = {};
  23960. fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
  23961. fetch(url, fetchOptions).then(function (res) {
  23962. return res.blob();
  23963. }).then(function (blob) {
  23964. return createImageBitmap(blob, scope.options);
  23965. }).then(function (imageBitmap) {
  23966. Cache.add(url, imageBitmap);
  23967. if (onLoad) onLoad(imageBitmap);
  23968. scope.manager.itemEnd(url);
  23969. }).catch(function (e) {
  23970. if (onError) onError(e);
  23971. scope.manager.itemError(url);
  23972. scope.manager.itemEnd(url);
  23973. });
  23974. scope.manager.itemStart(url);
  23975. }
  23976. });
  23977. function ShapePath() {
  23978. this.type = 'ShapePath';
  23979. this.color = new Color();
  23980. this.subPaths = [];
  23981. this.currentPath = null;
  23982. }
  23983. Object.assign(ShapePath.prototype, {
  23984. moveTo: function moveTo(x, y) {
  23985. this.currentPath = new Path();
  23986. this.subPaths.push(this.currentPath);
  23987. this.currentPath.moveTo(x, y);
  23988. return this;
  23989. },
  23990. lineTo: function lineTo(x, y) {
  23991. this.currentPath.lineTo(x, y);
  23992. return this;
  23993. },
  23994. quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {
  23995. this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
  23996. return this;
  23997. },
  23998. bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  23999. this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
  24000. return this;
  24001. },
  24002. splineThru: function splineThru(pts) {
  24003. this.currentPath.splineThru(pts);
  24004. return this;
  24005. },
  24006. toShapes: function toShapes(isCCW, noHoles) {
  24007. function toShapesNoHoles(inSubpaths) {
  24008. var shapes = [];
  24009. for (var i = 0, l = inSubpaths.length; i < l; i++) {
  24010. var _tmpPath = inSubpaths[i];
  24011. var _tmpShape = new Shape();
  24012. _tmpShape.curves = _tmpPath.curves;
  24013. shapes.push(_tmpShape);
  24014. }
  24015. return shapes;
  24016. }
  24017. function isPointInsidePolygon(inPt, inPolygon) {
  24018. var polyLen = inPolygon.length; // inPt on polygon contour => immediate success or
  24019. // toggling of inside/outside at every single! intersection point of an edge
  24020. // with the horizontal line through inPt, left of inPt
  24021. // not counting lowerY endpoints of edges and whole edges on that line
  24022. var inside = false;
  24023. for (var p = polyLen - 1, q = 0; q < polyLen; p = q++) {
  24024. var edgeLowPt = inPolygon[p];
  24025. var edgeHighPt = inPolygon[q];
  24026. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24027. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24028. if (Math.abs(edgeDy) > Number.EPSILON) {
  24029. // not parallel
  24030. if (edgeDy < 0) {
  24031. edgeLowPt = inPolygon[q];
  24032. edgeDx = -edgeDx;
  24033. edgeHighPt = inPolygon[p];
  24034. edgeDy = -edgeDy;
  24035. }
  24036. if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
  24037. if (inPt.y === edgeLowPt.y) {
  24038. if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?
  24039. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24040. } else {
  24041. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  24042. if (perpEdge === 0) return true; // inPt is on contour ?
  24043. if (perpEdge < 0) continue;
  24044. inside = !inside; // true intersection left of inPt
  24045. }
  24046. } else {
  24047. // parallel or collinear
  24048. if (inPt.y !== edgeLowPt.y) continue; // parallel
  24049. // edge lies on the same horizontal line as inPt
  24050. if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !
  24051. // continue;
  24052. }
  24053. }
  24054. return inside;
  24055. }
  24056. var isClockWise = ShapeUtils.isClockWise;
  24057. var subPaths = this.subPaths;
  24058. if (subPaths.length === 0) return [];
  24059. if (noHoles === true) return toShapesNoHoles(subPaths);
  24060. var solid, tmpPath, tmpShape;
  24061. var shapes = [];
  24062. if (subPaths.length === 1) {
  24063. tmpPath = subPaths[0];
  24064. tmpShape = new Shape();
  24065. tmpShape.curves = tmpPath.curves;
  24066. shapes.push(tmpShape);
  24067. return shapes;
  24068. }
  24069. var holesFirst = !isClockWise(subPaths[0].getPoints());
  24070. holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);
  24071. var betterShapeHoles = [];
  24072. var newShapes = [];
  24073. var newShapeHoles = [];
  24074. var mainIdx = 0;
  24075. var tmpPoints;
  24076. newShapes[mainIdx] = undefined;
  24077. newShapeHoles[mainIdx] = [];
  24078. for (var i = 0, l = subPaths.length; i < l; i++) {
  24079. tmpPath = subPaths[i];
  24080. tmpPoints = tmpPath.getPoints();
  24081. solid = isClockWise(tmpPoints);
  24082. solid = isCCW ? !solid : solid;
  24083. if (solid) {
  24084. if (!holesFirst && newShapes[mainIdx]) mainIdx++;
  24085. newShapes[mainIdx] = {
  24086. s: new Shape(),
  24087. p: tmpPoints
  24088. };
  24089. newShapes[mainIdx].s.curves = tmpPath.curves;
  24090. if (holesFirst) mainIdx++;
  24091. newShapeHoles[mainIdx] = []; //console.log('cw', i);
  24092. } else {
  24093. newShapeHoles[mainIdx].push({
  24094. h: tmpPath,
  24095. p: tmpPoints[0]
  24096. }); //console.log('ccw', i);
  24097. }
  24098. } // only Holes? -> probably all Shapes with wrong orientation
  24099. if (!newShapes[0]) return toShapesNoHoles(subPaths);
  24100. if (newShapes.length > 1) {
  24101. var ambiguous = false;
  24102. var toChange = [];
  24103. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  24104. betterShapeHoles[sIdx] = [];
  24105. }
  24106. for (var _sIdx = 0, _sLen = newShapes.length; _sIdx < _sLen; _sIdx++) {
  24107. var sho = newShapeHoles[_sIdx];
  24108. for (var hIdx = 0; hIdx < sho.length; hIdx++) {
  24109. var ho = sho[hIdx];
  24110. var hole_unassigned = true;
  24111. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
  24112. if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
  24113. if (_sIdx !== s2Idx) toChange.push({
  24114. froms: _sIdx,
  24115. tos: s2Idx,
  24116. hole: hIdx
  24117. });
  24118. if (hole_unassigned) {
  24119. hole_unassigned = false;
  24120. betterShapeHoles[s2Idx].push(ho);
  24121. } else {
  24122. ambiguous = true;
  24123. }
  24124. }
  24125. }
  24126. if (hole_unassigned) {
  24127. betterShapeHoles[_sIdx].push(ho);
  24128. }
  24129. }
  24130. } // console.log("ambiguous: ", ambiguous);
  24131. if (toChange.length > 0) {
  24132. // console.log("to change: ", toChange);
  24133. if (!ambiguous) newShapeHoles = betterShapeHoles;
  24134. }
  24135. }
  24136. var tmpHoles;
  24137. for (var _i = 0, il = newShapes.length; _i < il; _i++) {
  24138. tmpShape = newShapes[_i].s;
  24139. shapes.push(tmpShape);
  24140. tmpHoles = newShapeHoles[_i];
  24141. for (var j = 0, jl = tmpHoles.length; j < jl; j++) {
  24142. tmpShape.holes.push(tmpHoles[j].h);
  24143. }
  24144. } //console.log("shape", shapes);
  24145. return shapes;
  24146. }
  24147. });
  24148. var Font = /*#__PURE__*/function () {
  24149. function Font(data) {
  24150. Object.defineProperty(this, 'isFont', {
  24151. value: true
  24152. });
  24153. this.type = 'Font';
  24154. this.data = data;
  24155. }
  24156. var _proto = Font.prototype;
  24157. _proto.generateShapes = function generateShapes(text, size) {
  24158. if (size === void 0) {
  24159. size = 100;
  24160. }
  24161. var shapes = [];
  24162. var paths = createPaths(text, size, this.data);
  24163. for (var p = 0, pl = paths.length; p < pl; p++) {
  24164. Array.prototype.push.apply(shapes, paths[p].toShapes());
  24165. }
  24166. return shapes;
  24167. };
  24168. return Font;
  24169. }();
  24170. function createPaths(text, size, data) {
  24171. var chars = Array.from ? Array.from(text) : String(text).split(''); // workaround for IE11, see #13988
  24172. var scale = size / data.resolution;
  24173. var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
  24174. var paths = [];
  24175. var offsetX = 0,
  24176. offsetY = 0;
  24177. for (var i = 0; i < chars.length; i++) {
  24178. var char = chars[i];
  24179. if (char === '\n') {
  24180. offsetX = 0;
  24181. offsetY -= line_height;
  24182. } else {
  24183. var ret = createPath(char, scale, offsetX, offsetY, data);
  24184. offsetX += ret.offsetX;
  24185. paths.push(ret.path);
  24186. }
  24187. }
  24188. return paths;
  24189. }
  24190. function createPath(char, scale, offsetX, offsetY, data) {
  24191. var glyph = data.glyphs[char] || data.glyphs['?'];
  24192. if (!glyph) {
  24193. console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.');
  24194. return;
  24195. }
  24196. var path = new ShapePath();
  24197. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24198. if (glyph.o) {
  24199. var outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));
  24200. for (var i = 0, l = outline.length; i < l;) {
  24201. var action = outline[i++];
  24202. switch (action) {
  24203. case 'm':
  24204. // moveTo
  24205. x = outline[i++] * scale + offsetX;
  24206. y = outline[i++] * scale + offsetY;
  24207. path.moveTo(x, y);
  24208. break;
  24209. case 'l':
  24210. // lineTo
  24211. x = outline[i++] * scale + offsetX;
  24212. y = outline[i++] * scale + offsetY;
  24213. path.lineTo(x, y);
  24214. break;
  24215. case 'q':
  24216. // quadraticCurveTo
  24217. cpx = outline[i++] * scale + offsetX;
  24218. cpy = outline[i++] * scale + offsetY;
  24219. cpx1 = outline[i++] * scale + offsetX;
  24220. cpy1 = outline[i++] * scale + offsetY;
  24221. path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
  24222. break;
  24223. case 'b':
  24224. // bezierCurveTo
  24225. cpx = outline[i++] * scale + offsetX;
  24226. cpy = outline[i++] * scale + offsetY;
  24227. cpx1 = outline[i++] * scale + offsetX;
  24228. cpy1 = outline[i++] * scale + offsetY;
  24229. cpx2 = outline[i++] * scale + offsetX;
  24230. cpy2 = outline[i++] * scale + offsetY;
  24231. path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);
  24232. break;
  24233. }
  24234. }
  24235. }
  24236. return {
  24237. offsetX: glyph.ha * scale,
  24238. path: path
  24239. };
  24240. }
  24241. function FontLoader(manager) {
  24242. Loader.call(this, manager);
  24243. }
  24244. FontLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  24245. constructor: FontLoader,
  24246. load: function load(url, onLoad, onProgress, onError) {
  24247. var scope = this;
  24248. var loader = new FileLoader(this.manager);
  24249. loader.setPath(this.path);
  24250. loader.setRequestHeader(this.requestHeader);
  24251. loader.setWithCredentials(scope.withCredentials);
  24252. loader.load(url, function (text) {
  24253. var json;
  24254. try {
  24255. json = JSON.parse(text);
  24256. } catch (e) {
  24257. console.warn('THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.');
  24258. json = JSON.parse(text.substring(65, text.length - 2));
  24259. }
  24260. var font = scope.parse(json);
  24261. if (onLoad) onLoad(font);
  24262. }, onProgress, onError);
  24263. },
  24264. parse: function parse(json) {
  24265. return new Font(json);
  24266. }
  24267. });
  24268. var _context;
  24269. var AudioContext = {
  24270. getContext: function getContext() {
  24271. if (_context === undefined) {
  24272. _context = new (window.AudioContext || window.webkitAudioContext)();
  24273. }
  24274. return _context;
  24275. },
  24276. setContext: function setContext(value) {
  24277. _context = value;
  24278. }
  24279. };
  24280. function AudioLoader(manager) {
  24281. Loader.call(this, manager);
  24282. }
  24283. AudioLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  24284. constructor: AudioLoader,
  24285. load: function load(url, onLoad, onProgress, onError) {
  24286. var scope = this;
  24287. var loader = new FileLoader(scope.manager);
  24288. loader.setResponseType('arraybuffer');
  24289. loader.setPath(scope.path);
  24290. loader.setRequestHeader(scope.requestHeader);
  24291. loader.setWithCredentials(scope.withCredentials);
  24292. loader.load(url, function (buffer) {
  24293. try {
  24294. // Create a copy of the buffer. The `decodeAudioData` method
  24295. // detaches the buffer when complete, preventing reuse.
  24296. var bufferCopy = buffer.slice(0);
  24297. var context = AudioContext.getContext();
  24298. context.decodeAudioData(bufferCopy, function (audioBuffer) {
  24299. onLoad(audioBuffer);
  24300. });
  24301. } catch (e) {
  24302. if (onError) {
  24303. onError(e);
  24304. } else {
  24305. console.error(e);
  24306. }
  24307. scope.manager.itemError(url);
  24308. }
  24309. }, onProgress, onError);
  24310. }
  24311. });
  24312. function HemisphereLightProbe(skyColor, groundColor, intensity) {
  24313. LightProbe.call(this, undefined, intensity);
  24314. var color1 = new Color().set(skyColor);
  24315. var color2 = new Color().set(groundColor);
  24316. var sky = new Vector3(color1.r, color1.g, color1.b);
  24317. var ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24318. var c0 = Math.sqrt(Math.PI);
  24319. var c1 = c0 * Math.sqrt(0.75);
  24320. this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
  24321. this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
  24322. }
  24323. HemisphereLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
  24324. constructor: HemisphereLightProbe,
  24325. isHemisphereLightProbe: true,
  24326. copy: function copy(source) {
  24327. // modifying colors not currently supported
  24328. LightProbe.prototype.copy.call(this, source);
  24329. return this;
  24330. },
  24331. toJSON: function toJSON(meta) {
  24332. var data = LightProbe.prototype.toJSON.call(this, meta); // data.sh = this.sh.toArray(); // todo
  24333. return data;
  24334. }
  24335. });
  24336. function AmbientLightProbe(color, intensity) {
  24337. LightProbe.call(this, undefined, intensity);
  24338. var color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24339. this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
  24340. }
  24341. AmbientLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
  24342. constructor: AmbientLightProbe,
  24343. isAmbientLightProbe: true,
  24344. copy: function copy(source) {
  24345. // modifying color not currently supported
  24346. LightProbe.prototype.copy.call(this, source);
  24347. return this;
  24348. },
  24349. toJSON: function toJSON(meta) {
  24350. var data = LightProbe.prototype.toJSON.call(this, meta); // data.sh = this.sh.toArray(); // todo
  24351. return data;
  24352. }
  24353. });
  24354. var _eyeRight = new Matrix4();
  24355. var _eyeLeft = new Matrix4();
  24356. function StereoCamera() {
  24357. this.type = 'StereoCamera';
  24358. this.aspect = 1;
  24359. this.eyeSep = 0.064;
  24360. this.cameraL = new PerspectiveCamera();
  24361. this.cameraL.layers.enable(1);
  24362. this.cameraL.matrixAutoUpdate = false;
  24363. this.cameraR = new PerspectiveCamera();
  24364. this.cameraR.layers.enable(2);
  24365. this.cameraR.matrixAutoUpdate = false;
  24366. this._cache = {
  24367. focus: null,
  24368. fov: null,
  24369. aspect: null,
  24370. near: null,
  24371. far: null,
  24372. zoom: null,
  24373. eyeSep: null
  24374. };
  24375. }
  24376. Object.assign(StereoCamera.prototype, {
  24377. update: function update(camera) {
  24378. var cache = this._cache;
  24379. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24380. if (needsUpdate) {
  24381. cache.focus = camera.focus;
  24382. cache.fov = camera.fov;
  24383. cache.aspect = camera.aspect * this.aspect;
  24384. cache.near = camera.near;
  24385. cache.far = camera.far;
  24386. cache.zoom = camera.zoom;
  24387. cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
  24388. // http://paulbourke.net/stereographics/stereorender/
  24389. var projectionMatrix = camera.projectionMatrix.clone();
  24390. var eyeSepHalf = cache.eyeSep / 2;
  24391. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24392. var ymax = cache.near * Math.tan(MathUtils.DEG2RAD * cache.fov * 0.5) / cache.zoom;
  24393. var xmin, xmax; // translate xOffset
  24394. _eyeLeft.elements[12] = -eyeSepHalf;
  24395. _eyeRight.elements[12] = eyeSepHalf; // for left eye
  24396. xmin = -ymax * cache.aspect + eyeSepOnProjection;
  24397. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24398. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  24399. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  24400. this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye
  24401. xmin = -ymax * cache.aspect - eyeSepOnProjection;
  24402. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24403. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  24404. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  24405. this.cameraR.projectionMatrix.copy(projectionMatrix);
  24406. }
  24407. this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
  24408. this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
  24409. }
  24410. });
  24411. var Clock = /*#__PURE__*/function () {
  24412. function Clock(autoStart) {
  24413. this.autoStart = autoStart !== undefined ? autoStart : true;
  24414. this.startTime = 0;
  24415. this.oldTime = 0;
  24416. this.elapsedTime = 0;
  24417. this.running = false;
  24418. }
  24419. var _proto = Clock.prototype;
  24420. _proto.start = function start() {
  24421. this.startTime = now();
  24422. this.oldTime = this.startTime;
  24423. this.elapsedTime = 0;
  24424. this.running = true;
  24425. };
  24426. _proto.stop = function stop() {
  24427. this.getElapsedTime();
  24428. this.running = false;
  24429. this.autoStart = false;
  24430. };
  24431. _proto.getElapsedTime = function getElapsedTime() {
  24432. this.getDelta();
  24433. return this.elapsedTime;
  24434. };
  24435. _proto.getDelta = function getDelta() {
  24436. var diff = 0;
  24437. if (this.autoStart && !this.running) {
  24438. this.start();
  24439. return 0;
  24440. }
  24441. if (this.running) {
  24442. var newTime = now();
  24443. diff = (newTime - this.oldTime) / 1000;
  24444. this.oldTime = newTime;
  24445. this.elapsedTime += diff;
  24446. }
  24447. return diff;
  24448. };
  24449. return Clock;
  24450. }();
  24451. function now() {
  24452. return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
  24453. }
  24454. var _position$2 = /*@__PURE__*/new Vector3();
  24455. var _quaternion$3 = /*@__PURE__*/new Quaternion();
  24456. var _scale$1 = /*@__PURE__*/new Vector3();
  24457. var _orientation = /*@__PURE__*/new Vector3();
  24458. var AudioListener = /*#__PURE__*/function (_Object3D) {
  24459. _inheritsLoose(AudioListener, _Object3D);
  24460. function AudioListener() {
  24461. var _this;
  24462. _this = _Object3D.call(this) || this;
  24463. _this.type = 'AudioListener';
  24464. _this.context = AudioContext.getContext();
  24465. _this.gain = _this.context.createGain();
  24466. _this.gain.connect(_this.context.destination);
  24467. _this.filter = null;
  24468. _this.timeDelta = 0; // private
  24469. _this._clock = new Clock();
  24470. return _this;
  24471. }
  24472. var _proto = AudioListener.prototype;
  24473. _proto.getInput = function getInput() {
  24474. return this.gain;
  24475. };
  24476. _proto.removeFilter = function removeFilter() {
  24477. if (this.filter !== null) {
  24478. this.gain.disconnect(this.filter);
  24479. this.filter.disconnect(this.context.destination);
  24480. this.gain.connect(this.context.destination);
  24481. this.filter = null;
  24482. }
  24483. return this;
  24484. };
  24485. _proto.getFilter = function getFilter() {
  24486. return this.filter;
  24487. };
  24488. _proto.setFilter = function setFilter(value) {
  24489. if (this.filter !== null) {
  24490. this.gain.disconnect(this.filter);
  24491. this.filter.disconnect(this.context.destination);
  24492. } else {
  24493. this.gain.disconnect(this.context.destination);
  24494. }
  24495. this.filter = value;
  24496. this.gain.connect(this.filter);
  24497. this.filter.connect(this.context.destination);
  24498. return this;
  24499. };
  24500. _proto.getMasterVolume = function getMasterVolume() {
  24501. return this.gain.gain.value;
  24502. };
  24503. _proto.setMasterVolume = function setMasterVolume(value) {
  24504. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  24505. return this;
  24506. };
  24507. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  24508. _Object3D.prototype.updateMatrixWorld.call(this, force);
  24509. var listener = this.context.listener;
  24510. var up = this.up;
  24511. this.timeDelta = this._clock.getDelta();
  24512. this.matrixWorld.decompose(_position$2, _quaternion$3, _scale$1);
  24513. _orientation.set(0, 0, -1).applyQuaternion(_quaternion$3);
  24514. if (listener.positionX) {
  24515. // code path for Chrome (see #14393)
  24516. var endTime = this.context.currentTime + this.timeDelta;
  24517. listener.positionX.linearRampToValueAtTime(_position$2.x, endTime);
  24518. listener.positionY.linearRampToValueAtTime(_position$2.y, endTime);
  24519. listener.positionZ.linearRampToValueAtTime(_position$2.z, endTime);
  24520. listener.forwardX.linearRampToValueAtTime(_orientation.x, endTime);
  24521. listener.forwardY.linearRampToValueAtTime(_orientation.y, endTime);
  24522. listener.forwardZ.linearRampToValueAtTime(_orientation.z, endTime);
  24523. listener.upX.linearRampToValueAtTime(up.x, endTime);
  24524. listener.upY.linearRampToValueAtTime(up.y, endTime);
  24525. listener.upZ.linearRampToValueAtTime(up.z, endTime);
  24526. } else {
  24527. listener.setPosition(_position$2.x, _position$2.y, _position$2.z);
  24528. listener.setOrientation(_orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z);
  24529. }
  24530. };
  24531. return AudioListener;
  24532. }(Object3D);
  24533. var Audio = /*#__PURE__*/function (_Object3D) {
  24534. _inheritsLoose(Audio, _Object3D);
  24535. function Audio(listener) {
  24536. var _this;
  24537. _this = _Object3D.call(this) || this;
  24538. _this.type = 'Audio';
  24539. _this.listener = listener;
  24540. _this.context = listener.context;
  24541. _this.gain = _this.context.createGain();
  24542. _this.gain.connect(listener.getInput());
  24543. _this.autoplay = false;
  24544. _this.buffer = null;
  24545. _this.detune = 0;
  24546. _this.loop = false;
  24547. _this.loopStart = 0;
  24548. _this.loopEnd = 0;
  24549. _this.offset = 0;
  24550. _this.duration = undefined;
  24551. _this.playbackRate = 1;
  24552. _this.isPlaying = false;
  24553. _this.hasPlaybackControl = true;
  24554. _this.source = null;
  24555. _this.sourceType = 'empty';
  24556. _this._startedAt = 0;
  24557. _this._progress = 0;
  24558. _this._connected = false;
  24559. _this.filters = [];
  24560. return _this;
  24561. }
  24562. var _proto = Audio.prototype;
  24563. _proto.getOutput = function getOutput() {
  24564. return this.gain;
  24565. };
  24566. _proto.setNodeSource = function setNodeSource(audioNode) {
  24567. this.hasPlaybackControl = false;
  24568. this.sourceType = 'audioNode';
  24569. this.source = audioNode;
  24570. this.connect();
  24571. return this;
  24572. };
  24573. _proto.setMediaElementSource = function setMediaElementSource(mediaElement) {
  24574. this.hasPlaybackControl = false;
  24575. this.sourceType = 'mediaNode';
  24576. this.source = this.context.createMediaElementSource(mediaElement);
  24577. this.connect();
  24578. return this;
  24579. };
  24580. _proto.setMediaStreamSource = function setMediaStreamSource(mediaStream) {
  24581. this.hasPlaybackControl = false;
  24582. this.sourceType = 'mediaStreamNode';
  24583. this.source = this.context.createMediaStreamSource(mediaStream);
  24584. this.connect();
  24585. return this;
  24586. };
  24587. _proto.setBuffer = function setBuffer(audioBuffer) {
  24588. this.buffer = audioBuffer;
  24589. this.sourceType = 'buffer';
  24590. if (this.autoplay) this.play();
  24591. return this;
  24592. };
  24593. _proto.play = function play(delay) {
  24594. if (delay === void 0) {
  24595. delay = 0;
  24596. }
  24597. if (this.isPlaying === true) {
  24598. console.warn('THREE.Audio: Audio is already playing.');
  24599. return;
  24600. }
  24601. if (this.hasPlaybackControl === false) {
  24602. console.warn('THREE.Audio: this Audio has no playback control.');
  24603. return;
  24604. }
  24605. this._startedAt = this.context.currentTime + delay;
  24606. var source = this.context.createBufferSource();
  24607. source.buffer = this.buffer;
  24608. source.loop = this.loop;
  24609. source.loopStart = this.loopStart;
  24610. source.loopEnd = this.loopEnd;
  24611. source.onended = this.onEnded.bind(this);
  24612. source.start(this._startedAt, this._progress + this.offset, this.duration);
  24613. this.isPlaying = true;
  24614. this.source = source;
  24615. this.setDetune(this.detune);
  24616. this.setPlaybackRate(this.playbackRate);
  24617. return this.connect();
  24618. };
  24619. _proto.pause = function pause() {
  24620. if (this.hasPlaybackControl === false) {
  24621. console.warn('THREE.Audio: this Audio has no playback control.');
  24622. return;
  24623. }
  24624. if (this.isPlaying === true) {
  24625. // update current progress
  24626. this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
  24627. if (this.loop === true) {
  24628. // ensure _progress does not exceed duration with looped audios
  24629. this._progress = this._progress % (this.duration || this.buffer.duration);
  24630. }
  24631. this.source.stop();
  24632. this.source.onended = null;
  24633. this.isPlaying = false;
  24634. }
  24635. return this;
  24636. };
  24637. _proto.stop = function stop() {
  24638. if (this.hasPlaybackControl === false) {
  24639. console.warn('THREE.Audio: this Audio has no playback control.');
  24640. return;
  24641. }
  24642. this._progress = 0;
  24643. this.source.stop();
  24644. this.source.onended = null;
  24645. this.isPlaying = false;
  24646. return this;
  24647. };
  24648. _proto.connect = function connect() {
  24649. if (this.filters.length > 0) {
  24650. this.source.connect(this.filters[0]);
  24651. for (var i = 1, l = this.filters.length; i < l; i++) {
  24652. this.filters[i - 1].connect(this.filters[i]);
  24653. }
  24654. this.filters[this.filters.length - 1].connect(this.getOutput());
  24655. } else {
  24656. this.source.connect(this.getOutput());
  24657. }
  24658. this._connected = true;
  24659. return this;
  24660. };
  24661. _proto.disconnect = function disconnect() {
  24662. if (this.filters.length > 0) {
  24663. this.source.disconnect(this.filters[0]);
  24664. for (var i = 1, l = this.filters.length; i < l; i++) {
  24665. this.filters[i - 1].disconnect(this.filters[i]);
  24666. }
  24667. this.filters[this.filters.length - 1].disconnect(this.getOutput());
  24668. } else {
  24669. this.source.disconnect(this.getOutput());
  24670. }
  24671. this._connected = false;
  24672. return this;
  24673. };
  24674. _proto.getFilters = function getFilters() {
  24675. return this.filters;
  24676. };
  24677. _proto.setFilters = function setFilters(value) {
  24678. if (!value) value = [];
  24679. if (this._connected === true) {
  24680. this.disconnect();
  24681. this.filters = value.slice();
  24682. this.connect();
  24683. } else {
  24684. this.filters = value.slice();
  24685. }
  24686. return this;
  24687. };
  24688. _proto.setDetune = function setDetune(value) {
  24689. this.detune = value;
  24690. if (this.source.detune === undefined) return; // only set detune when available
  24691. if (this.isPlaying === true) {
  24692. this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
  24693. }
  24694. return this;
  24695. };
  24696. _proto.getDetune = function getDetune() {
  24697. return this.detune;
  24698. };
  24699. _proto.getFilter = function getFilter() {
  24700. return this.getFilters()[0];
  24701. };
  24702. _proto.setFilter = function setFilter(filter) {
  24703. return this.setFilters(filter ? [filter] : []);
  24704. };
  24705. _proto.setPlaybackRate = function setPlaybackRate(value) {
  24706. if (this.hasPlaybackControl === false) {
  24707. console.warn('THREE.Audio: this Audio has no playback control.');
  24708. return;
  24709. }
  24710. this.playbackRate = value;
  24711. if (this.isPlaying === true) {
  24712. this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
  24713. }
  24714. return this;
  24715. };
  24716. _proto.getPlaybackRate = function getPlaybackRate() {
  24717. return this.playbackRate;
  24718. };
  24719. _proto.onEnded = function onEnded() {
  24720. this.isPlaying = false;
  24721. };
  24722. _proto.getLoop = function getLoop() {
  24723. if (this.hasPlaybackControl === false) {
  24724. console.warn('THREE.Audio: this Audio has no playback control.');
  24725. return false;
  24726. }
  24727. return this.loop;
  24728. };
  24729. _proto.setLoop = function setLoop(value) {
  24730. if (this.hasPlaybackControl === false) {
  24731. console.warn('THREE.Audio: this Audio has no playback control.');
  24732. return;
  24733. }
  24734. this.loop = value;
  24735. if (this.isPlaying === true) {
  24736. this.source.loop = this.loop;
  24737. }
  24738. return this;
  24739. };
  24740. _proto.setLoopStart = function setLoopStart(value) {
  24741. this.loopStart = value;
  24742. return this;
  24743. };
  24744. _proto.setLoopEnd = function setLoopEnd(value) {
  24745. this.loopEnd = value;
  24746. return this;
  24747. };
  24748. _proto.getVolume = function getVolume() {
  24749. return this.gain.gain.value;
  24750. };
  24751. _proto.setVolume = function setVolume(value) {
  24752. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  24753. return this;
  24754. };
  24755. return Audio;
  24756. }(Object3D);
  24757. var _position$3 = /*@__PURE__*/new Vector3();
  24758. var _quaternion$4 = /*@__PURE__*/new Quaternion();
  24759. var _scale$2 = /*@__PURE__*/new Vector3();
  24760. var _orientation$1 = /*@__PURE__*/new Vector3();
  24761. var PositionalAudio = /*#__PURE__*/function (_Audio) {
  24762. _inheritsLoose(PositionalAudio, _Audio);
  24763. function PositionalAudio(listener) {
  24764. var _this;
  24765. _this = _Audio.call(this, listener) || this;
  24766. _this.panner = _this.context.createPanner();
  24767. _this.panner.panningModel = 'HRTF';
  24768. _this.panner.connect(_this.gain);
  24769. return _this;
  24770. }
  24771. var _proto = PositionalAudio.prototype;
  24772. _proto.getOutput = function getOutput() {
  24773. return this.panner;
  24774. };
  24775. _proto.getRefDistance = function getRefDistance() {
  24776. return this.panner.refDistance;
  24777. };
  24778. _proto.setRefDistance = function setRefDistance(value) {
  24779. this.panner.refDistance = value;
  24780. return this;
  24781. };
  24782. _proto.getRolloffFactor = function getRolloffFactor() {
  24783. return this.panner.rolloffFactor;
  24784. };
  24785. _proto.setRolloffFactor = function setRolloffFactor(value) {
  24786. this.panner.rolloffFactor = value;
  24787. return this;
  24788. };
  24789. _proto.getDistanceModel = function getDistanceModel() {
  24790. return this.panner.distanceModel;
  24791. };
  24792. _proto.setDistanceModel = function setDistanceModel(value) {
  24793. this.panner.distanceModel = value;
  24794. return this;
  24795. };
  24796. _proto.getMaxDistance = function getMaxDistance() {
  24797. return this.panner.maxDistance;
  24798. };
  24799. _proto.setMaxDistance = function setMaxDistance(value) {
  24800. this.panner.maxDistance = value;
  24801. return this;
  24802. };
  24803. _proto.setDirectionalCone = function setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
  24804. this.panner.coneInnerAngle = coneInnerAngle;
  24805. this.panner.coneOuterAngle = coneOuterAngle;
  24806. this.panner.coneOuterGain = coneOuterGain;
  24807. return this;
  24808. };
  24809. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  24810. _Audio.prototype.updateMatrixWorld.call(this, force);
  24811. if (this.hasPlaybackControl === true && this.isPlaying === false) return;
  24812. this.matrixWorld.decompose(_position$3, _quaternion$4, _scale$2);
  24813. _orientation$1.set(0, 0, 1).applyQuaternion(_quaternion$4);
  24814. var panner = this.panner;
  24815. if (panner.positionX) {
  24816. // code path for Chrome and Firefox (see #14393)
  24817. var endTime = this.context.currentTime + this.listener.timeDelta;
  24818. panner.positionX.linearRampToValueAtTime(_position$3.x, endTime);
  24819. panner.positionY.linearRampToValueAtTime(_position$3.y, endTime);
  24820. panner.positionZ.linearRampToValueAtTime(_position$3.z, endTime);
  24821. panner.orientationX.linearRampToValueAtTime(_orientation$1.x, endTime);
  24822. panner.orientationY.linearRampToValueAtTime(_orientation$1.y, endTime);
  24823. panner.orientationZ.linearRampToValueAtTime(_orientation$1.z, endTime);
  24824. } else {
  24825. panner.setPosition(_position$3.x, _position$3.y, _position$3.z);
  24826. panner.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z);
  24827. }
  24828. };
  24829. return PositionalAudio;
  24830. }(Audio);
  24831. var AudioAnalyser = /*#__PURE__*/function () {
  24832. function AudioAnalyser(audio, fftSize) {
  24833. if (fftSize === void 0) {
  24834. fftSize = 2048;
  24835. }
  24836. this.analyser = audio.context.createAnalyser();
  24837. this.analyser.fftSize = fftSize;
  24838. this.data = new Uint8Array(this.analyser.frequencyBinCount);
  24839. audio.getOutput().connect(this.analyser);
  24840. }
  24841. var _proto = AudioAnalyser.prototype;
  24842. _proto.getFrequencyData = function getFrequencyData() {
  24843. this.analyser.getByteFrequencyData(this.data);
  24844. return this.data;
  24845. };
  24846. _proto.getAverageFrequency = function getAverageFrequency() {
  24847. var value = 0;
  24848. var data = this.getFrequencyData();
  24849. for (var i = 0; i < data.length; i++) {
  24850. value += data[i];
  24851. }
  24852. return value / data.length;
  24853. };
  24854. return AudioAnalyser;
  24855. }();
  24856. function PropertyMixer(binding, typeName, valueSize) {
  24857. this.binding = binding;
  24858. this.valueSize = valueSize;
  24859. var mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  24860. //
  24861. // interpolators can use .buffer as their .result
  24862. // the data then goes to 'incoming'
  24863. //
  24864. // 'accu0' and 'accu1' are used frame-interleaved for
  24865. // the cumulative result and are compared to detect
  24866. // changes
  24867. //
  24868. // 'orig' stores the original state of the property
  24869. //
  24870. // 'add' is used for additive cumulative results
  24871. //
  24872. // 'work' is optional and is only present for quaternion types. It is used
  24873. // to store intermediate quaternion multiplication results
  24874. switch (typeName) {
  24875. case 'quaternion':
  24876. mixFunction = this._slerp;
  24877. mixFunctionAdditive = this._slerpAdditive;
  24878. setIdentity = this._setAdditiveIdentityQuaternion;
  24879. this.buffer = new Float64Array(valueSize * 6);
  24880. this._workIndex = 5;
  24881. break;
  24882. case 'string':
  24883. case 'bool':
  24884. mixFunction = this._select; // Use the regular mix function and for additive on these types,
  24885. // additive is not relevant for non-numeric types
  24886. mixFunctionAdditive = this._select;
  24887. setIdentity = this._setAdditiveIdentityOther;
  24888. this.buffer = new Array(valueSize * 5);
  24889. break;
  24890. default:
  24891. mixFunction = this._lerp;
  24892. mixFunctionAdditive = this._lerpAdditive;
  24893. setIdentity = this._setAdditiveIdentityNumeric;
  24894. this.buffer = new Float64Array(valueSize * 5);
  24895. }
  24896. this._mixBufferRegion = mixFunction;
  24897. this._mixBufferRegionAdditive = mixFunctionAdditive;
  24898. this._setIdentity = setIdentity;
  24899. this._origIndex = 3;
  24900. this._addIndex = 4;
  24901. this.cumulativeWeight = 0;
  24902. this.cumulativeWeightAdditive = 0;
  24903. this.useCount = 0;
  24904. this.referenceCount = 0;
  24905. }
  24906. Object.assign(PropertyMixer.prototype, {
  24907. // accumulate data in the 'incoming' region into 'accu<i>'
  24908. accumulate: function accumulate(accuIndex, weight) {
  24909. // note: happily accumulating nothing when weight = 0, the caller knows
  24910. // the weight and shouldn't have made the call in the first place
  24911. var buffer = this.buffer,
  24912. stride = this.valueSize,
  24913. offset = accuIndex * stride + stride;
  24914. var currentWeight = this.cumulativeWeight;
  24915. if (currentWeight === 0) {
  24916. // accuN := incoming * weight
  24917. for (var i = 0; i !== stride; ++i) {
  24918. buffer[offset + i] = buffer[i];
  24919. }
  24920. currentWeight = weight;
  24921. } else {
  24922. // accuN := accuN + incoming * weight
  24923. currentWeight += weight;
  24924. var mix = weight / currentWeight;
  24925. this._mixBufferRegion(buffer, offset, 0, mix, stride);
  24926. }
  24927. this.cumulativeWeight = currentWeight;
  24928. },
  24929. // accumulate data in the 'incoming' region into 'add'
  24930. accumulateAdditive: function accumulateAdditive(weight) {
  24931. var buffer = this.buffer,
  24932. stride = this.valueSize,
  24933. offset = stride * this._addIndex;
  24934. if (this.cumulativeWeightAdditive === 0) {
  24935. // add = identity
  24936. this._setIdentity();
  24937. } // add := add + incoming * weight
  24938. this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
  24939. this.cumulativeWeightAdditive += weight;
  24940. },
  24941. // apply the state of 'accu<i>' to the binding when accus differ
  24942. apply: function apply(accuIndex) {
  24943. var stride = this.valueSize,
  24944. buffer = this.buffer,
  24945. offset = accuIndex * stride + stride,
  24946. weight = this.cumulativeWeight,
  24947. weightAdditive = this.cumulativeWeightAdditive,
  24948. binding = this.binding;
  24949. this.cumulativeWeight = 0;
  24950. this.cumulativeWeightAdditive = 0;
  24951. if (weight < 1) {
  24952. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24953. var originalValueOffset = stride * this._origIndex;
  24954. this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
  24955. }
  24956. if (weightAdditive > 0) {
  24957. // accuN := accuN + additive accuN
  24958. this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
  24959. }
  24960. for (var i = stride, e = stride + stride; i !== e; ++i) {
  24961. if (buffer[i] !== buffer[i + stride]) {
  24962. // value has changed -> update scene graph
  24963. binding.setValue(buffer, offset);
  24964. break;
  24965. }
  24966. }
  24967. },
  24968. // remember the state of the bound property and copy it to both accus
  24969. saveOriginalState: function saveOriginalState() {
  24970. var binding = this.binding;
  24971. var buffer = this.buffer,
  24972. stride = this.valueSize,
  24973. originalValueOffset = stride * this._origIndex;
  24974. binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original
  24975. for (var i = stride, e = originalValueOffset; i !== e; ++i) {
  24976. buffer[i] = buffer[originalValueOffset + i % stride];
  24977. } // Add to identity for additive
  24978. this._setIdentity();
  24979. this.cumulativeWeight = 0;
  24980. this.cumulativeWeightAdditive = 0;
  24981. },
  24982. // apply the state previously taken via 'saveOriginalState' to the binding
  24983. restoreOriginalState: function restoreOriginalState() {
  24984. var originalValueOffset = this.valueSize * 3;
  24985. this.binding.setValue(this.buffer, originalValueOffset);
  24986. },
  24987. _setAdditiveIdentityNumeric: function _setAdditiveIdentityNumeric() {
  24988. var startIndex = this._addIndex * this.valueSize;
  24989. var endIndex = startIndex + this.valueSize;
  24990. for (var i = startIndex; i < endIndex; i++) {
  24991. this.buffer[i] = 0;
  24992. }
  24993. },
  24994. _setAdditiveIdentityQuaternion: function _setAdditiveIdentityQuaternion() {
  24995. this._setAdditiveIdentityNumeric();
  24996. this.buffer[this._addIndex * this.valueSize + 3] = 1;
  24997. },
  24998. _setAdditiveIdentityOther: function _setAdditiveIdentityOther() {
  24999. var startIndex = this._origIndex * this.valueSize;
  25000. var targetIndex = this._addIndex * this.valueSize;
  25001. for (var i = 0; i < this.valueSize; i++) {
  25002. this.buffer[targetIndex + i] = this.buffer[startIndex + i];
  25003. }
  25004. },
  25005. // mix functions
  25006. _select: function _select(buffer, dstOffset, srcOffset, t, stride) {
  25007. if (t >= 0.5) {
  25008. for (var i = 0; i !== stride; ++i) {
  25009. buffer[dstOffset + i] = buffer[srcOffset + i];
  25010. }
  25011. }
  25012. },
  25013. _slerp: function _slerp(buffer, dstOffset, srcOffset, t) {
  25014. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
  25015. },
  25016. _slerpAdditive: function _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  25017. var workOffset = this._workIndex * stride; // Store result in intermediate buffer offset
  25018. Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result
  25019. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
  25020. },
  25021. _lerp: function _lerp(buffer, dstOffset, srcOffset, t, stride) {
  25022. var s = 1 - t;
  25023. for (var i = 0; i !== stride; ++i) {
  25024. var j = dstOffset + i;
  25025. buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
  25026. }
  25027. },
  25028. _lerpAdditive: function _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  25029. for (var i = 0; i !== stride; ++i) {
  25030. var j = dstOffset + i;
  25031. buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
  25032. }
  25033. }
  25034. });
  25035. // Characters [].:/ are reserved for track binding syntax.
  25036. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25037. var _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25038. // only latin characters, and the unicode \p{L} is not yet supported. So
  25039. // instead, we exclude reserved characters and match everything else.
  25040. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25041. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25042. // be matched to parse the rest of the track name.
  25043. var _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25044. var _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved
  25045. // characters. Accessor may contain any character except closing bracket.
  25046. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
  25047. // contain any non-bracket characters.
  25048. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
  25049. var _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');
  25050. var _supportedObjectNames = ['material', 'materials', 'bones'];
  25051. function Composite(targetGroup, path, optionalParsedPath) {
  25052. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
  25053. this._targetGroup = targetGroup;
  25054. this._bindings = targetGroup.subscribe_(path, parsedPath);
  25055. }
  25056. Object.assign(Composite.prototype, {
  25057. getValue: function getValue(array, offset) {
  25058. this.bind(); // bind all binding
  25059. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25060. binding = this._bindings[firstValidIndex]; // and only call .getValue on the first
  25061. if (binding !== undefined) binding.getValue(array, offset);
  25062. },
  25063. setValue: function setValue(array, offset) {
  25064. var bindings = this._bindings;
  25065. for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25066. bindings[i].setValue(array, offset);
  25067. }
  25068. },
  25069. bind: function bind() {
  25070. var bindings = this._bindings;
  25071. for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25072. bindings[i].bind();
  25073. }
  25074. },
  25075. unbind: function unbind() {
  25076. var bindings = this._bindings;
  25077. for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25078. bindings[i].unbind();
  25079. }
  25080. }
  25081. });
  25082. function PropertyBinding(rootNode, path, parsedPath) {
  25083. this.path = path;
  25084. this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
  25085. this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
  25086. this.rootNode = rootNode;
  25087. }
  25088. Object.assign(PropertyBinding, {
  25089. Composite: Composite,
  25090. create: function create(root, path, parsedPath) {
  25091. if (!(root && root.isAnimationObjectGroup)) {
  25092. return new PropertyBinding(root, path, parsedPath);
  25093. } else {
  25094. return new PropertyBinding.Composite(root, path, parsedPath);
  25095. }
  25096. },
  25097. /**
  25098. * Replaces spaces with underscores and removes unsupported characters from
  25099. * node names, to ensure compatibility with parseTrackName().
  25100. *
  25101. * @param {string} name Node name to be sanitized.
  25102. * @return {string}
  25103. */
  25104. sanitizeNodeName: function sanitizeNodeName(name) {
  25105. return name.replace(/\s/g, '_').replace(_reservedRe, '');
  25106. },
  25107. parseTrackName: function parseTrackName(trackName) {
  25108. var matches = _trackRe.exec(trackName);
  25109. if (!matches) {
  25110. throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
  25111. }
  25112. var results = {
  25113. // directoryName: matches[ 1 ], // (tschw) currently unused
  25114. nodeName: matches[2],
  25115. objectName: matches[3],
  25116. objectIndex: matches[4],
  25117. propertyName: matches[5],
  25118. // required
  25119. propertyIndex: matches[6]
  25120. };
  25121. var lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
  25122. if (lastDot !== undefined && lastDot !== -1) {
  25123. var objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there
  25124. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25125. // 'bar' could be the objectName, or part of a nodeName (which can
  25126. // include '.' characters).
  25127. if (_supportedObjectNames.indexOf(objectName) !== -1) {
  25128. results.nodeName = results.nodeName.substring(0, lastDot);
  25129. results.objectName = objectName;
  25130. }
  25131. }
  25132. if (results.propertyName === null || results.propertyName.length === 0) {
  25133. throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
  25134. }
  25135. return results;
  25136. },
  25137. findNode: function findNode(root, nodeName) {
  25138. if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
  25139. return root;
  25140. } // search into skeleton bones.
  25141. if (root.skeleton) {
  25142. var bone = root.skeleton.getBoneByName(nodeName);
  25143. if (bone !== undefined) {
  25144. return bone;
  25145. }
  25146. } // search into node subtree.
  25147. if (root.children) {
  25148. var searchNodeSubtree = function searchNodeSubtree(children) {
  25149. for (var i = 0; i < children.length; i++) {
  25150. var childNode = children[i];
  25151. if (childNode.name === nodeName || childNode.uuid === nodeName) {
  25152. return childNode;
  25153. }
  25154. var result = searchNodeSubtree(childNode.children);
  25155. if (result) return result;
  25156. }
  25157. return null;
  25158. };
  25159. var subTreeNode = searchNodeSubtree(root.children);
  25160. if (subTreeNode) {
  25161. return subTreeNode;
  25162. }
  25163. }
  25164. return null;
  25165. }
  25166. });
  25167. Object.assign(PropertyBinding.prototype, {
  25168. // prototype, continued
  25169. // these are used to "bind" a nonexistent property
  25170. _getValue_unavailable: function _getValue_unavailable() {},
  25171. _setValue_unavailable: function _setValue_unavailable() {},
  25172. BindingType: {
  25173. Direct: 0,
  25174. EntireArray: 1,
  25175. ArrayElement: 2,
  25176. HasFromToArray: 3
  25177. },
  25178. Versioning: {
  25179. None: 0,
  25180. NeedsUpdate: 1,
  25181. MatrixWorldNeedsUpdate: 2
  25182. },
  25183. GetterByBindingType: [function getValue_direct(buffer, offset) {
  25184. buffer[offset] = this.node[this.propertyName];
  25185. }, function getValue_array(buffer, offset) {
  25186. var source = this.resolvedProperty;
  25187. for (var i = 0, n = source.length; i !== n; ++i) {
  25188. buffer[offset++] = source[i];
  25189. }
  25190. }, function getValue_arrayElement(buffer, offset) {
  25191. buffer[offset] = this.resolvedProperty[this.propertyIndex];
  25192. }, function getValue_toArray(buffer, offset) {
  25193. this.resolvedProperty.toArray(buffer, offset);
  25194. }],
  25195. SetterByBindingTypeAndVersioning: [[// Direct
  25196. function setValue_direct(buffer, offset) {
  25197. this.targetObject[this.propertyName] = buffer[offset];
  25198. }, function setValue_direct_setNeedsUpdate(buffer, offset) {
  25199. this.targetObject[this.propertyName] = buffer[offset];
  25200. this.targetObject.needsUpdate = true;
  25201. }, function setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
  25202. this.targetObject[this.propertyName] = buffer[offset];
  25203. this.targetObject.matrixWorldNeedsUpdate = true;
  25204. }], [// EntireArray
  25205. function setValue_array(buffer, offset) {
  25206. var dest = this.resolvedProperty;
  25207. for (var i = 0, n = dest.length; i !== n; ++i) {
  25208. dest[i] = buffer[offset++];
  25209. }
  25210. }, function setValue_array_setNeedsUpdate(buffer, offset) {
  25211. var dest = this.resolvedProperty;
  25212. for (var i = 0, n = dest.length; i !== n; ++i) {
  25213. dest[i] = buffer[offset++];
  25214. }
  25215. this.targetObject.needsUpdate = true;
  25216. }, function setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
  25217. var dest = this.resolvedProperty;
  25218. for (var i = 0, n = dest.length; i !== n; ++i) {
  25219. dest[i] = buffer[offset++];
  25220. }
  25221. this.targetObject.matrixWorldNeedsUpdate = true;
  25222. }], [// ArrayElement
  25223. function setValue_arrayElement(buffer, offset) {
  25224. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25225. }, function setValue_arrayElement_setNeedsUpdate(buffer, offset) {
  25226. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25227. this.targetObject.needsUpdate = true;
  25228. }, function setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
  25229. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25230. this.targetObject.matrixWorldNeedsUpdate = true;
  25231. }], [// HasToFromArray
  25232. function setValue_fromArray(buffer, offset) {
  25233. this.resolvedProperty.fromArray(buffer, offset);
  25234. }, function setValue_fromArray_setNeedsUpdate(buffer, offset) {
  25235. this.resolvedProperty.fromArray(buffer, offset);
  25236. this.targetObject.needsUpdate = true;
  25237. }, function setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
  25238. this.resolvedProperty.fromArray(buffer, offset);
  25239. this.targetObject.matrixWorldNeedsUpdate = true;
  25240. }]],
  25241. getValue: function getValue_unbound(targetArray, offset) {
  25242. this.bind();
  25243. this.getValue(targetArray, offset); // Note: This class uses a State pattern on a per-method basis:
  25244. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25245. // prototype version of these methods with one that represents
  25246. // the bound state. When the property is not found, the methods
  25247. // become no-ops.
  25248. },
  25249. setValue: function getValue_unbound(sourceArray, offset) {
  25250. this.bind();
  25251. this.setValue(sourceArray, offset);
  25252. },
  25253. // create getter / setter pair for a property in the scene graph
  25254. bind: function bind() {
  25255. var targetObject = this.node;
  25256. var parsedPath = this.parsedPath;
  25257. var objectName = parsedPath.objectName;
  25258. var propertyName = parsedPath.propertyName;
  25259. var propertyIndex = parsedPath.propertyIndex;
  25260. if (!targetObject) {
  25261. targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;
  25262. this.node = targetObject;
  25263. } // set fail state so we can just 'return' on error
  25264. this.getValue = this._getValue_unavailable;
  25265. this.setValue = this._setValue_unavailable; // ensure there is a value node
  25266. if (!targetObject) {
  25267. console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
  25268. return;
  25269. }
  25270. if (objectName) {
  25271. var objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25272. switch (objectName) {
  25273. case 'materials':
  25274. if (!targetObject.material) {
  25275. console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);
  25276. return;
  25277. }
  25278. if (!targetObject.material.materials) {
  25279. console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);
  25280. return;
  25281. }
  25282. targetObject = targetObject.material.materials;
  25283. break;
  25284. case 'bones':
  25285. if (!targetObject.skeleton) {
  25286. console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);
  25287. return;
  25288. } // potential future optimization: skip this if propertyIndex is already an integer
  25289. // and convert the integer string to a true integer.
  25290. targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.
  25291. for (var i = 0; i < targetObject.length; i++) {
  25292. if (targetObject[i].name === objectIndex) {
  25293. objectIndex = i;
  25294. break;
  25295. }
  25296. }
  25297. break;
  25298. default:
  25299. if (targetObject[objectName] === undefined) {
  25300. console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
  25301. return;
  25302. }
  25303. targetObject = targetObject[objectName];
  25304. }
  25305. if (objectIndex !== undefined) {
  25306. if (targetObject[objectIndex] === undefined) {
  25307. console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);
  25308. return;
  25309. }
  25310. targetObject = targetObject[objectIndex];
  25311. }
  25312. } // resolve property
  25313. var nodeProperty = targetObject[propertyName];
  25314. if (nodeProperty === undefined) {
  25315. var nodeName = parsedPath.nodeName;
  25316. console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject);
  25317. return;
  25318. } // determine versioning scheme
  25319. var versioning = this.Versioning.None;
  25320. this.targetObject = targetObject;
  25321. if (targetObject.needsUpdate !== undefined) {
  25322. // material
  25323. versioning = this.Versioning.NeedsUpdate;
  25324. } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
  25325. // node transform
  25326. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25327. } // determine how the property gets bound
  25328. var bindingType = this.BindingType.Direct;
  25329. if (propertyIndex !== undefined) {
  25330. // access a sub element of the property array (only primitives are supported right now)
  25331. if (propertyName === 'morphTargetInfluences') {
  25332. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25333. // support resolving morphTarget names into indices.
  25334. if (!targetObject.geometry) {
  25335. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);
  25336. return;
  25337. }
  25338. if (targetObject.geometry.isBufferGeometry) {
  25339. if (!targetObject.geometry.morphAttributes) {
  25340. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);
  25341. return;
  25342. }
  25343. if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
  25344. propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
  25345. }
  25346. } else {
  25347. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
  25348. return;
  25349. }
  25350. }
  25351. bindingType = this.BindingType.ArrayElement;
  25352. this.resolvedProperty = nodeProperty;
  25353. this.propertyIndex = propertyIndex;
  25354. } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
  25355. // must use copy for Object3D.Euler/Quaternion
  25356. bindingType = this.BindingType.HasFromToArray;
  25357. this.resolvedProperty = nodeProperty;
  25358. } else if (Array.isArray(nodeProperty)) {
  25359. bindingType = this.BindingType.EntireArray;
  25360. this.resolvedProperty = nodeProperty;
  25361. } else {
  25362. this.propertyName = propertyName;
  25363. } // select getter / setter
  25364. this.getValue = this.GetterByBindingType[bindingType];
  25365. this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
  25366. },
  25367. unbind: function unbind() {
  25368. this.node = null; // back to the prototype version of getValue / setValue
  25369. // note: avoiding to mutate the shape of 'this' via 'delete'
  25370. this.getValue = this._getValue_unbound;
  25371. this.setValue = this._setValue_unbound;
  25372. }
  25373. }); // DECLARE ALIAS AFTER assign prototype
  25374. Object.assign(PropertyBinding.prototype, {
  25375. // initial state of these methods that calls 'bind'
  25376. _getValue_unbound: PropertyBinding.prototype.getValue,
  25377. _setValue_unbound: PropertyBinding.prototype.setValue
  25378. });
  25379. /**
  25380. *
  25381. * A group of objects that receives a shared animation state.
  25382. *
  25383. * Usage:
  25384. *
  25385. * - Add objects you would otherwise pass as 'root' to the
  25386. * constructor or the .clipAction method of AnimationMixer.
  25387. *
  25388. * - Instead pass this object as 'root'.
  25389. *
  25390. * - You can also add and remove objects later when the mixer
  25391. * is running.
  25392. *
  25393. * Note:
  25394. *
  25395. * Objects of this class appear as one object to the mixer,
  25396. * so cache control of the individual objects must be done
  25397. * on the group.
  25398. *
  25399. * Limitation:
  25400. *
  25401. * - The animated properties must be compatible among the
  25402. * all objects in the group.
  25403. *
  25404. * - A single property can either be controlled through a
  25405. * target group or directly, but not both.
  25406. */
  25407. function AnimationObjectGroup() {
  25408. this.uuid = MathUtils.generateUUID(); // cached objects followed by the active ones
  25409. this._objects = Array.prototype.slice.call(arguments);
  25410. this.nCachedObjects_ = 0; // threshold
  25411. // note: read by PropertyBinding.Composite
  25412. var indices = {};
  25413. this._indicesByUUID = indices; // for bookkeeping
  25414. for (var i = 0, n = arguments.length; i !== n; ++i) {
  25415. indices[arguments[i].uuid] = i;
  25416. }
  25417. this._paths = []; // inside: string
  25418. this._parsedPaths = []; // inside: { we don't care, here }
  25419. this._bindings = []; // inside: Array< PropertyBinding >
  25420. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25421. var scope = this;
  25422. this.stats = {
  25423. objects: {
  25424. get total() {
  25425. return scope._objects.length;
  25426. },
  25427. get inUse() {
  25428. return this.total - scope.nCachedObjects_;
  25429. }
  25430. },
  25431. get bindingsPerObject() {
  25432. return scope._bindings.length;
  25433. }
  25434. };
  25435. }
  25436. Object.assign(AnimationObjectGroup.prototype, {
  25437. isAnimationObjectGroup: true,
  25438. add: function add() {
  25439. var objects = this._objects,
  25440. indicesByUUID = this._indicesByUUID,
  25441. paths = this._paths,
  25442. parsedPaths = this._parsedPaths,
  25443. bindings = this._bindings,
  25444. nBindings = bindings.length;
  25445. var knownObject = undefined,
  25446. nObjects = objects.length,
  25447. nCachedObjects = this.nCachedObjects_;
  25448. for (var i = 0, n = arguments.length; i !== n; ++i) {
  25449. var object = arguments[i],
  25450. uuid = object.uuid;
  25451. var index = indicesByUUID[uuid];
  25452. if (index === undefined) {
  25453. // unknown object -> add it to the ACTIVE region
  25454. index = nObjects++;
  25455. indicesByUUID[uuid] = index;
  25456. objects.push(object); // accounting is done, now do the same for all bindings
  25457. for (var j = 0, m = nBindings; j !== m; ++j) {
  25458. bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
  25459. }
  25460. } else if (index < nCachedObjects) {
  25461. knownObject = objects[index]; // move existing object to the ACTIVE region
  25462. var firstActiveIndex = --nCachedObjects,
  25463. lastCachedObject = objects[firstActiveIndex];
  25464. indicesByUUID[lastCachedObject.uuid] = index;
  25465. objects[index] = lastCachedObject;
  25466. indicesByUUID[uuid] = firstActiveIndex;
  25467. objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings
  25468. for (var _j = 0, _m = nBindings; _j !== _m; ++_j) {
  25469. var bindingsForPath = bindings[_j],
  25470. lastCached = bindingsForPath[firstActiveIndex];
  25471. var binding = bindingsForPath[index];
  25472. bindingsForPath[index] = lastCached;
  25473. if (binding === undefined) {
  25474. // since we do not bother to create new bindings
  25475. // for objects that are cached, the binding may
  25476. // or may not exist
  25477. binding = new PropertyBinding(object, paths[_j], parsedPaths[_j]);
  25478. }
  25479. bindingsForPath[firstActiveIndex] = binding;
  25480. }
  25481. } else if (objects[index] !== knownObject) {
  25482. console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');
  25483. } // else the object is already where we want it to be
  25484. } // for arguments
  25485. this.nCachedObjects_ = nCachedObjects;
  25486. },
  25487. remove: function remove() {
  25488. var objects = this._objects,
  25489. indicesByUUID = this._indicesByUUID,
  25490. bindings = this._bindings,
  25491. nBindings = bindings.length;
  25492. var nCachedObjects = this.nCachedObjects_;
  25493. for (var i = 0, n = arguments.length; i !== n; ++i) {
  25494. var object = arguments[i],
  25495. uuid = object.uuid,
  25496. index = indicesByUUID[uuid];
  25497. if (index !== undefined && index >= nCachedObjects) {
  25498. // move existing object into the CACHED region
  25499. var lastCachedIndex = nCachedObjects++,
  25500. firstActiveObject = objects[lastCachedIndex];
  25501. indicesByUUID[firstActiveObject.uuid] = index;
  25502. objects[index] = firstActiveObject;
  25503. indicesByUUID[uuid] = lastCachedIndex;
  25504. objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings
  25505. for (var j = 0, m = nBindings; j !== m; ++j) {
  25506. var bindingsForPath = bindings[j],
  25507. firstActive = bindingsForPath[lastCachedIndex],
  25508. binding = bindingsForPath[index];
  25509. bindingsForPath[index] = firstActive;
  25510. bindingsForPath[lastCachedIndex] = binding;
  25511. }
  25512. }
  25513. } // for arguments
  25514. this.nCachedObjects_ = nCachedObjects;
  25515. },
  25516. // remove & forget
  25517. uncache: function uncache() {
  25518. var objects = this._objects,
  25519. indicesByUUID = this._indicesByUUID,
  25520. bindings = this._bindings,
  25521. nBindings = bindings.length;
  25522. var nCachedObjects = this.nCachedObjects_,
  25523. nObjects = objects.length;
  25524. for (var i = 0, n = arguments.length; i !== n; ++i) {
  25525. var object = arguments[i],
  25526. uuid = object.uuid,
  25527. index = indicesByUUID[uuid];
  25528. if (index !== undefined) {
  25529. delete indicesByUUID[uuid];
  25530. if (index < nCachedObjects) {
  25531. // object is cached, shrink the CACHED region
  25532. var firstActiveIndex = --nCachedObjects,
  25533. lastCachedObject = objects[firstActiveIndex],
  25534. lastIndex = --nObjects,
  25535. lastObject = objects[lastIndex]; // last cached object takes this object's place
  25536. indicesByUUID[lastCachedObject.uuid] = index;
  25537. objects[index] = lastCachedObject; // last object goes to the activated slot and pop
  25538. indicesByUUID[lastObject.uuid] = firstActiveIndex;
  25539. objects[firstActiveIndex] = lastObject;
  25540. objects.pop(); // accounting is done, now do the same for all bindings
  25541. for (var j = 0, m = nBindings; j !== m; ++j) {
  25542. var bindingsForPath = bindings[j],
  25543. lastCached = bindingsForPath[firstActiveIndex],
  25544. last = bindingsForPath[lastIndex];
  25545. bindingsForPath[index] = lastCached;
  25546. bindingsForPath[firstActiveIndex] = last;
  25547. bindingsForPath.pop();
  25548. }
  25549. } else {
  25550. // object is active, just swap with the last and pop
  25551. var _lastIndex = --nObjects,
  25552. _lastObject = objects[_lastIndex];
  25553. if (_lastIndex > 0) {
  25554. indicesByUUID[_lastObject.uuid] = index;
  25555. }
  25556. objects[index] = _lastObject;
  25557. objects.pop(); // accounting is done, now do the same for all bindings
  25558. for (var _j2 = 0, _m2 = nBindings; _j2 !== _m2; ++_j2) {
  25559. var _bindingsForPath = bindings[_j2];
  25560. _bindingsForPath[index] = _bindingsForPath[_lastIndex];
  25561. _bindingsForPath.pop();
  25562. }
  25563. } // cached or active
  25564. } // if object is known
  25565. } // for arguments
  25566. this.nCachedObjects_ = nCachedObjects;
  25567. },
  25568. // Internal interface used by befriended PropertyBinding.Composite:
  25569. subscribe_: function subscribe_(path, parsedPath) {
  25570. // returns an array of bindings for the given path that is changed
  25571. // according to the contained objects in the group
  25572. var indicesByPath = this._bindingsIndicesByPath;
  25573. var index = indicesByPath[path];
  25574. var bindings = this._bindings;
  25575. if (index !== undefined) return bindings[index];
  25576. var paths = this._paths,
  25577. parsedPaths = this._parsedPaths,
  25578. objects = this._objects,
  25579. nObjects = objects.length,
  25580. nCachedObjects = this.nCachedObjects_,
  25581. bindingsForPath = new Array(nObjects);
  25582. index = bindings.length;
  25583. indicesByPath[path] = index;
  25584. paths.push(path);
  25585. parsedPaths.push(parsedPath);
  25586. bindings.push(bindingsForPath);
  25587. for (var i = nCachedObjects, n = objects.length; i !== n; ++i) {
  25588. var object = objects[i];
  25589. bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
  25590. }
  25591. return bindingsForPath;
  25592. },
  25593. unsubscribe_: function unsubscribe_(path) {
  25594. // tells the group to forget about a property path and no longer
  25595. // update the array previously obtained with 'subscribe_'
  25596. var indicesByPath = this._bindingsIndicesByPath,
  25597. index = indicesByPath[path];
  25598. if (index !== undefined) {
  25599. var paths = this._paths,
  25600. parsedPaths = this._parsedPaths,
  25601. bindings = this._bindings,
  25602. lastBindingsIndex = bindings.length - 1,
  25603. lastBindings = bindings[lastBindingsIndex],
  25604. lastBindingsPath = path[lastBindingsIndex];
  25605. indicesByPath[lastBindingsPath] = index;
  25606. bindings[index] = lastBindings;
  25607. bindings.pop();
  25608. parsedPaths[index] = parsedPaths[lastBindingsIndex];
  25609. parsedPaths.pop();
  25610. paths[index] = paths[lastBindingsIndex];
  25611. paths.pop();
  25612. }
  25613. }
  25614. });
  25615. var AnimationAction = /*#__PURE__*/function () {
  25616. function AnimationAction(mixer, clip, localRoot, blendMode) {
  25617. if (localRoot === void 0) {
  25618. localRoot = null;
  25619. }
  25620. if (blendMode === void 0) {
  25621. blendMode = clip.blendMode;
  25622. }
  25623. this._mixer = mixer;
  25624. this._clip = clip;
  25625. this._localRoot = localRoot;
  25626. this.blendMode = blendMode;
  25627. var tracks = clip.tracks,
  25628. nTracks = tracks.length,
  25629. interpolants = new Array(nTracks);
  25630. var interpolantSettings = {
  25631. endingStart: ZeroCurvatureEnding,
  25632. endingEnd: ZeroCurvatureEnding
  25633. };
  25634. for (var i = 0; i !== nTracks; ++i) {
  25635. var interpolant = tracks[i].createInterpolant(null);
  25636. interpolants[i] = interpolant;
  25637. interpolant.settings = interpolantSettings;
  25638. }
  25639. this._interpolantSettings = interpolantSettings;
  25640. this._interpolants = interpolants; // bound by the mixer
  25641. // inside: PropertyMixer (managed by the mixer)
  25642. this._propertyBindings = new Array(nTracks);
  25643. this._cacheIndex = null; // for the memory manager
  25644. this._byClipCacheIndex = null; // for the memory manager
  25645. this._timeScaleInterpolant = null;
  25646. this._weightInterpolant = null;
  25647. this.loop = LoopRepeat;
  25648. this._loopCount = -1; // global mixer time when the action is to be started
  25649. // it's set back to 'null' upon start of the action
  25650. this._startTime = null; // scaled local time of the action
  25651. // gets clamped or wrapped to 0..clip.duration according to loop
  25652. this.time = 0;
  25653. this.timeScale = 1;
  25654. this._effectiveTimeScale = 1;
  25655. this.weight = 1;
  25656. this._effectiveWeight = 1;
  25657. this.repetitions = Infinity; // no. of repetitions when looping
  25658. this.paused = false; // true -> zero effective time scale
  25659. this.enabled = true; // false -> zero effective weight
  25660. this.clampWhenFinished = false; // keep feeding the last frame?
  25661. this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
  25662. this.zeroSlopeAtEnd = true; // clips for start, loop and end
  25663. } // State & Scheduling
  25664. var _proto = AnimationAction.prototype;
  25665. _proto.play = function play() {
  25666. this._mixer._activateAction(this);
  25667. return this;
  25668. };
  25669. _proto.stop = function stop() {
  25670. this._mixer._deactivateAction(this);
  25671. return this.reset();
  25672. };
  25673. _proto.reset = function reset() {
  25674. this.paused = false;
  25675. this.enabled = true;
  25676. this.time = 0; // restart clip
  25677. this._loopCount = -1; // forget previous loops
  25678. this._startTime = null; // forget scheduling
  25679. return this.stopFading().stopWarping();
  25680. };
  25681. _proto.isRunning = function isRunning() {
  25682. return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
  25683. } // return true when play has been called
  25684. ;
  25685. _proto.isScheduled = function isScheduled() {
  25686. return this._mixer._isActiveAction(this);
  25687. };
  25688. _proto.startAt = function startAt(time) {
  25689. this._startTime = time;
  25690. return this;
  25691. };
  25692. _proto.setLoop = function setLoop(mode, repetitions) {
  25693. this.loop = mode;
  25694. this.repetitions = repetitions;
  25695. return this;
  25696. } // Weight
  25697. // set the weight stopping any scheduled fading
  25698. // although .enabled = false yields an effective weight of zero, this
  25699. // method does *not* change .enabled, because it would be confusing
  25700. ;
  25701. _proto.setEffectiveWeight = function setEffectiveWeight(weight) {
  25702. this.weight = weight; // note: same logic as when updated at runtime
  25703. this._effectiveWeight = this.enabled ? weight : 0;
  25704. return this.stopFading();
  25705. } // return the weight considering fading and .enabled
  25706. ;
  25707. _proto.getEffectiveWeight = function getEffectiveWeight() {
  25708. return this._effectiveWeight;
  25709. };
  25710. _proto.fadeIn = function fadeIn(duration) {
  25711. return this._scheduleFading(duration, 0, 1);
  25712. };
  25713. _proto.fadeOut = function fadeOut(duration) {
  25714. return this._scheduleFading(duration, 1, 0);
  25715. };
  25716. _proto.crossFadeFrom = function crossFadeFrom(fadeOutAction, duration, warp) {
  25717. fadeOutAction.fadeOut(duration);
  25718. this.fadeIn(duration);
  25719. if (warp) {
  25720. var fadeInDuration = this._clip.duration,
  25721. fadeOutDuration = fadeOutAction._clip.duration,
  25722. startEndRatio = fadeOutDuration / fadeInDuration,
  25723. endStartRatio = fadeInDuration / fadeOutDuration;
  25724. fadeOutAction.warp(1.0, startEndRatio, duration);
  25725. this.warp(endStartRatio, 1.0, duration);
  25726. }
  25727. return this;
  25728. };
  25729. _proto.crossFadeTo = function crossFadeTo(fadeInAction, duration, warp) {
  25730. return fadeInAction.crossFadeFrom(this, duration, warp);
  25731. };
  25732. _proto.stopFading = function stopFading() {
  25733. var weightInterpolant = this._weightInterpolant;
  25734. if (weightInterpolant !== null) {
  25735. this._weightInterpolant = null;
  25736. this._mixer._takeBackControlInterpolant(weightInterpolant);
  25737. }
  25738. return this;
  25739. } // Time Scale Control
  25740. // set the time scale stopping any scheduled warping
  25741. // although .paused = true yields an effective time scale of zero, this
  25742. // method does *not* change .paused, because it would be confusing
  25743. ;
  25744. _proto.setEffectiveTimeScale = function setEffectiveTimeScale(timeScale) {
  25745. this.timeScale = timeScale;
  25746. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25747. return this.stopWarping();
  25748. } // return the time scale considering warping and .paused
  25749. ;
  25750. _proto.getEffectiveTimeScale = function getEffectiveTimeScale() {
  25751. return this._effectiveTimeScale;
  25752. };
  25753. _proto.setDuration = function setDuration(duration) {
  25754. this.timeScale = this._clip.duration / duration;
  25755. return this.stopWarping();
  25756. };
  25757. _proto.syncWith = function syncWith(action) {
  25758. this.time = action.time;
  25759. this.timeScale = action.timeScale;
  25760. return this.stopWarping();
  25761. };
  25762. _proto.halt = function halt(duration) {
  25763. return this.warp(this._effectiveTimeScale, 0, duration);
  25764. };
  25765. _proto.warp = function warp(startTimeScale, endTimeScale, duration) {
  25766. var mixer = this._mixer,
  25767. now = mixer.time,
  25768. timeScale = this.timeScale;
  25769. var interpolant = this._timeScaleInterpolant;
  25770. if (interpolant === null) {
  25771. interpolant = mixer._lendControlInterpolant();
  25772. this._timeScaleInterpolant = interpolant;
  25773. }
  25774. var times = interpolant.parameterPositions,
  25775. values = interpolant.sampleValues;
  25776. times[0] = now;
  25777. times[1] = now + duration;
  25778. values[0] = startTimeScale / timeScale;
  25779. values[1] = endTimeScale / timeScale;
  25780. return this;
  25781. };
  25782. _proto.stopWarping = function stopWarping() {
  25783. var timeScaleInterpolant = this._timeScaleInterpolant;
  25784. if (timeScaleInterpolant !== null) {
  25785. this._timeScaleInterpolant = null;
  25786. this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
  25787. }
  25788. return this;
  25789. } // Object Accessors
  25790. ;
  25791. _proto.getMixer = function getMixer() {
  25792. return this._mixer;
  25793. };
  25794. _proto.getClip = function getClip() {
  25795. return this._clip;
  25796. };
  25797. _proto.getRoot = function getRoot() {
  25798. return this._localRoot || this._mixer._root;
  25799. } // Interna
  25800. ;
  25801. _proto._update = function _update(time, deltaTime, timeDirection, accuIndex) {
  25802. // called by the mixer
  25803. if (!this.enabled) {
  25804. // call ._updateWeight() to update ._effectiveWeight
  25805. this._updateWeight(time);
  25806. return;
  25807. }
  25808. var startTime = this._startTime;
  25809. if (startTime !== null) {
  25810. // check for scheduled start of action
  25811. var timeRunning = (time - startTime) * timeDirection;
  25812. if (timeRunning < 0 || timeDirection === 0) {
  25813. return; // yet to come / don't decide when delta = 0
  25814. } // start
  25815. this._startTime = null; // unschedule
  25816. deltaTime = timeDirection * timeRunning;
  25817. } // apply time scale and advance time
  25818. deltaTime *= this._updateTimeScale(time);
  25819. var clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
  25820. // an effective weight of 0
  25821. var weight = this._updateWeight(time);
  25822. if (weight > 0) {
  25823. var _interpolants = this._interpolants;
  25824. var propertyMixers = this._propertyBindings;
  25825. switch (this.blendMode) {
  25826. case AdditiveAnimationBlendMode:
  25827. for (var j = 0, m = _interpolants.length; j !== m; ++j) {
  25828. _interpolants[j].evaluate(clipTime);
  25829. propertyMixers[j].accumulateAdditive(weight);
  25830. }
  25831. break;
  25832. case NormalAnimationBlendMode:
  25833. default:
  25834. for (var _j = 0, _m = _interpolants.length; _j !== _m; ++_j) {
  25835. _interpolants[_j].evaluate(clipTime);
  25836. propertyMixers[_j].accumulate(accuIndex, weight);
  25837. }
  25838. }
  25839. }
  25840. };
  25841. _proto._updateWeight = function _updateWeight(time) {
  25842. var weight = 0;
  25843. if (this.enabled) {
  25844. weight = this.weight;
  25845. var interpolant = this._weightInterpolant;
  25846. if (interpolant !== null) {
  25847. var interpolantValue = interpolant.evaluate(time)[0];
  25848. weight *= interpolantValue;
  25849. if (time > interpolant.parameterPositions[1]) {
  25850. this.stopFading();
  25851. if (interpolantValue === 0) {
  25852. // faded out, disable
  25853. this.enabled = false;
  25854. }
  25855. }
  25856. }
  25857. }
  25858. this._effectiveWeight = weight;
  25859. return weight;
  25860. };
  25861. _proto._updateTimeScale = function _updateTimeScale(time) {
  25862. var timeScale = 0;
  25863. if (!this.paused) {
  25864. timeScale = this.timeScale;
  25865. var interpolant = this._timeScaleInterpolant;
  25866. if (interpolant !== null) {
  25867. var interpolantValue = interpolant.evaluate(time)[0];
  25868. timeScale *= interpolantValue;
  25869. if (time > interpolant.parameterPositions[1]) {
  25870. this.stopWarping();
  25871. if (timeScale === 0) {
  25872. // motion has halted, pause
  25873. this.paused = true;
  25874. } else {
  25875. // warp done - apply final time scale
  25876. this.timeScale = timeScale;
  25877. }
  25878. }
  25879. }
  25880. }
  25881. this._effectiveTimeScale = timeScale;
  25882. return timeScale;
  25883. };
  25884. _proto._updateTime = function _updateTime(deltaTime) {
  25885. var duration = this._clip.duration;
  25886. var loop = this.loop;
  25887. var time = this.time + deltaTime;
  25888. var loopCount = this._loopCount;
  25889. var pingPong = loop === LoopPingPong;
  25890. if (deltaTime === 0) {
  25891. if (loopCount === -1) return time;
  25892. return pingPong && (loopCount & 1) === 1 ? duration - time : time;
  25893. }
  25894. if (loop === LoopOnce) {
  25895. if (loopCount === -1) {
  25896. // just started
  25897. this._loopCount = 0;
  25898. this._setEndings(true, true, false);
  25899. }
  25900. handle_stop: {
  25901. if (time >= duration) {
  25902. time = duration;
  25903. } else if (time < 0) {
  25904. time = 0;
  25905. } else {
  25906. this.time = time;
  25907. break handle_stop;
  25908. }
  25909. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  25910. this.time = time;
  25911. this._mixer.dispatchEvent({
  25912. type: 'finished',
  25913. action: this,
  25914. direction: deltaTime < 0 ? -1 : 1
  25915. });
  25916. }
  25917. } else {
  25918. // repetitive Repeat or PingPong
  25919. if (loopCount === -1) {
  25920. // just started
  25921. if (deltaTime >= 0) {
  25922. loopCount = 0;
  25923. this._setEndings(true, this.repetitions === 0, pingPong);
  25924. } else {
  25925. // when looping in reverse direction, the initial
  25926. // transition through zero counts as a repetition,
  25927. // so leave loopCount at -1
  25928. this._setEndings(this.repetitions === 0, true, pingPong);
  25929. }
  25930. }
  25931. if (time >= duration || time < 0) {
  25932. // wrap around
  25933. var loopDelta = Math.floor(time / duration); // signed
  25934. time -= duration * loopDelta;
  25935. loopCount += Math.abs(loopDelta);
  25936. var pending = this.repetitions - loopCount;
  25937. if (pending <= 0) {
  25938. // have to stop (switch state, clamp time, fire event)
  25939. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  25940. time = deltaTime > 0 ? duration : 0;
  25941. this.time = time;
  25942. this._mixer.dispatchEvent({
  25943. type: 'finished',
  25944. action: this,
  25945. direction: deltaTime > 0 ? 1 : -1
  25946. });
  25947. } else {
  25948. // keep running
  25949. if (pending === 1) {
  25950. // entering the last round
  25951. var atStart = deltaTime < 0;
  25952. this._setEndings(atStart, !atStart, pingPong);
  25953. } else {
  25954. this._setEndings(false, false, pingPong);
  25955. }
  25956. this._loopCount = loopCount;
  25957. this.time = time;
  25958. this._mixer.dispatchEvent({
  25959. type: 'loop',
  25960. action: this,
  25961. loopDelta: loopDelta
  25962. });
  25963. }
  25964. } else {
  25965. this.time = time;
  25966. }
  25967. if (pingPong && (loopCount & 1) === 1) {
  25968. // invert time for the "pong round"
  25969. return duration - time;
  25970. }
  25971. }
  25972. return time;
  25973. };
  25974. _proto._setEndings = function _setEndings(atStart, atEnd, pingPong) {
  25975. var settings = this._interpolantSettings;
  25976. if (pingPong) {
  25977. settings.endingStart = ZeroSlopeEnding;
  25978. settings.endingEnd = ZeroSlopeEnding;
  25979. } else {
  25980. // assuming for LoopOnce atStart == atEnd == true
  25981. if (atStart) {
  25982. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25983. } else {
  25984. settings.endingStart = WrapAroundEnding;
  25985. }
  25986. if (atEnd) {
  25987. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25988. } else {
  25989. settings.endingEnd = WrapAroundEnding;
  25990. }
  25991. }
  25992. };
  25993. _proto._scheduleFading = function _scheduleFading(duration, weightNow, weightThen) {
  25994. var mixer = this._mixer,
  25995. now = mixer.time;
  25996. var interpolant = this._weightInterpolant;
  25997. if (interpolant === null) {
  25998. interpolant = mixer._lendControlInterpolant();
  25999. this._weightInterpolant = interpolant;
  26000. }
  26001. var times = interpolant.parameterPositions,
  26002. values = interpolant.sampleValues;
  26003. times[0] = now;
  26004. values[0] = weightNow;
  26005. times[1] = now + duration;
  26006. values[1] = weightThen;
  26007. return this;
  26008. };
  26009. return AnimationAction;
  26010. }();
  26011. function AnimationMixer(root) {
  26012. this._root = root;
  26013. this._initMemoryManager();
  26014. this._accuIndex = 0;
  26015. this.time = 0;
  26016. this.timeScale = 1.0;
  26017. }
  26018. AnimationMixer.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  26019. constructor: AnimationMixer,
  26020. _bindAction: function _bindAction(action, prototypeAction) {
  26021. var root = action._localRoot || this._root,
  26022. tracks = action._clip.tracks,
  26023. nTracks = tracks.length,
  26024. bindings = action._propertyBindings,
  26025. interpolants = action._interpolants,
  26026. rootUuid = root.uuid,
  26027. bindingsByRoot = this._bindingsByRootAndName;
  26028. var bindingsByName = bindingsByRoot[rootUuid];
  26029. if (bindingsByName === undefined) {
  26030. bindingsByName = {};
  26031. bindingsByRoot[rootUuid] = bindingsByName;
  26032. }
  26033. for (var i = 0; i !== nTracks; ++i) {
  26034. var track = tracks[i],
  26035. trackName = track.name;
  26036. var binding = bindingsByName[trackName];
  26037. if (binding !== undefined) {
  26038. bindings[i] = binding;
  26039. } else {
  26040. binding = bindings[i];
  26041. if (binding !== undefined) {
  26042. // existing binding, make sure the cache knows
  26043. if (binding._cacheIndex === null) {
  26044. ++binding.referenceCount;
  26045. this._addInactiveBinding(binding, rootUuid, trackName);
  26046. }
  26047. continue;
  26048. }
  26049. var path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;
  26050. binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());
  26051. ++binding.referenceCount;
  26052. this._addInactiveBinding(binding, rootUuid, trackName);
  26053. bindings[i] = binding;
  26054. }
  26055. interpolants[i].resultBuffer = binding.buffer;
  26056. }
  26057. },
  26058. _activateAction: function _activateAction(action) {
  26059. if (!this._isActiveAction(action)) {
  26060. if (action._cacheIndex === null) {
  26061. // this action has been forgotten by the cache, but the user
  26062. // appears to be still using it -> rebind
  26063. var rootUuid = (action._localRoot || this._root).uuid,
  26064. clipUuid = action._clip.uuid,
  26065. actionsForClip = this._actionsByClip[clipUuid];
  26066. this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);
  26067. this._addInactiveAction(action, clipUuid, rootUuid);
  26068. }
  26069. var bindings = action._propertyBindings; // increment reference counts / sort out state
  26070. for (var i = 0, n = bindings.length; i !== n; ++i) {
  26071. var binding = bindings[i];
  26072. if (binding.useCount++ === 0) {
  26073. this._lendBinding(binding);
  26074. binding.saveOriginalState();
  26075. }
  26076. }
  26077. this._lendAction(action);
  26078. }
  26079. },
  26080. _deactivateAction: function _deactivateAction(action) {
  26081. if (this._isActiveAction(action)) {
  26082. var bindings = action._propertyBindings; // decrement reference counts / sort out state
  26083. for (var i = 0, n = bindings.length; i !== n; ++i) {
  26084. var binding = bindings[i];
  26085. if (--binding.useCount === 0) {
  26086. binding.restoreOriginalState();
  26087. this._takeBackBinding(binding);
  26088. }
  26089. }
  26090. this._takeBackAction(action);
  26091. }
  26092. },
  26093. // Memory manager
  26094. _initMemoryManager: function _initMemoryManager() {
  26095. this._actions = []; // 'nActiveActions' followed by inactive ones
  26096. this._nActiveActions = 0;
  26097. this._actionsByClip = {}; // inside:
  26098. // {
  26099. // knownActions: Array< AnimationAction > - used as prototypes
  26100. // actionByRoot: AnimationAction - lookup
  26101. // }
  26102. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26103. this._nActiveBindings = 0;
  26104. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26105. this._controlInterpolants = []; // same game as above
  26106. this._nActiveControlInterpolants = 0;
  26107. var scope = this;
  26108. this.stats = {
  26109. actions: {
  26110. get total() {
  26111. return scope._actions.length;
  26112. },
  26113. get inUse() {
  26114. return scope._nActiveActions;
  26115. }
  26116. },
  26117. bindings: {
  26118. get total() {
  26119. return scope._bindings.length;
  26120. },
  26121. get inUse() {
  26122. return scope._nActiveBindings;
  26123. }
  26124. },
  26125. controlInterpolants: {
  26126. get total() {
  26127. return scope._controlInterpolants.length;
  26128. },
  26129. get inUse() {
  26130. return scope._nActiveControlInterpolants;
  26131. }
  26132. }
  26133. };
  26134. },
  26135. // Memory management for AnimationAction objects
  26136. _isActiveAction: function _isActiveAction(action) {
  26137. var index = action._cacheIndex;
  26138. return index !== null && index < this._nActiveActions;
  26139. },
  26140. _addInactiveAction: function _addInactiveAction(action, clipUuid, rootUuid) {
  26141. var actions = this._actions,
  26142. actionsByClip = this._actionsByClip;
  26143. var actionsForClip = actionsByClip[clipUuid];
  26144. if (actionsForClip === undefined) {
  26145. actionsForClip = {
  26146. knownActions: [action],
  26147. actionByRoot: {}
  26148. };
  26149. action._byClipCacheIndex = 0;
  26150. actionsByClip[clipUuid] = actionsForClip;
  26151. } else {
  26152. var knownActions = actionsForClip.knownActions;
  26153. action._byClipCacheIndex = knownActions.length;
  26154. knownActions.push(action);
  26155. }
  26156. action._cacheIndex = actions.length;
  26157. actions.push(action);
  26158. actionsForClip.actionByRoot[rootUuid] = action;
  26159. },
  26160. _removeInactiveAction: function _removeInactiveAction(action) {
  26161. var actions = this._actions,
  26162. lastInactiveAction = actions[actions.length - 1],
  26163. cacheIndex = action._cacheIndex;
  26164. lastInactiveAction._cacheIndex = cacheIndex;
  26165. actions[cacheIndex] = lastInactiveAction;
  26166. actions.pop();
  26167. action._cacheIndex = null;
  26168. var clipUuid = action._clip.uuid,
  26169. actionsByClip = this._actionsByClip,
  26170. actionsForClip = actionsByClip[clipUuid],
  26171. knownActionsForClip = actionsForClip.knownActions,
  26172. lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],
  26173. byClipCacheIndex = action._byClipCacheIndex;
  26174. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26175. knownActionsForClip[byClipCacheIndex] = lastKnownAction;
  26176. knownActionsForClip.pop();
  26177. action._byClipCacheIndex = null;
  26178. var actionByRoot = actionsForClip.actionByRoot,
  26179. rootUuid = (action._localRoot || this._root).uuid;
  26180. delete actionByRoot[rootUuid];
  26181. if (knownActionsForClip.length === 0) {
  26182. delete actionsByClip[clipUuid];
  26183. }
  26184. this._removeInactiveBindingsForAction(action);
  26185. },
  26186. _removeInactiveBindingsForAction: function _removeInactiveBindingsForAction(action) {
  26187. var bindings = action._propertyBindings;
  26188. for (var i = 0, n = bindings.length; i !== n; ++i) {
  26189. var binding = bindings[i];
  26190. if (--binding.referenceCount === 0) {
  26191. this._removeInactiveBinding(binding);
  26192. }
  26193. }
  26194. },
  26195. _lendAction: function _lendAction(action) {
  26196. // [ active actions | inactive actions ]
  26197. // [ active actions >| inactive actions ]
  26198. // s a
  26199. // <-swap->
  26200. // a s
  26201. var actions = this._actions,
  26202. prevIndex = action._cacheIndex,
  26203. lastActiveIndex = this._nActiveActions++,
  26204. firstInactiveAction = actions[lastActiveIndex];
  26205. action._cacheIndex = lastActiveIndex;
  26206. actions[lastActiveIndex] = action;
  26207. firstInactiveAction._cacheIndex = prevIndex;
  26208. actions[prevIndex] = firstInactiveAction;
  26209. },
  26210. _takeBackAction: function _takeBackAction(action) {
  26211. // [ active actions | inactive actions ]
  26212. // [ active actions |< inactive actions ]
  26213. // a s
  26214. // <-swap->
  26215. // s a
  26216. var actions = this._actions,
  26217. prevIndex = action._cacheIndex,
  26218. firstInactiveIndex = --this._nActiveActions,
  26219. lastActiveAction = actions[firstInactiveIndex];
  26220. action._cacheIndex = firstInactiveIndex;
  26221. actions[firstInactiveIndex] = action;
  26222. lastActiveAction._cacheIndex = prevIndex;
  26223. actions[prevIndex] = lastActiveAction;
  26224. },
  26225. // Memory management for PropertyMixer objects
  26226. _addInactiveBinding: function _addInactiveBinding(binding, rootUuid, trackName) {
  26227. var bindingsByRoot = this._bindingsByRootAndName,
  26228. bindings = this._bindings;
  26229. var bindingByName = bindingsByRoot[rootUuid];
  26230. if (bindingByName === undefined) {
  26231. bindingByName = {};
  26232. bindingsByRoot[rootUuid] = bindingByName;
  26233. }
  26234. bindingByName[trackName] = binding;
  26235. binding._cacheIndex = bindings.length;
  26236. bindings.push(binding);
  26237. },
  26238. _removeInactiveBinding: function _removeInactiveBinding(binding) {
  26239. var bindings = this._bindings,
  26240. propBinding = binding.binding,
  26241. rootUuid = propBinding.rootNode.uuid,
  26242. trackName = propBinding.path,
  26243. bindingsByRoot = this._bindingsByRootAndName,
  26244. bindingByName = bindingsByRoot[rootUuid],
  26245. lastInactiveBinding = bindings[bindings.length - 1],
  26246. cacheIndex = binding._cacheIndex;
  26247. lastInactiveBinding._cacheIndex = cacheIndex;
  26248. bindings[cacheIndex] = lastInactiveBinding;
  26249. bindings.pop();
  26250. delete bindingByName[trackName];
  26251. if (Object.keys(bindingByName).length === 0) {
  26252. delete bindingsByRoot[rootUuid];
  26253. }
  26254. },
  26255. _lendBinding: function _lendBinding(binding) {
  26256. var bindings = this._bindings,
  26257. prevIndex = binding._cacheIndex,
  26258. lastActiveIndex = this._nActiveBindings++,
  26259. firstInactiveBinding = bindings[lastActiveIndex];
  26260. binding._cacheIndex = lastActiveIndex;
  26261. bindings[lastActiveIndex] = binding;
  26262. firstInactiveBinding._cacheIndex = prevIndex;
  26263. bindings[prevIndex] = firstInactiveBinding;
  26264. },
  26265. _takeBackBinding: function _takeBackBinding(binding) {
  26266. var bindings = this._bindings,
  26267. prevIndex = binding._cacheIndex,
  26268. firstInactiveIndex = --this._nActiveBindings,
  26269. lastActiveBinding = bindings[firstInactiveIndex];
  26270. binding._cacheIndex = firstInactiveIndex;
  26271. bindings[firstInactiveIndex] = binding;
  26272. lastActiveBinding._cacheIndex = prevIndex;
  26273. bindings[prevIndex] = lastActiveBinding;
  26274. },
  26275. // Memory management of Interpolants for weight and time scale
  26276. _lendControlInterpolant: function _lendControlInterpolant() {
  26277. var interpolants = this._controlInterpolants,
  26278. lastActiveIndex = this._nActiveControlInterpolants++;
  26279. var interpolant = interpolants[lastActiveIndex];
  26280. if (interpolant === undefined) {
  26281. interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
  26282. interpolant.__cacheIndex = lastActiveIndex;
  26283. interpolants[lastActiveIndex] = interpolant;
  26284. }
  26285. return interpolant;
  26286. },
  26287. _takeBackControlInterpolant: function _takeBackControlInterpolant(interpolant) {
  26288. var interpolants = this._controlInterpolants,
  26289. prevIndex = interpolant.__cacheIndex,
  26290. firstInactiveIndex = --this._nActiveControlInterpolants,
  26291. lastActiveInterpolant = interpolants[firstInactiveIndex];
  26292. interpolant.__cacheIndex = firstInactiveIndex;
  26293. interpolants[firstInactiveIndex] = interpolant;
  26294. lastActiveInterpolant.__cacheIndex = prevIndex;
  26295. interpolants[prevIndex] = lastActiveInterpolant;
  26296. },
  26297. _controlInterpolantsResultBuffer: new Float32Array(1),
  26298. // return an action for a clip optionally using a custom root target
  26299. // object (this method allocates a lot of dynamic memory in case a
  26300. // previously unknown clip/root combination is specified)
  26301. clipAction: function clipAction(clip, optionalRoot, blendMode) {
  26302. var root = optionalRoot || this._root,
  26303. rootUuid = root.uuid;
  26304. var clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
  26305. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  26306. var actionsForClip = this._actionsByClip[clipUuid];
  26307. var prototypeAction = null;
  26308. if (blendMode === undefined) {
  26309. if (clipObject !== null) {
  26310. blendMode = clipObject.blendMode;
  26311. } else {
  26312. blendMode = NormalAnimationBlendMode;
  26313. }
  26314. }
  26315. if (actionsForClip !== undefined) {
  26316. var existingAction = actionsForClip.actionByRoot[rootUuid];
  26317. if (existingAction !== undefined && existingAction.blendMode === blendMode) {
  26318. return existingAction;
  26319. } // we know the clip, so we don't have to parse all
  26320. // the bindings again but can just copy
  26321. prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action
  26322. if (clipObject === null) clipObject = prototypeAction._clip;
  26323. } // clip must be known when specified via string
  26324. if (clipObject === null) return null; // allocate all resources required to run it
  26325. var newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
  26326. this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager
  26327. this._addInactiveAction(newAction, clipUuid, rootUuid);
  26328. return newAction;
  26329. },
  26330. // get an existing action
  26331. existingAction: function existingAction(clip, optionalRoot) {
  26332. var root = optionalRoot || this._root,
  26333. rootUuid = root.uuid,
  26334. clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,
  26335. clipUuid = clipObject ? clipObject.uuid : clip,
  26336. actionsForClip = this._actionsByClip[clipUuid];
  26337. if (actionsForClip !== undefined) {
  26338. return actionsForClip.actionByRoot[rootUuid] || null;
  26339. }
  26340. return null;
  26341. },
  26342. // deactivates all previously scheduled actions
  26343. stopAllAction: function stopAllAction() {
  26344. var actions = this._actions,
  26345. nActions = this._nActiveActions;
  26346. for (var i = nActions - 1; i >= 0; --i) {
  26347. actions[i].stop();
  26348. }
  26349. return this;
  26350. },
  26351. // advance the time and update apply the animation
  26352. update: function update(deltaTime) {
  26353. deltaTime *= this.timeScale;
  26354. var actions = this._actions,
  26355. nActions = this._nActiveActions,
  26356. time = this.time += deltaTime,
  26357. timeDirection = Math.sign(deltaTime),
  26358. accuIndex = this._accuIndex ^= 1; // run active actions
  26359. for (var i = 0; i !== nActions; ++i) {
  26360. var action = actions[i];
  26361. action._update(time, deltaTime, timeDirection, accuIndex);
  26362. } // update scene graph
  26363. var bindings = this._bindings,
  26364. nBindings = this._nActiveBindings;
  26365. for (var _i = 0; _i !== nBindings; ++_i) {
  26366. bindings[_i].apply(accuIndex);
  26367. }
  26368. return this;
  26369. },
  26370. // Allows you to seek to a specific time in an animation.
  26371. setTime: function setTime(timeInSeconds) {
  26372. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26373. for (var i = 0; i < this._actions.length; i++) {
  26374. this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26375. }
  26376. return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
  26377. },
  26378. // return this mixer's root target object
  26379. getRoot: function getRoot() {
  26380. return this._root;
  26381. },
  26382. // free all resources specific to a particular clip
  26383. uncacheClip: function uncacheClip(clip) {
  26384. var actions = this._actions,
  26385. clipUuid = clip.uuid,
  26386. actionsByClip = this._actionsByClip,
  26387. actionsForClip = actionsByClip[clipUuid];
  26388. if (actionsForClip !== undefined) {
  26389. // note: just calling _removeInactiveAction would mess up the
  26390. // iteration state and also require updating the state we can
  26391. // just throw away
  26392. var actionsToRemove = actionsForClip.knownActions;
  26393. for (var i = 0, n = actionsToRemove.length; i !== n; ++i) {
  26394. var action = actionsToRemove[i];
  26395. this._deactivateAction(action);
  26396. var cacheIndex = action._cacheIndex,
  26397. lastInactiveAction = actions[actions.length - 1];
  26398. action._cacheIndex = null;
  26399. action._byClipCacheIndex = null;
  26400. lastInactiveAction._cacheIndex = cacheIndex;
  26401. actions[cacheIndex] = lastInactiveAction;
  26402. actions.pop();
  26403. this._removeInactiveBindingsForAction(action);
  26404. }
  26405. delete actionsByClip[clipUuid];
  26406. }
  26407. },
  26408. // free all resources specific to a particular root target object
  26409. uncacheRoot: function uncacheRoot(root) {
  26410. var rootUuid = root.uuid,
  26411. actionsByClip = this._actionsByClip;
  26412. for (var clipUuid in actionsByClip) {
  26413. var actionByRoot = actionsByClip[clipUuid].actionByRoot,
  26414. action = actionByRoot[rootUuid];
  26415. if (action !== undefined) {
  26416. this._deactivateAction(action);
  26417. this._removeInactiveAction(action);
  26418. }
  26419. }
  26420. var bindingsByRoot = this._bindingsByRootAndName,
  26421. bindingByName = bindingsByRoot[rootUuid];
  26422. if (bindingByName !== undefined) {
  26423. for (var trackName in bindingByName) {
  26424. var binding = bindingByName[trackName];
  26425. binding.restoreOriginalState();
  26426. this._removeInactiveBinding(binding);
  26427. }
  26428. }
  26429. },
  26430. // remove a targeted clip from the cache
  26431. uncacheAction: function uncacheAction(clip, optionalRoot) {
  26432. var action = this.existingAction(clip, optionalRoot);
  26433. if (action !== null) {
  26434. this._deactivateAction(action);
  26435. this._removeInactiveAction(action);
  26436. }
  26437. }
  26438. });
  26439. var Uniform = /*#__PURE__*/function () {
  26440. function Uniform(value) {
  26441. if (typeof value === 'string') {
  26442. console.warn('THREE.Uniform: Type parameter is no longer needed.');
  26443. value = arguments[1];
  26444. }
  26445. this.value = value;
  26446. }
  26447. var _proto = Uniform.prototype;
  26448. _proto.clone = function clone() {
  26449. return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
  26450. };
  26451. return Uniform;
  26452. }();
  26453. function InstancedInterleavedBuffer(array, stride, meshPerAttribute) {
  26454. InterleavedBuffer.call(this, array, stride);
  26455. this.meshPerAttribute = meshPerAttribute || 1;
  26456. }
  26457. InstancedInterleavedBuffer.prototype = Object.assign(Object.create(InterleavedBuffer.prototype), {
  26458. constructor: InstancedInterleavedBuffer,
  26459. isInstancedInterleavedBuffer: true,
  26460. copy: function copy(source) {
  26461. InterleavedBuffer.prototype.copy.call(this, source);
  26462. this.meshPerAttribute = source.meshPerAttribute;
  26463. return this;
  26464. },
  26465. clone: function clone(data) {
  26466. var ib = InterleavedBuffer.prototype.clone.call(this, data);
  26467. ib.meshPerAttribute = this.meshPerAttribute;
  26468. return ib;
  26469. },
  26470. toJSON: function toJSON(data) {
  26471. var json = InterleavedBuffer.prototype.toJSON.call(this, data);
  26472. json.isInstancedInterleavedBuffer = true;
  26473. json.meshPerAttribute = this.meshPerAttribute;
  26474. return json;
  26475. }
  26476. });
  26477. function GLBufferAttribute(buffer, type, itemSize, elementSize, count) {
  26478. this.buffer = buffer;
  26479. this.type = type;
  26480. this.itemSize = itemSize;
  26481. this.elementSize = elementSize;
  26482. this.count = count;
  26483. this.version = 0;
  26484. }
  26485. Object.defineProperty(GLBufferAttribute.prototype, 'needsUpdate', {
  26486. set: function set(value) {
  26487. if (value === true) this.version++;
  26488. }
  26489. });
  26490. Object.assign(GLBufferAttribute.prototype, {
  26491. isGLBufferAttribute: true,
  26492. setBuffer: function setBuffer(buffer) {
  26493. this.buffer = buffer;
  26494. return this;
  26495. },
  26496. setType: function setType(type, elementSize) {
  26497. this.type = type;
  26498. this.elementSize = elementSize;
  26499. return this;
  26500. },
  26501. setItemSize: function setItemSize(itemSize) {
  26502. this.itemSize = itemSize;
  26503. return this;
  26504. },
  26505. setCount: function setCount(count) {
  26506. this.count = count;
  26507. return this;
  26508. }
  26509. });
  26510. function Raycaster(origin, direction, near, far) {
  26511. this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)
  26512. this.near = near || 0;
  26513. this.far = far || Infinity;
  26514. this.camera = null;
  26515. this.layers = new Layers();
  26516. this.params = {
  26517. Mesh: {},
  26518. Line: {
  26519. threshold: 1
  26520. },
  26521. LOD: {},
  26522. Points: {
  26523. threshold: 1
  26524. },
  26525. Sprite: {}
  26526. };
  26527. Object.defineProperties(this.params, {
  26528. PointCloud: {
  26529. get: function get() {
  26530. console.warn('THREE.Raycaster: params.PointCloud has been renamed to params.Points.');
  26531. return this.Points;
  26532. }
  26533. }
  26534. });
  26535. }
  26536. function ascSort(a, b) {
  26537. return a.distance - b.distance;
  26538. }
  26539. function _intersectObject(object, raycaster, intersects, recursive) {
  26540. if (object.layers.test(raycaster.layers)) {
  26541. object.raycast(raycaster, intersects);
  26542. }
  26543. if (recursive === true) {
  26544. var children = object.children;
  26545. for (var i = 0, l = children.length; i < l; i++) {
  26546. _intersectObject(children[i], raycaster, intersects, true);
  26547. }
  26548. }
  26549. }
  26550. Object.assign(Raycaster.prototype, {
  26551. set: function set(origin, direction) {
  26552. // direction is assumed to be normalized (for accurate distance calculations)
  26553. this.ray.set(origin, direction);
  26554. },
  26555. setFromCamera: function setFromCamera(coords, camera) {
  26556. if (camera && camera.isPerspectiveCamera) {
  26557. this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
  26558. this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
  26559. this.camera = camera;
  26560. } else if (camera && camera.isOrthographicCamera) {
  26561. this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera
  26562. this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
  26563. this.camera = camera;
  26564. } else {
  26565. console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type);
  26566. }
  26567. },
  26568. intersectObject: function intersectObject(object, recursive, optionalTarget) {
  26569. var intersects = optionalTarget || [];
  26570. _intersectObject(object, this, intersects, recursive);
  26571. intersects.sort(ascSort);
  26572. return intersects;
  26573. },
  26574. intersectObjects: function intersectObjects(objects, recursive, optionalTarget) {
  26575. var intersects = optionalTarget || [];
  26576. if (Array.isArray(objects) === false) {
  26577. console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.');
  26578. return intersects;
  26579. }
  26580. for (var i = 0, l = objects.length; i < l; i++) {
  26581. _intersectObject(objects[i], this, intersects, recursive);
  26582. }
  26583. intersects.sort(ascSort);
  26584. return intersects;
  26585. }
  26586. });
  26587. /**
  26588. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26589. *
  26590. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26591. * The azimuthal angle (theta) is measured from the positive z-axis.
  26592. */
  26593. var Spherical = /*#__PURE__*/function () {
  26594. function Spherical(radius, phi, theta) {
  26595. if (radius === void 0) {
  26596. radius = 1;
  26597. }
  26598. if (phi === void 0) {
  26599. phi = 0;
  26600. }
  26601. if (theta === void 0) {
  26602. theta = 0;
  26603. }
  26604. this.radius = radius;
  26605. this.phi = phi; // polar angle
  26606. this.theta = theta; // azimuthal angle
  26607. return this;
  26608. }
  26609. var _proto = Spherical.prototype;
  26610. _proto.set = function set(radius, phi, theta) {
  26611. this.radius = radius;
  26612. this.phi = phi;
  26613. this.theta = theta;
  26614. return this;
  26615. };
  26616. _proto.clone = function clone() {
  26617. return new this.constructor().copy(this);
  26618. };
  26619. _proto.copy = function copy(other) {
  26620. this.radius = other.radius;
  26621. this.phi = other.phi;
  26622. this.theta = other.theta;
  26623. return this;
  26624. } // restrict phi to be betwee EPS and PI-EPS
  26625. ;
  26626. _proto.makeSafe = function makeSafe() {
  26627. var EPS = 0.000001;
  26628. this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
  26629. return this;
  26630. };
  26631. _proto.setFromVector3 = function setFromVector3(v) {
  26632. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26633. };
  26634. _proto.setFromCartesianCoords = function setFromCartesianCoords(x, y, z) {
  26635. this.radius = Math.sqrt(x * x + y * y + z * z);
  26636. if (this.radius === 0) {
  26637. this.theta = 0;
  26638. this.phi = 0;
  26639. } else {
  26640. this.theta = Math.atan2(x, z);
  26641. this.phi = Math.acos(MathUtils.clamp(y / this.radius, -1, 1));
  26642. }
  26643. return this;
  26644. };
  26645. return Spherical;
  26646. }();
  26647. /**
  26648. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26649. */
  26650. var Cylindrical = /*#__PURE__*/function () {
  26651. function Cylindrical(radius, theta, y) {
  26652. this.radius = radius !== undefined ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26653. this.theta = theta !== undefined ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26654. this.y = y !== undefined ? y : 0; // height above the x-z plane
  26655. return this;
  26656. }
  26657. var _proto = Cylindrical.prototype;
  26658. _proto.set = function set(radius, theta, y) {
  26659. this.radius = radius;
  26660. this.theta = theta;
  26661. this.y = y;
  26662. return this;
  26663. };
  26664. _proto.clone = function clone() {
  26665. return new this.constructor().copy(this);
  26666. };
  26667. _proto.copy = function copy(other) {
  26668. this.radius = other.radius;
  26669. this.theta = other.theta;
  26670. this.y = other.y;
  26671. return this;
  26672. };
  26673. _proto.setFromVector3 = function setFromVector3(v) {
  26674. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26675. };
  26676. _proto.setFromCartesianCoords = function setFromCartesianCoords(x, y, z) {
  26677. this.radius = Math.sqrt(x * x + z * z);
  26678. this.theta = Math.atan2(x, z);
  26679. this.y = y;
  26680. return this;
  26681. };
  26682. return Cylindrical;
  26683. }();
  26684. var _vector$8 = /*@__PURE__*/new Vector2();
  26685. var Box2 = /*#__PURE__*/function () {
  26686. function Box2(min, max) {
  26687. Object.defineProperty(this, 'isBox2', {
  26688. value: true
  26689. });
  26690. this.min = min !== undefined ? min : new Vector2(+Infinity, +Infinity);
  26691. this.max = max !== undefined ? max : new Vector2(-Infinity, -Infinity);
  26692. }
  26693. var _proto = Box2.prototype;
  26694. _proto.set = function set(min, max) {
  26695. this.min.copy(min);
  26696. this.max.copy(max);
  26697. return this;
  26698. };
  26699. _proto.setFromPoints = function setFromPoints(points) {
  26700. this.makeEmpty();
  26701. for (var i = 0, il = points.length; i < il; i++) {
  26702. this.expandByPoint(points[i]);
  26703. }
  26704. return this;
  26705. };
  26706. _proto.setFromCenterAndSize = function setFromCenterAndSize(center, size) {
  26707. var halfSize = _vector$8.copy(size).multiplyScalar(0.5);
  26708. this.min.copy(center).sub(halfSize);
  26709. this.max.copy(center).add(halfSize);
  26710. return this;
  26711. };
  26712. _proto.clone = function clone() {
  26713. return new this.constructor().copy(this);
  26714. };
  26715. _proto.copy = function copy(box) {
  26716. this.min.copy(box.min);
  26717. this.max.copy(box.max);
  26718. return this;
  26719. };
  26720. _proto.makeEmpty = function makeEmpty() {
  26721. this.min.x = this.min.y = +Infinity;
  26722. this.max.x = this.max.y = -Infinity;
  26723. return this;
  26724. };
  26725. _proto.isEmpty = function isEmpty() {
  26726. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26727. return this.max.x < this.min.x || this.max.y < this.min.y;
  26728. };
  26729. _proto.getCenter = function getCenter(target) {
  26730. if (target === undefined) {
  26731. console.warn('THREE.Box2: .getCenter() target is now required');
  26732. target = new Vector2();
  26733. }
  26734. return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  26735. };
  26736. _proto.getSize = function getSize(target) {
  26737. if (target === undefined) {
  26738. console.warn('THREE.Box2: .getSize() target is now required');
  26739. target = new Vector2();
  26740. }
  26741. return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
  26742. };
  26743. _proto.expandByPoint = function expandByPoint(point) {
  26744. this.min.min(point);
  26745. this.max.max(point);
  26746. return this;
  26747. };
  26748. _proto.expandByVector = function expandByVector(vector) {
  26749. this.min.sub(vector);
  26750. this.max.add(vector);
  26751. return this;
  26752. };
  26753. _proto.expandByScalar = function expandByScalar(scalar) {
  26754. this.min.addScalar(-scalar);
  26755. this.max.addScalar(scalar);
  26756. return this;
  26757. };
  26758. _proto.containsPoint = function containsPoint(point) {
  26759. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
  26760. };
  26761. _proto.containsBox = function containsBox(box) {
  26762. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
  26763. };
  26764. _proto.getParameter = function getParameter(point, target) {
  26765. // This can potentially have a divide by zero if the box
  26766. // has a size dimension of 0.
  26767. if (target === undefined) {
  26768. console.warn('THREE.Box2: .getParameter() target is now required');
  26769. target = new Vector2();
  26770. }
  26771. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y));
  26772. };
  26773. _proto.intersectsBox = function intersectsBox(box) {
  26774. // using 4 splitting planes to rule out intersections
  26775. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26776. };
  26777. _proto.clampPoint = function clampPoint(point, target) {
  26778. if (target === undefined) {
  26779. console.warn('THREE.Box2: .clampPoint() target is now required');
  26780. target = new Vector2();
  26781. }
  26782. return target.copy(point).clamp(this.min, this.max);
  26783. };
  26784. _proto.distanceToPoint = function distanceToPoint(point) {
  26785. var clampedPoint = _vector$8.copy(point).clamp(this.min, this.max);
  26786. return clampedPoint.sub(point).length();
  26787. };
  26788. _proto.intersect = function intersect(box) {
  26789. this.min.max(box.min);
  26790. this.max.min(box.max);
  26791. return this;
  26792. };
  26793. _proto.union = function union(box) {
  26794. this.min.min(box.min);
  26795. this.max.max(box.max);
  26796. return this;
  26797. };
  26798. _proto.translate = function translate(offset) {
  26799. this.min.add(offset);
  26800. this.max.add(offset);
  26801. return this;
  26802. };
  26803. _proto.equals = function equals(box) {
  26804. return box.min.equals(this.min) && box.max.equals(this.max);
  26805. };
  26806. return Box2;
  26807. }();
  26808. var _startP = /*@__PURE__*/new Vector3();
  26809. var _startEnd = /*@__PURE__*/new Vector3();
  26810. var Line3 = /*#__PURE__*/function () {
  26811. function Line3(start, end) {
  26812. this.start = start !== undefined ? start : new Vector3();
  26813. this.end = end !== undefined ? end : new Vector3();
  26814. }
  26815. var _proto = Line3.prototype;
  26816. _proto.set = function set(start, end) {
  26817. this.start.copy(start);
  26818. this.end.copy(end);
  26819. return this;
  26820. };
  26821. _proto.clone = function clone() {
  26822. return new this.constructor().copy(this);
  26823. };
  26824. _proto.copy = function copy(line) {
  26825. this.start.copy(line.start);
  26826. this.end.copy(line.end);
  26827. return this;
  26828. };
  26829. _proto.getCenter = function getCenter(target) {
  26830. if (target === undefined) {
  26831. console.warn('THREE.Line3: .getCenter() target is now required');
  26832. target = new Vector3();
  26833. }
  26834. return target.addVectors(this.start, this.end).multiplyScalar(0.5);
  26835. };
  26836. _proto.delta = function delta(target) {
  26837. if (target === undefined) {
  26838. console.warn('THREE.Line3: .delta() target is now required');
  26839. target = new Vector3();
  26840. }
  26841. return target.subVectors(this.end, this.start);
  26842. };
  26843. _proto.distanceSq = function distanceSq() {
  26844. return this.start.distanceToSquared(this.end);
  26845. };
  26846. _proto.distance = function distance() {
  26847. return this.start.distanceTo(this.end);
  26848. };
  26849. _proto.at = function at(t, target) {
  26850. if (target === undefined) {
  26851. console.warn('THREE.Line3: .at() target is now required');
  26852. target = new Vector3();
  26853. }
  26854. return this.delta(target).multiplyScalar(t).add(this.start);
  26855. };
  26856. _proto.closestPointToPointParameter = function closestPointToPointParameter(point, clampToLine) {
  26857. _startP.subVectors(point, this.start);
  26858. _startEnd.subVectors(this.end, this.start);
  26859. var startEnd2 = _startEnd.dot(_startEnd);
  26860. var startEnd_startP = _startEnd.dot(_startP);
  26861. var t = startEnd_startP / startEnd2;
  26862. if (clampToLine) {
  26863. t = MathUtils.clamp(t, 0, 1);
  26864. }
  26865. return t;
  26866. };
  26867. _proto.closestPointToPoint = function closestPointToPoint(point, clampToLine, target) {
  26868. var t = this.closestPointToPointParameter(point, clampToLine);
  26869. if (target === undefined) {
  26870. console.warn('THREE.Line3: .closestPointToPoint() target is now required');
  26871. target = new Vector3();
  26872. }
  26873. return this.delta(target).multiplyScalar(t).add(this.start);
  26874. };
  26875. _proto.applyMatrix4 = function applyMatrix4(matrix) {
  26876. this.start.applyMatrix4(matrix);
  26877. this.end.applyMatrix4(matrix);
  26878. return this;
  26879. };
  26880. _proto.equals = function equals(line) {
  26881. return line.start.equals(this.start) && line.end.equals(this.end);
  26882. };
  26883. return Line3;
  26884. }();
  26885. function ImmediateRenderObject(material) {
  26886. Object3D.call(this);
  26887. this.material = material;
  26888. this.render = function ()
  26889. /* renderCallback */
  26890. {};
  26891. this.hasPositions = false;
  26892. this.hasNormals = false;
  26893. this.hasColors = false;
  26894. this.hasUvs = false;
  26895. this.positionArray = null;
  26896. this.normalArray = null;
  26897. this.colorArray = null;
  26898. this.uvArray = null;
  26899. this.count = 0;
  26900. }
  26901. ImmediateRenderObject.prototype = Object.create(Object3D.prototype);
  26902. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26903. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26904. var _vector$9 = /*@__PURE__*/new Vector3();
  26905. var SpotLightHelper = /*#__PURE__*/function (_Object3D) {
  26906. _inheritsLoose(SpotLightHelper, _Object3D);
  26907. function SpotLightHelper(light, color) {
  26908. var _this;
  26909. _this = _Object3D.call(this) || this;
  26910. _this.light = light;
  26911. _this.light.updateMatrixWorld();
  26912. _this.matrix = light.matrixWorld;
  26913. _this.matrixAutoUpdate = false;
  26914. _this.color = color;
  26915. var geometry = new BufferGeometry();
  26916. var positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1];
  26917. for (var i = 0, j = 1, l = 32; i < l; i++, j++) {
  26918. var p1 = i / l * Math.PI * 2;
  26919. var p2 = j / l * Math.PI * 2;
  26920. positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
  26921. }
  26922. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  26923. var material = new LineBasicMaterial({
  26924. fog: false,
  26925. toneMapped: false
  26926. });
  26927. _this.cone = new LineSegments(geometry, material);
  26928. _this.add(_this.cone);
  26929. _this.update();
  26930. return _this;
  26931. }
  26932. var _proto = SpotLightHelper.prototype;
  26933. _proto.dispose = function dispose() {
  26934. this.cone.geometry.dispose();
  26935. this.cone.material.dispose();
  26936. };
  26937. _proto.update = function update() {
  26938. this.light.updateMatrixWorld();
  26939. var coneLength = this.light.distance ? this.light.distance : 1000;
  26940. var coneWidth = coneLength * Math.tan(this.light.angle);
  26941. this.cone.scale.set(coneWidth, coneWidth, coneLength);
  26942. _vector$9.setFromMatrixPosition(this.light.target.matrixWorld);
  26943. this.cone.lookAt(_vector$9);
  26944. if (this.color !== undefined) {
  26945. this.cone.material.color.set(this.color);
  26946. } else {
  26947. this.cone.material.color.copy(this.light.color);
  26948. }
  26949. };
  26950. return SpotLightHelper;
  26951. }(Object3D);
  26952. var _vector$a = /*@__PURE__*/new Vector3();
  26953. var _boneMatrix = /*@__PURE__*/new Matrix4();
  26954. var _matrixWorldInv = /*@__PURE__*/new Matrix4();
  26955. var SkeletonHelper = /*#__PURE__*/function (_LineSegments) {
  26956. _inheritsLoose(SkeletonHelper, _LineSegments);
  26957. function SkeletonHelper(object) {
  26958. var _this;
  26959. var bones = getBoneList(object);
  26960. var geometry = new BufferGeometry();
  26961. var vertices = [];
  26962. var colors = [];
  26963. var color1 = new Color(0, 0, 1);
  26964. var color2 = new Color(0, 1, 0);
  26965. for (var i = 0; i < bones.length; i++) {
  26966. var bone = bones[i];
  26967. if (bone.parent && bone.parent.isBone) {
  26968. vertices.push(0, 0, 0);
  26969. vertices.push(0, 0, 0);
  26970. colors.push(color1.r, color1.g, color1.b);
  26971. colors.push(color2.r, color2.g, color2.b);
  26972. }
  26973. }
  26974. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  26975. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  26976. var material = new LineBasicMaterial({
  26977. vertexColors: true,
  26978. depthTest: false,
  26979. depthWrite: false,
  26980. toneMapped: false,
  26981. transparent: true
  26982. });
  26983. _this = _LineSegments.call(this, geometry, material) || this;
  26984. _this.type = 'SkeletonHelper';
  26985. _this.isSkeletonHelper = true;
  26986. _this.root = object;
  26987. _this.bones = bones;
  26988. _this.matrix = object.matrixWorld;
  26989. _this.matrixAutoUpdate = false;
  26990. return _this;
  26991. }
  26992. var _proto = SkeletonHelper.prototype;
  26993. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  26994. var bones = this.bones;
  26995. var geometry = this.geometry;
  26996. var position = geometry.getAttribute('position');
  26997. _matrixWorldInv.copy(this.root.matrixWorld).invert();
  26998. for (var i = 0, j = 0; i < bones.length; i++) {
  26999. var bone = bones[i];
  27000. if (bone.parent && bone.parent.isBone) {
  27001. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
  27002. _vector$a.setFromMatrixPosition(_boneMatrix);
  27003. position.setXYZ(j, _vector$a.x, _vector$a.y, _vector$a.z);
  27004. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
  27005. _vector$a.setFromMatrixPosition(_boneMatrix);
  27006. position.setXYZ(j + 1, _vector$a.x, _vector$a.y, _vector$a.z);
  27007. j += 2;
  27008. }
  27009. }
  27010. geometry.getAttribute('position').needsUpdate = true;
  27011. _LineSegments.prototype.updateMatrixWorld.call(this, force);
  27012. };
  27013. return SkeletonHelper;
  27014. }(LineSegments);
  27015. function getBoneList(object) {
  27016. var boneList = [];
  27017. if (object && object.isBone) {
  27018. boneList.push(object);
  27019. }
  27020. for (var i = 0; i < object.children.length; i++) {
  27021. boneList.push.apply(boneList, getBoneList(object.children[i]));
  27022. }
  27023. return boneList;
  27024. }
  27025. var PointLightHelper = /*#__PURE__*/function (_Mesh) {
  27026. _inheritsLoose(PointLightHelper, _Mesh);
  27027. function PointLightHelper(light, sphereSize, color) {
  27028. var _this;
  27029. var geometry = new SphereGeometry(sphereSize, 4, 2);
  27030. var material = new MeshBasicMaterial({
  27031. wireframe: true,
  27032. fog: false,
  27033. toneMapped: false
  27034. });
  27035. _this = _Mesh.call(this, geometry, material) || this;
  27036. _this.light = light;
  27037. _this.light.updateMatrixWorld();
  27038. _this.color = color;
  27039. _this.type = 'PointLightHelper';
  27040. _this.matrix = _this.light.matrixWorld;
  27041. _this.matrixAutoUpdate = false;
  27042. _this.update();
  27043. /*
  27044. // TODO: delete this comment?
  27045. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27046. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27047. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27048. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27049. const d = light.distance;
  27050. if ( d === 0.0 ) {
  27051. this.lightDistance.visible = false;
  27052. } else {
  27053. this.lightDistance.scale.set( d, d, d );
  27054. }
  27055. this.add( this.lightDistance );
  27056. */
  27057. return _this;
  27058. }
  27059. var _proto = PointLightHelper.prototype;
  27060. _proto.dispose = function dispose() {
  27061. this.geometry.dispose();
  27062. this.material.dispose();
  27063. };
  27064. _proto.update = function update() {
  27065. if (this.color !== undefined) {
  27066. this.material.color.set(this.color);
  27067. } else {
  27068. this.material.color.copy(this.light.color);
  27069. }
  27070. /*
  27071. const d = this.light.distance;
  27072. if ( d === 0.0 ) {
  27073. this.lightDistance.visible = false;
  27074. } else {
  27075. this.lightDistance.visible = true;
  27076. this.lightDistance.scale.set( d, d, d );
  27077. }
  27078. */
  27079. };
  27080. return PointLightHelper;
  27081. }(Mesh);
  27082. var _vector$b = /*@__PURE__*/new Vector3();
  27083. var _color1 = /*@__PURE__*/new Color();
  27084. var _color2 = /*@__PURE__*/new Color();
  27085. var HemisphereLightHelper = /*#__PURE__*/function (_Object3D) {
  27086. _inheritsLoose(HemisphereLightHelper, _Object3D);
  27087. function HemisphereLightHelper(light, size, color) {
  27088. var _this;
  27089. _this = _Object3D.call(this) || this;
  27090. _this.light = light;
  27091. _this.light.updateMatrixWorld();
  27092. _this.matrix = light.matrixWorld;
  27093. _this.matrixAutoUpdate = false;
  27094. _this.color = color;
  27095. var geometry = new OctahedronGeometry(size);
  27096. geometry.rotateY(Math.PI * 0.5);
  27097. _this.material = new MeshBasicMaterial({
  27098. wireframe: true,
  27099. fog: false,
  27100. toneMapped: false
  27101. });
  27102. if (_this.color === undefined) _this.material.vertexColors = true;
  27103. var position = geometry.getAttribute('position');
  27104. var colors = new Float32Array(position.count * 3);
  27105. geometry.setAttribute('color', new BufferAttribute(colors, 3));
  27106. _this.add(new Mesh(geometry, _this.material));
  27107. _this.update();
  27108. return _this;
  27109. }
  27110. var _proto = HemisphereLightHelper.prototype;
  27111. _proto.dispose = function dispose() {
  27112. this.children[0].geometry.dispose();
  27113. this.children[0].material.dispose();
  27114. };
  27115. _proto.update = function update() {
  27116. var mesh = this.children[0];
  27117. if (this.color !== undefined) {
  27118. this.material.color.set(this.color);
  27119. } else {
  27120. var colors = mesh.geometry.getAttribute('color');
  27121. _color1.copy(this.light.color);
  27122. _color2.copy(this.light.groundColor);
  27123. for (var i = 0, l = colors.count; i < l; i++) {
  27124. var color = i < l / 2 ? _color1 : _color2;
  27125. colors.setXYZ(i, color.r, color.g, color.b);
  27126. }
  27127. colors.needsUpdate = true;
  27128. }
  27129. mesh.lookAt(_vector$b.setFromMatrixPosition(this.light.matrixWorld).negate());
  27130. };
  27131. return HemisphereLightHelper;
  27132. }(Object3D);
  27133. var GridHelper = /*#__PURE__*/function (_LineSegments) {
  27134. _inheritsLoose(GridHelper, _LineSegments);
  27135. function GridHelper(size, divisions, color1, color2) {
  27136. var _this;
  27137. if (size === void 0) {
  27138. size = 10;
  27139. }
  27140. if (divisions === void 0) {
  27141. divisions = 10;
  27142. }
  27143. if (color1 === void 0) {
  27144. color1 = 0x444444;
  27145. }
  27146. if (color2 === void 0) {
  27147. color2 = 0x888888;
  27148. }
  27149. color1 = new Color(color1);
  27150. color2 = new Color(color2);
  27151. var center = divisions / 2;
  27152. var step = size / divisions;
  27153. var halfSize = size / 2;
  27154. var vertices = [],
  27155. colors = [];
  27156. for (var i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
  27157. vertices.push(-halfSize, 0, k, halfSize, 0, k);
  27158. vertices.push(k, 0, -halfSize, k, 0, halfSize);
  27159. var color = i === center ? color1 : color2;
  27160. color.toArray(colors, j);
  27161. j += 3;
  27162. color.toArray(colors, j);
  27163. j += 3;
  27164. color.toArray(colors, j);
  27165. j += 3;
  27166. color.toArray(colors, j);
  27167. j += 3;
  27168. }
  27169. var geometry = new BufferGeometry();
  27170. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27171. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27172. var material = new LineBasicMaterial({
  27173. vertexColors: true,
  27174. toneMapped: false
  27175. });
  27176. _this = _LineSegments.call(this, geometry, material) || this;
  27177. _this.type = 'GridHelper';
  27178. return _this;
  27179. }
  27180. return GridHelper;
  27181. }(LineSegments);
  27182. var PolarGridHelper = /*#__PURE__*/function (_LineSegments) {
  27183. _inheritsLoose(PolarGridHelper, _LineSegments);
  27184. function PolarGridHelper(radius, radials, circles, divisions, color1, color2) {
  27185. var _this;
  27186. if (radius === void 0) {
  27187. radius = 10;
  27188. }
  27189. if (radials === void 0) {
  27190. radials = 16;
  27191. }
  27192. if (circles === void 0) {
  27193. circles = 8;
  27194. }
  27195. if (divisions === void 0) {
  27196. divisions = 64;
  27197. }
  27198. if (color1 === void 0) {
  27199. color1 = 0x444444;
  27200. }
  27201. if (color2 === void 0) {
  27202. color2 = 0x888888;
  27203. }
  27204. color1 = new Color(color1);
  27205. color2 = new Color(color2);
  27206. var vertices = [];
  27207. var colors = []; // create the radials
  27208. for (var i = 0; i <= radials; i++) {
  27209. var v = i / radials * (Math.PI * 2);
  27210. var x = Math.sin(v) * radius;
  27211. var z = Math.cos(v) * radius;
  27212. vertices.push(0, 0, 0);
  27213. vertices.push(x, 0, z);
  27214. var color = i & 1 ? color1 : color2;
  27215. colors.push(color.r, color.g, color.b);
  27216. colors.push(color.r, color.g, color.b);
  27217. } // create the circles
  27218. for (var _i = 0; _i <= circles; _i++) {
  27219. var _color = _i & 1 ? color1 : color2;
  27220. var r = radius - radius / circles * _i;
  27221. for (var j = 0; j < divisions; j++) {
  27222. // first vertex
  27223. var _v = j / divisions * (Math.PI * 2);
  27224. var _x = Math.sin(_v) * r;
  27225. var _z = Math.cos(_v) * r;
  27226. vertices.push(_x, 0, _z);
  27227. colors.push(_color.r, _color.g, _color.b); // second vertex
  27228. _v = (j + 1) / divisions * (Math.PI * 2);
  27229. _x = Math.sin(_v) * r;
  27230. _z = Math.cos(_v) * r;
  27231. vertices.push(_x, 0, _z);
  27232. colors.push(_color.r, _color.g, _color.b);
  27233. }
  27234. }
  27235. var geometry = new BufferGeometry();
  27236. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27237. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27238. var material = new LineBasicMaterial({
  27239. vertexColors: true,
  27240. toneMapped: false
  27241. });
  27242. _this = _LineSegments.call(this, geometry, material) || this;
  27243. _this.type = 'PolarGridHelper';
  27244. return _this;
  27245. }
  27246. return PolarGridHelper;
  27247. }(LineSegments);
  27248. var _v1$6 = /*@__PURE__*/new Vector3();
  27249. var _v2$3 = /*@__PURE__*/new Vector3();
  27250. var _v3$1 = /*@__PURE__*/new Vector3();
  27251. var DirectionalLightHelper = /*#__PURE__*/function (_Object3D) {
  27252. _inheritsLoose(DirectionalLightHelper, _Object3D);
  27253. function DirectionalLightHelper(light, size, color) {
  27254. var _this;
  27255. _this = _Object3D.call(this) || this;
  27256. _this.light = light;
  27257. _this.light.updateMatrixWorld();
  27258. _this.matrix = light.matrixWorld;
  27259. _this.matrixAutoUpdate = false;
  27260. _this.color = color;
  27261. if (size === undefined) size = 1;
  27262. var geometry = new BufferGeometry();
  27263. geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
  27264. var material = new LineBasicMaterial({
  27265. fog: false,
  27266. toneMapped: false
  27267. });
  27268. _this.lightPlane = new Line(geometry, material);
  27269. _this.add(_this.lightPlane);
  27270. geometry = new BufferGeometry();
  27271. geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
  27272. _this.targetLine = new Line(geometry, material);
  27273. _this.add(_this.targetLine);
  27274. _this.update();
  27275. return _this;
  27276. }
  27277. var _proto = DirectionalLightHelper.prototype;
  27278. _proto.dispose = function dispose() {
  27279. this.lightPlane.geometry.dispose();
  27280. this.lightPlane.material.dispose();
  27281. this.targetLine.geometry.dispose();
  27282. this.targetLine.material.dispose();
  27283. };
  27284. _proto.update = function update() {
  27285. _v1$6.setFromMatrixPosition(this.light.matrixWorld);
  27286. _v2$3.setFromMatrixPosition(this.light.target.matrixWorld);
  27287. _v3$1.subVectors(_v2$3, _v1$6);
  27288. this.lightPlane.lookAt(_v2$3);
  27289. if (this.color !== undefined) {
  27290. this.lightPlane.material.color.set(this.color);
  27291. this.targetLine.material.color.set(this.color);
  27292. } else {
  27293. this.lightPlane.material.color.copy(this.light.color);
  27294. this.targetLine.material.color.copy(this.light.color);
  27295. }
  27296. this.targetLine.lookAt(_v2$3);
  27297. this.targetLine.scale.z = _v3$1.length();
  27298. };
  27299. return DirectionalLightHelper;
  27300. }(Object3D);
  27301. var _vector$c = /*@__PURE__*/new Vector3();
  27302. var _camera = /*@__PURE__*/new Camera();
  27303. /**
  27304. * - shows frustum, line of sight and up of the camera
  27305. * - suitable for fast updates
  27306. * - based on frustum visualization in lightgl.js shadowmap example
  27307. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27308. */
  27309. var CameraHelper = /*#__PURE__*/function (_LineSegments) {
  27310. _inheritsLoose(CameraHelper, _LineSegments);
  27311. function CameraHelper(camera) {
  27312. var _this;
  27313. var geometry = new BufferGeometry();
  27314. var material = new LineBasicMaterial({
  27315. color: 0xffffff,
  27316. vertexColors: true,
  27317. toneMapped: false
  27318. });
  27319. var vertices = [];
  27320. var colors = [];
  27321. var pointMap = {}; // colors
  27322. var colorFrustum = new Color(0xffaa00);
  27323. var colorCone = new Color(0xff0000);
  27324. var colorUp = new Color(0x00aaff);
  27325. var colorTarget = new Color(0xffffff);
  27326. var colorCross = new Color(0x333333); // near
  27327. addLine('n1', 'n2', colorFrustum);
  27328. addLine('n2', 'n4', colorFrustum);
  27329. addLine('n4', 'n3', colorFrustum);
  27330. addLine('n3', 'n1', colorFrustum); // far
  27331. addLine('f1', 'f2', colorFrustum);
  27332. addLine('f2', 'f4', colorFrustum);
  27333. addLine('f4', 'f3', colorFrustum);
  27334. addLine('f3', 'f1', colorFrustum); // sides
  27335. addLine('n1', 'f1', colorFrustum);
  27336. addLine('n2', 'f2', colorFrustum);
  27337. addLine('n3', 'f3', colorFrustum);
  27338. addLine('n4', 'f4', colorFrustum); // cone
  27339. addLine('p', 'n1', colorCone);
  27340. addLine('p', 'n2', colorCone);
  27341. addLine('p', 'n3', colorCone);
  27342. addLine('p', 'n4', colorCone); // up
  27343. addLine('u1', 'u2', colorUp);
  27344. addLine('u2', 'u3', colorUp);
  27345. addLine('u3', 'u1', colorUp); // target
  27346. addLine('c', 't', colorTarget);
  27347. addLine('p', 'c', colorCross); // cross
  27348. addLine('cn1', 'cn2', colorCross);
  27349. addLine('cn3', 'cn4', colorCross);
  27350. addLine('cf1', 'cf2', colorCross);
  27351. addLine('cf3', 'cf4', colorCross);
  27352. function addLine(a, b, color) {
  27353. addPoint(a, color);
  27354. addPoint(b, color);
  27355. }
  27356. function addPoint(id, color) {
  27357. vertices.push(0, 0, 0);
  27358. colors.push(color.r, color.g, color.b);
  27359. if (pointMap[id] === undefined) {
  27360. pointMap[id] = [];
  27361. }
  27362. pointMap[id].push(vertices.length / 3 - 1);
  27363. }
  27364. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27365. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27366. _this = _LineSegments.call(this, geometry, material) || this;
  27367. _this.type = 'CameraHelper';
  27368. _this.camera = camera;
  27369. if (_this.camera.updateProjectionMatrix) _this.camera.updateProjectionMatrix();
  27370. _this.matrix = camera.matrixWorld;
  27371. _this.matrixAutoUpdate = false;
  27372. _this.pointMap = pointMap;
  27373. _this.update();
  27374. return _this;
  27375. }
  27376. var _proto = CameraHelper.prototype;
  27377. _proto.update = function update() {
  27378. var geometry = this.geometry;
  27379. var pointMap = this.pointMap;
  27380. var w = 1,
  27381. h = 1; // we need just camera projection matrix inverse
  27382. // world matrix must be identity
  27383. _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target
  27384. setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
  27385. setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near
  27386. setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
  27387. setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
  27388. setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
  27389. setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far
  27390. setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
  27391. setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
  27392. setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
  27393. setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up
  27394. setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
  27395. setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
  27396. setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross
  27397. setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
  27398. setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
  27399. setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
  27400. setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
  27401. setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
  27402. setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
  27403. setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
  27404. setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
  27405. geometry.getAttribute('position').needsUpdate = true;
  27406. };
  27407. return CameraHelper;
  27408. }(LineSegments);
  27409. function setPoint(point, pointMap, geometry, camera, x, y, z) {
  27410. _vector$c.set(x, y, z).unproject(camera);
  27411. var points = pointMap[point];
  27412. if (points !== undefined) {
  27413. var position = geometry.getAttribute('position');
  27414. for (var i = 0, l = points.length; i < l; i++) {
  27415. position.setXYZ(points[i], _vector$c.x, _vector$c.y, _vector$c.z);
  27416. }
  27417. }
  27418. }
  27419. var _box$3 = /*@__PURE__*/new Box3();
  27420. var BoxHelper = /*#__PURE__*/function (_LineSegments) {
  27421. _inheritsLoose(BoxHelper, _LineSegments);
  27422. function BoxHelper(object, color) {
  27423. var _this;
  27424. if (color === void 0) {
  27425. color = 0xffff00;
  27426. }
  27427. 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]);
  27428. var positions = new Float32Array(8 * 3);
  27429. var geometry = new BufferGeometry();
  27430. geometry.setIndex(new BufferAttribute(indices, 1));
  27431. geometry.setAttribute('position', new BufferAttribute(positions, 3));
  27432. _this = _LineSegments.call(this, geometry, new LineBasicMaterial({
  27433. color: color,
  27434. toneMapped: false
  27435. })) || this;
  27436. _this.object = object;
  27437. _this.type = 'BoxHelper';
  27438. _this.matrixAutoUpdate = false;
  27439. _this.update();
  27440. return _this;
  27441. }
  27442. var _proto = BoxHelper.prototype;
  27443. _proto.update = function update(object) {
  27444. if (object !== undefined) {
  27445. console.warn('THREE.BoxHelper: .update() has no longer arguments.');
  27446. }
  27447. if (this.object !== undefined) {
  27448. _box$3.setFromObject(this.object);
  27449. }
  27450. if (_box$3.isEmpty()) return;
  27451. var min = _box$3.min;
  27452. var max = _box$3.max;
  27453. /*
  27454. 5____4
  27455. 1/___0/|
  27456. | 6__|_7
  27457. 2/___3/
  27458. 0: max.x, max.y, max.z
  27459. 1: min.x, max.y, max.z
  27460. 2: min.x, min.y, max.z
  27461. 3: max.x, min.y, max.z
  27462. 4: max.x, max.y, min.z
  27463. 5: min.x, max.y, min.z
  27464. 6: min.x, min.y, min.z
  27465. 7: max.x, min.y, min.z
  27466. */
  27467. var position = this.geometry.attributes.position;
  27468. var array = position.array;
  27469. array[0] = max.x;
  27470. array[1] = max.y;
  27471. array[2] = max.z;
  27472. array[3] = min.x;
  27473. array[4] = max.y;
  27474. array[5] = max.z;
  27475. array[6] = min.x;
  27476. array[7] = min.y;
  27477. array[8] = max.z;
  27478. array[9] = max.x;
  27479. array[10] = min.y;
  27480. array[11] = max.z;
  27481. array[12] = max.x;
  27482. array[13] = max.y;
  27483. array[14] = min.z;
  27484. array[15] = min.x;
  27485. array[16] = max.y;
  27486. array[17] = min.z;
  27487. array[18] = min.x;
  27488. array[19] = min.y;
  27489. array[20] = min.z;
  27490. array[21] = max.x;
  27491. array[22] = min.y;
  27492. array[23] = min.z;
  27493. position.needsUpdate = true;
  27494. this.geometry.computeBoundingSphere();
  27495. };
  27496. _proto.setFromObject = function setFromObject(object) {
  27497. this.object = object;
  27498. this.update();
  27499. return this;
  27500. };
  27501. _proto.copy = function copy(source) {
  27502. LineSegments.prototype.copy.call(this, source);
  27503. this.object = source.object;
  27504. return this;
  27505. };
  27506. return BoxHelper;
  27507. }(LineSegments);
  27508. var Box3Helper = /*#__PURE__*/function (_LineSegments) {
  27509. _inheritsLoose(Box3Helper, _LineSegments);
  27510. function Box3Helper(box, color) {
  27511. var _this;
  27512. if (color === void 0) {
  27513. color = 0xffff00;
  27514. }
  27515. 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]);
  27516. 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];
  27517. var geometry = new BufferGeometry();
  27518. geometry.setIndex(new BufferAttribute(indices, 1));
  27519. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  27520. _this = _LineSegments.call(this, geometry, new LineBasicMaterial({
  27521. color: color,
  27522. toneMapped: false
  27523. })) || this;
  27524. _this.box = box;
  27525. _this.type = 'Box3Helper';
  27526. _this.geometry.computeBoundingSphere();
  27527. return _this;
  27528. }
  27529. var _proto = Box3Helper.prototype;
  27530. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  27531. var box = this.box;
  27532. if (box.isEmpty()) return;
  27533. box.getCenter(this.position);
  27534. box.getSize(this.scale);
  27535. this.scale.multiplyScalar(0.5);
  27536. _LineSegments.prototype.updateMatrixWorld.call(this, force);
  27537. };
  27538. return Box3Helper;
  27539. }(LineSegments);
  27540. var PlaneHelper = /*#__PURE__*/function (_Line) {
  27541. _inheritsLoose(PlaneHelper, _Line);
  27542. function PlaneHelper(plane, size, hex) {
  27543. var _this;
  27544. if (size === void 0) {
  27545. size = 1;
  27546. }
  27547. if (hex === void 0) {
  27548. hex = 0xffff00;
  27549. }
  27550. var color = hex;
  27551. 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];
  27552. var geometry = new BufferGeometry();
  27553. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  27554. geometry.computeBoundingSphere();
  27555. _this = _Line.call(this, geometry, new LineBasicMaterial({
  27556. color: color,
  27557. toneMapped: false
  27558. })) || this;
  27559. _this.type = 'PlaneHelper';
  27560. _this.plane = plane;
  27561. _this.size = size;
  27562. var positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
  27563. var geometry2 = new BufferGeometry();
  27564. geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
  27565. geometry2.computeBoundingSphere();
  27566. _this.add(new Mesh(geometry2, new MeshBasicMaterial({
  27567. color: color,
  27568. opacity: 0.2,
  27569. transparent: true,
  27570. depthWrite: false,
  27571. toneMapped: false
  27572. })));
  27573. return _this;
  27574. }
  27575. var _proto = PlaneHelper.prototype;
  27576. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  27577. var scale = -this.plane.constant;
  27578. if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter
  27579. this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
  27580. this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27581. this.lookAt(this.plane.normal);
  27582. _Line.prototype.updateMatrixWorld.call(this, force);
  27583. };
  27584. return PlaneHelper;
  27585. }(Line);
  27586. var _axis = /*@__PURE__*/new Vector3();
  27587. var _lineGeometry, _coneGeometry;
  27588. var ArrowHelper = /*#__PURE__*/function (_Object3D) {
  27589. _inheritsLoose(ArrowHelper, _Object3D);
  27590. function ArrowHelper(dir, origin, length, color, headLength, headWidth) {
  27591. var _this;
  27592. _this = _Object3D.call(this) || this; // dir is assumed to be normalized
  27593. _this.type = 'ArrowHelper';
  27594. if (dir === undefined) dir = new Vector3(0, 0, 1);
  27595. if (origin === undefined) origin = new Vector3(0, 0, 0);
  27596. if (length === undefined) length = 1;
  27597. if (color === undefined) color = 0xffff00;
  27598. if (headLength === undefined) headLength = 0.2 * length;
  27599. if (headWidth === undefined) headWidth = 0.2 * headLength;
  27600. if (_lineGeometry === undefined) {
  27601. _lineGeometry = new BufferGeometry();
  27602. _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
  27603. _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);
  27604. _coneGeometry.translate(0, -0.5, 0);
  27605. }
  27606. _this.position.copy(origin);
  27607. _this.line = new Line(_lineGeometry, new LineBasicMaterial({
  27608. color: color,
  27609. toneMapped: false
  27610. }));
  27611. _this.line.matrixAutoUpdate = false;
  27612. _this.add(_this.line);
  27613. _this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
  27614. color: color,
  27615. toneMapped: false
  27616. }));
  27617. _this.cone.matrixAutoUpdate = false;
  27618. _this.add(_this.cone);
  27619. _this.setDirection(dir);
  27620. _this.setLength(length, headLength, headWidth);
  27621. return _this;
  27622. }
  27623. var _proto = ArrowHelper.prototype;
  27624. _proto.setDirection = function setDirection(dir) {
  27625. // dir is assumed to be normalized
  27626. if (dir.y > 0.99999) {
  27627. this.quaternion.set(0, 0, 0, 1);
  27628. } else if (dir.y < -0.99999) {
  27629. this.quaternion.set(1, 0, 0, 0);
  27630. } else {
  27631. _axis.set(dir.z, 0, -dir.x).normalize();
  27632. var radians = Math.acos(dir.y);
  27633. this.quaternion.setFromAxisAngle(_axis, radians);
  27634. }
  27635. };
  27636. _proto.setLength = function setLength(length, headLength, headWidth) {
  27637. if (headLength === undefined) headLength = 0.2 * length;
  27638. if (headWidth === undefined) headWidth = 0.2 * headLength;
  27639. this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458
  27640. this.line.updateMatrix();
  27641. this.cone.scale.set(headWidth, headLength, headWidth);
  27642. this.cone.position.y = length;
  27643. this.cone.updateMatrix();
  27644. };
  27645. _proto.setColor = function setColor(color) {
  27646. this.line.material.color.set(color);
  27647. this.cone.material.color.set(color);
  27648. };
  27649. _proto.copy = function copy(source) {
  27650. _Object3D.prototype.copy.call(this, source, false);
  27651. this.line.copy(source.line);
  27652. this.cone.copy(source.cone);
  27653. return this;
  27654. };
  27655. return ArrowHelper;
  27656. }(Object3D);
  27657. var AxesHelper = /*#__PURE__*/function (_LineSegments) {
  27658. _inheritsLoose(AxesHelper, _LineSegments);
  27659. function AxesHelper(size) {
  27660. var _this;
  27661. if (size === void 0) {
  27662. size = 1;
  27663. }
  27664. var vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
  27665. var colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
  27666. var geometry = new BufferGeometry();
  27667. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27668. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27669. var material = new LineBasicMaterial({
  27670. vertexColors: true,
  27671. toneMapped: false
  27672. });
  27673. _this = _LineSegments.call(this, geometry, material) || this;
  27674. _this.type = 'AxesHelper';
  27675. return _this;
  27676. }
  27677. return AxesHelper;
  27678. }(LineSegments);
  27679. var _floatView = new Float32Array(1);
  27680. var _int32View = new Int32Array(_floatView.buffer);
  27681. var DataUtils = {
  27682. // Converts float32 to float16 (stored as uint16 value).
  27683. toHalfFloat: function toHalfFloat(val) {
  27684. // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
  27685. /* This method is faster than the OpenEXR implementation (very often
  27686. * used, eg. in Ogre), with the additional benefit of rounding, inspired
  27687. * by James Tursa?s half-precision code. */
  27688. _floatView[0] = val;
  27689. var x = _int32View[0];
  27690. var bits = x >> 16 & 0x8000;
  27691. /* Get the sign */
  27692. var m = x >> 12 & 0x07ff;
  27693. /* Keep one extra bit for rounding */
  27694. var e = x >> 23 & 0xff;
  27695. /* Using int is faster here */
  27696. /* If zero, or denormal, or exponent underflows too much for a denormal
  27697. * half, return signed zero. */
  27698. if (e < 103) return bits;
  27699. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  27700. if (e > 142) {
  27701. bits |= 0x7c00;
  27702. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  27703. * not Inf, so make sure we set one mantissa bit too. */
  27704. bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
  27705. return bits;
  27706. }
  27707. /* If exponent underflows but not too much, return a denormal */
  27708. if (e < 113) {
  27709. m |= 0x0800;
  27710. /* Extra rounding may overflow and set mantissa to 0 and exponent
  27711. * to 1, which is OK. */
  27712. bits |= (m >> 114 - e) + (m >> 113 - e & 1);
  27713. return bits;
  27714. }
  27715. bits |= e - 112 << 10 | m >> 1;
  27716. /* Extra rounding. An overflow will set mantissa to 0 and increment
  27717. * the exponent, which is OK. */
  27718. bits += m & 1;
  27719. return bits;
  27720. }
  27721. };
  27722. var _ENCODINGS;
  27723. var LOD_MIN = 4;
  27724. var LOD_MAX = 8;
  27725. var SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
  27726. // chosen to approximate a Trowbridge-Reitz distribution function times the
  27727. // geometric shadowing function. These sigma values squared must match the
  27728. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  27729. var EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
  27730. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer
  27731. // samples and exit early, but not recompile the shader.
  27732. var MAX_SAMPLES = 20;
  27733. var ENCODINGS = (_ENCODINGS = {}, _ENCODINGS[LinearEncoding] = 0, _ENCODINGS[sRGBEncoding] = 1, _ENCODINGS[RGBEEncoding] = 2, _ENCODINGS[RGBM7Encoding] = 3, _ENCODINGS[RGBM16Encoding] = 4, _ENCODINGS[RGBDEncoding] = 5, _ENCODINGS[GammaEncoding] = 6, _ENCODINGS);
  27734. var _flatCamera = /*@__PURE__*/new OrthographicCamera();
  27735. var _createPlanes2 = /*@__PURE__*/_createPlanes(),
  27736. _lodPlanes = _createPlanes2._lodPlanes,
  27737. _sizeLods = _createPlanes2._sizeLods,
  27738. _sigmas = _createPlanes2._sigmas;
  27739. var _clearColor = /*@__PURE__*/new Color();
  27740. var _backgroundColor = /*@__PURE__*/new Color();
  27741. var _oldTarget = null; // Golden Ratio
  27742. var PHI = (1 + Math.sqrt(5)) / 2;
  27743. var INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
  27744. // same axis), used as axis directions evenly spread on a sphere.
  27745. var _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)];
  27746. /**
  27747. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  27748. * (PMREM) from a cubeMap environment texture. This allows different levels of
  27749. * blur to be quickly accessed based on material roughness. It is packed into a
  27750. * special CubeUV format that allows us to perform custom interpolation so that
  27751. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  27752. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  27753. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  27754. * higher roughness levels. In this way we maintain resolution to smoothly
  27755. * interpolate diffuse lighting while limiting sampling computation.
  27756. */
  27757. function convertLinearToRGBE(color) {
  27758. var maxComponent = Math.max(color.r, color.g, color.b);
  27759. var fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), -128.0), 127.0);
  27760. color.multiplyScalar(Math.pow(2.0, -fExp));
  27761. var alpha = (fExp + 128.0) / 255.0;
  27762. return alpha;
  27763. }
  27764. var PMREMGenerator = /*#__PURE__*/function () {
  27765. function PMREMGenerator(renderer) {
  27766. this._renderer = renderer;
  27767. this._pingPongRenderTarget = null;
  27768. this._blurMaterial = _getBlurShader(MAX_SAMPLES);
  27769. this._equirectShader = null;
  27770. this._cubemapShader = null;
  27771. this._compileMaterial(this._blurMaterial);
  27772. }
  27773. /**
  27774. * Generates a PMREM from a supplied Scene, which can be faster than using an
  27775. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  27776. * in radians to be applied to the scene before PMREM generation. Optional near
  27777. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  27778. * is placed at the origin).
  27779. */
  27780. var _proto = PMREMGenerator.prototype;
  27781. _proto.fromScene = function fromScene(scene, sigma, near, far) {
  27782. if (sigma === void 0) {
  27783. sigma = 0;
  27784. }
  27785. if (near === void 0) {
  27786. near = 0.1;
  27787. }
  27788. if (far === void 0) {
  27789. far = 100;
  27790. }
  27791. _oldTarget = this._renderer.getRenderTarget();
  27792. var cubeUVRenderTarget = this._allocateTargets();
  27793. this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
  27794. if (sigma > 0) {
  27795. this._blur(cubeUVRenderTarget, 0, 0, sigma);
  27796. }
  27797. this._applyPMREM(cubeUVRenderTarget);
  27798. this._cleanup(cubeUVRenderTarget);
  27799. return cubeUVRenderTarget;
  27800. }
  27801. /**
  27802. * Generates a PMREM from an equirectangular texture, which can be either LDR
  27803. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  27804. * as this matches best with the 256 x 256 cubemap output.
  27805. */
  27806. ;
  27807. _proto.fromEquirectangular = function fromEquirectangular(equirectangular) {
  27808. return this._fromTexture(equirectangular);
  27809. }
  27810. /**
  27811. * Generates a PMREM from an cubemap texture, which can be either LDR
  27812. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  27813. * as this matches best with the 256 x 256 cubemap output.
  27814. */
  27815. ;
  27816. _proto.fromCubemap = function fromCubemap(cubemap) {
  27817. return this._fromTexture(cubemap);
  27818. }
  27819. /**
  27820. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  27821. * your texture's network fetch for increased concurrency.
  27822. */
  27823. ;
  27824. _proto.compileCubemapShader = function compileCubemapShader() {
  27825. if (this._cubemapShader === null) {
  27826. this._cubemapShader = _getCubemapShader();
  27827. this._compileMaterial(this._cubemapShader);
  27828. }
  27829. }
  27830. /**
  27831. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  27832. * your texture's network fetch for increased concurrency.
  27833. */
  27834. ;
  27835. _proto.compileEquirectangularShader = function compileEquirectangularShader() {
  27836. if (this._equirectShader === null) {
  27837. this._equirectShader = _getEquirectShader();
  27838. this._compileMaterial(this._equirectShader);
  27839. }
  27840. }
  27841. /**
  27842. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  27843. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  27844. * one of them will cause any others to also become unusable.
  27845. */
  27846. ;
  27847. _proto.dispose = function dispose() {
  27848. this._blurMaterial.dispose();
  27849. if (this._cubemapShader !== null) this._cubemapShader.dispose();
  27850. if (this._equirectShader !== null) this._equirectShader.dispose();
  27851. for (var i = 0; i < _lodPlanes.length; i++) {
  27852. _lodPlanes[i].dispose();
  27853. }
  27854. } // private interface
  27855. ;
  27856. _proto._cleanup = function _cleanup(outputTarget) {
  27857. this._pingPongRenderTarget.dispose();
  27858. this._renderer.setRenderTarget(_oldTarget);
  27859. outputTarget.scissorTest = false;
  27860. _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
  27861. };
  27862. _proto._fromTexture = function _fromTexture(texture) {
  27863. _oldTarget = this._renderer.getRenderTarget();
  27864. var cubeUVRenderTarget = this._allocateTargets(texture);
  27865. this._textureToCubeUV(texture, cubeUVRenderTarget);
  27866. this._applyPMREM(cubeUVRenderTarget);
  27867. this._cleanup(cubeUVRenderTarget);
  27868. return cubeUVRenderTarget;
  27869. };
  27870. _proto._allocateTargets = function _allocateTargets(texture) {
  27871. // warning: null texture is valid
  27872. var params = {
  27873. magFilter: NearestFilter,
  27874. minFilter: NearestFilter,
  27875. generateMipmaps: false,
  27876. type: UnsignedByteType,
  27877. format: RGBEFormat,
  27878. encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
  27879. depthBuffer: false
  27880. };
  27881. var cubeUVRenderTarget = _createRenderTarget(params);
  27882. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  27883. this._pingPongRenderTarget = _createRenderTarget(params);
  27884. return cubeUVRenderTarget;
  27885. };
  27886. _proto._compileMaterial = function _compileMaterial(material) {
  27887. var tmpMesh = new Mesh(_lodPlanes[0], material);
  27888. this._renderer.compile(tmpMesh, _flatCamera);
  27889. };
  27890. _proto._sceneToCubeUV = function _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
  27891. var fov = 90;
  27892. var aspect = 1;
  27893. var cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
  27894. var upSign = [1, -1, 1, 1, 1, 1];
  27895. var forwardSign = [1, 1, 1, -1, -1, -1];
  27896. var renderer = this._renderer;
  27897. var outputEncoding = renderer.outputEncoding;
  27898. var toneMapping = renderer.toneMapping;
  27899. renderer.getClearColor(_clearColor);
  27900. var clearAlpha = renderer.getClearAlpha();
  27901. var originalBackground = scene.background;
  27902. renderer.toneMapping = NoToneMapping;
  27903. renderer.outputEncoding = LinearEncoding;
  27904. var background = scene.background;
  27905. if (background) {
  27906. if (background.isColor) {
  27907. _backgroundColor.copy(background).convertSRGBToLinear();
  27908. scene.background = null;
  27909. var alpha = convertLinearToRGBE(_backgroundColor);
  27910. renderer.setClearColor(_backgroundColor);
  27911. renderer.setClearAlpha(alpha);
  27912. }
  27913. } else {
  27914. _backgroundColor.copy(_clearColor).convertSRGBToLinear();
  27915. var _alpha = convertLinearToRGBE(_backgroundColor);
  27916. renderer.setClearColor(_backgroundColor);
  27917. renderer.setClearAlpha(_alpha);
  27918. }
  27919. for (var i = 0; i < 6; i++) {
  27920. var col = i % 3;
  27921. if (col == 0) {
  27922. cubeCamera.up.set(0, upSign[i], 0);
  27923. cubeCamera.lookAt(forwardSign[i], 0, 0);
  27924. } else if (col == 1) {
  27925. cubeCamera.up.set(0, 0, upSign[i]);
  27926. cubeCamera.lookAt(0, forwardSign[i], 0);
  27927. } else {
  27928. cubeCamera.up.set(0, upSign[i], 0);
  27929. cubeCamera.lookAt(0, 0, forwardSign[i]);
  27930. }
  27931. _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
  27932. renderer.setRenderTarget(cubeUVRenderTarget);
  27933. renderer.render(scene, cubeCamera);
  27934. }
  27935. renderer.toneMapping = toneMapping;
  27936. renderer.outputEncoding = outputEncoding;
  27937. renderer.setClearColor(_clearColor, clearAlpha);
  27938. scene.background = originalBackground;
  27939. };
  27940. _proto._textureToCubeUV = function _textureToCubeUV(texture, cubeUVRenderTarget) {
  27941. var renderer = this._renderer;
  27942. if (texture.isCubeTexture) {
  27943. if (this._cubemapShader == null) {
  27944. this._cubemapShader = _getCubemapShader();
  27945. }
  27946. } else {
  27947. if (this._equirectShader == null) {
  27948. this._equirectShader = _getEquirectShader();
  27949. }
  27950. }
  27951. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  27952. var mesh = new Mesh(_lodPlanes[0], material);
  27953. var uniforms = material.uniforms;
  27954. uniforms['envMap'].value = texture;
  27955. if (!texture.isCubeTexture) {
  27956. uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
  27957. }
  27958. uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];
  27959. uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding];
  27960. _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
  27961. renderer.setRenderTarget(cubeUVRenderTarget);
  27962. renderer.render(mesh, _flatCamera);
  27963. };
  27964. _proto._applyPMREM = function _applyPMREM(cubeUVRenderTarget) {
  27965. var renderer = this._renderer;
  27966. var autoClear = renderer.autoClear;
  27967. renderer.autoClear = false;
  27968. for (var i = 1; i < TOTAL_LODS; i++) {
  27969. var sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
  27970. var poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
  27971. this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
  27972. }
  27973. renderer.autoClear = autoClear;
  27974. }
  27975. /**
  27976. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  27977. * vertically and horizontally, but this breaks down on a cube. Here we apply
  27978. * the blur latitudinally (around the poles), and then longitudinally (towards
  27979. * the poles) to approximate the orthogonally-separable blur. It is least
  27980. * accurate at the poles, but still does a decent job.
  27981. */
  27982. ;
  27983. _proto._blur = function _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
  27984. var pingPongRenderTarget = this._pingPongRenderTarget;
  27985. this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
  27986. this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
  27987. };
  27988. _proto._halfBlur = function _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
  27989. var renderer = this._renderer;
  27990. var blurMaterial = this._blurMaterial;
  27991. if (direction !== 'latitudinal' && direction !== 'longitudinal') {
  27992. console.error('blur direction must be either latitudinal or longitudinal!');
  27993. } // Number of standard deviations at which to cut off the discrete approximation.
  27994. var STANDARD_DEVIATIONS = 3;
  27995. var blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
  27996. var blurUniforms = blurMaterial.uniforms;
  27997. var pixels = _sizeLods[lodIn] - 1;
  27998. var radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
  27999. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28000. var samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
  28001. if (samples > MAX_SAMPLES) {
  28002. console.warn("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES);
  28003. }
  28004. var weights = [];
  28005. var sum = 0;
  28006. for (var i = 0; i < MAX_SAMPLES; ++i) {
  28007. var _x = i / sigmaPixels;
  28008. var weight = Math.exp(-_x * _x / 2);
  28009. weights.push(weight);
  28010. if (i == 0) {
  28011. sum += weight;
  28012. } else if (i < samples) {
  28013. sum += 2 * weight;
  28014. }
  28015. }
  28016. for (var _i = 0; _i < weights.length; _i++) {
  28017. weights[_i] = weights[_i] / sum;
  28018. }
  28019. blurUniforms['envMap'].value = targetIn.texture;
  28020. blurUniforms['samples'].value = samples;
  28021. blurUniforms['weights'].value = weights;
  28022. blurUniforms['latitudinal'].value = direction === 'latitudinal';
  28023. if (poleAxis) {
  28024. blurUniforms['poleAxis'].value = poleAxis;
  28025. }
  28026. blurUniforms['dTheta'].value = radiansPerPixel;
  28027. blurUniforms['mipInt'].value = LOD_MAX - lodIn;
  28028. blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
  28029. blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
  28030. var outputSize = _sizeLods[lodOut];
  28031. var x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
  28032. var y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
  28033. _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
  28034. renderer.setRenderTarget(targetOut);
  28035. renderer.render(blurMesh, _flatCamera);
  28036. };
  28037. return PMREMGenerator;
  28038. }();
  28039. function _isLDR(texture) {
  28040. if (texture === undefined || texture.type !== UnsignedByteType) return false;
  28041. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  28042. }
  28043. function _createPlanes() {
  28044. var _lodPlanes = [];
  28045. var _sizeLods = [];
  28046. var _sigmas = [];
  28047. var lod = LOD_MAX;
  28048. for (var i = 0; i < TOTAL_LODS; i++) {
  28049. var sizeLod = Math.pow(2, lod);
  28050. _sizeLods.push(sizeLod);
  28051. var sigma = 1.0 / sizeLod;
  28052. if (i > LOD_MAX - LOD_MIN) {
  28053. sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
  28054. } else if (i == 0) {
  28055. sigma = 0;
  28056. }
  28057. _sigmas.push(sigma);
  28058. var texelSize = 1.0 / (sizeLod - 1);
  28059. var min = -texelSize / 2;
  28060. var max = 1 + texelSize / 2;
  28061. var uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
  28062. var cubeFaces = 6;
  28063. var vertices = 6;
  28064. var positionSize = 3;
  28065. var uvSize = 2;
  28066. var faceIndexSize = 1;
  28067. var position = new Float32Array(positionSize * vertices * cubeFaces);
  28068. var uv = new Float32Array(uvSize * vertices * cubeFaces);
  28069. var faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
  28070. for (var face = 0; face < cubeFaces; face++) {
  28071. var x = face % 3 * 2 / 3 - 1;
  28072. var y = face > 2 ? 0 : -1;
  28073. var coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];
  28074. position.set(coordinates, positionSize * vertices * face);
  28075. uv.set(uv1, uvSize * vertices * face);
  28076. var fill = [face, face, face, face, face, face];
  28077. faceIndex.set(fill, faceIndexSize * vertices * face);
  28078. }
  28079. var planes = new BufferGeometry();
  28080. planes.setAttribute('position', new BufferAttribute(position, positionSize));
  28081. planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
  28082. planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
  28083. _lodPlanes.push(planes);
  28084. if (lod > LOD_MIN) {
  28085. lod--;
  28086. }
  28087. }
  28088. return {
  28089. _lodPlanes: _lodPlanes,
  28090. _sizeLods: _sizeLods,
  28091. _sigmas: _sigmas
  28092. };
  28093. }
  28094. function _createRenderTarget(params) {
  28095. var cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
  28096. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28097. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28098. cubeUVRenderTarget.scissorTest = true;
  28099. return cubeUVRenderTarget;
  28100. }
  28101. function _setViewport(target, x, y, width, height) {
  28102. target.viewport.set(x, y, width, height);
  28103. target.scissor.set(x, y, width, height);
  28104. }
  28105. function _getBlurShader(maxSamples) {
  28106. var weights = new Float32Array(maxSamples);
  28107. var poleAxis = new Vector3(0, 1, 0);
  28108. var shaderMaterial = new RawShaderMaterial({
  28109. name: 'SphericalGaussianBlur',
  28110. defines: {
  28111. 'n': maxSamples
  28112. },
  28113. uniforms: {
  28114. 'envMap': {
  28115. value: null
  28116. },
  28117. 'samples': {
  28118. value: 1
  28119. },
  28120. 'weights': {
  28121. value: weights
  28122. },
  28123. 'latitudinal': {
  28124. value: false
  28125. },
  28126. 'dTheta': {
  28127. value: 0
  28128. },
  28129. 'mipInt': {
  28130. value: 0
  28131. },
  28132. 'poleAxis': {
  28133. value: poleAxis
  28134. },
  28135. 'inputEncoding': {
  28136. value: ENCODINGS[LinearEncoding]
  28137. },
  28138. 'outputEncoding': {
  28139. value: ENCODINGS[LinearEncoding]
  28140. }
  28141. },
  28142. vertexShader: _getCommonVertexShader(),
  28143. fragmentShader:
  28144. /* glsl */
  28145. "\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t" + _getEncodings() + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t",
  28146. blending: NoBlending,
  28147. depthTest: false,
  28148. depthWrite: false
  28149. });
  28150. return shaderMaterial;
  28151. }
  28152. function _getEquirectShader() {
  28153. var texelSize = new Vector2(1, 1);
  28154. var shaderMaterial = new RawShaderMaterial({
  28155. name: 'EquirectangularToCubeUV',
  28156. uniforms: {
  28157. 'envMap': {
  28158. value: null
  28159. },
  28160. 'texelSize': {
  28161. value: texelSize
  28162. },
  28163. 'inputEncoding': {
  28164. value: ENCODINGS[LinearEncoding]
  28165. },
  28166. 'outputEncoding': {
  28167. value: ENCODINGS[LinearEncoding]
  28168. }
  28169. },
  28170. vertexShader: _getCommonVertexShader(),
  28171. fragmentShader:
  28172. /* glsl */
  28173. "\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t" + _getEncodings() + "\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t",
  28174. blending: NoBlending,
  28175. depthTest: false,
  28176. depthWrite: false
  28177. });
  28178. return shaderMaterial;
  28179. }
  28180. function _getCubemapShader() {
  28181. var shaderMaterial = new RawShaderMaterial({
  28182. name: 'CubemapToCubeUV',
  28183. uniforms: {
  28184. 'envMap': {
  28185. value: null
  28186. },
  28187. 'inputEncoding': {
  28188. value: ENCODINGS[LinearEncoding]
  28189. },
  28190. 'outputEncoding': {
  28191. value: ENCODINGS[LinearEncoding]
  28192. }
  28193. },
  28194. vertexShader: _getCommonVertexShader(),
  28195. fragmentShader:
  28196. /* glsl */
  28197. "\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t" + _getEncodings() + "\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t",
  28198. blending: NoBlending,
  28199. depthTest: false,
  28200. depthWrite: false
  28201. });
  28202. return shaderMaterial;
  28203. }
  28204. function _getCommonVertexShader() {
  28205. return (
  28206. /* glsl */
  28207. "\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"
  28208. );
  28209. }
  28210. function _getEncodings() {
  28211. return (
  28212. /* glsl */
  28213. "\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t"
  28214. );
  28215. }
  28216. function Face4(a, b, c, d, normal, color, materialIndex) {
  28217. console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');
  28218. return new Face3(a, b, c, normal, color, materialIndex);
  28219. }
  28220. var LineStrip = 0;
  28221. var LinePieces = 1;
  28222. var NoColors = 0;
  28223. var FaceColors = 1;
  28224. var VertexColors = 2;
  28225. function MeshFaceMaterial(materials) {
  28226. console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
  28227. return materials;
  28228. }
  28229. function MultiMaterial(materials) {
  28230. if (materials === void 0) {
  28231. materials = [];
  28232. }
  28233. console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
  28234. materials.isMultiMaterial = true;
  28235. materials.materials = materials;
  28236. materials.clone = function () {
  28237. return materials.slice();
  28238. };
  28239. return materials;
  28240. }
  28241. function PointCloud(geometry, material) {
  28242. console.warn('THREE.PointCloud has been renamed to THREE.Points.');
  28243. return new Points(geometry, material);
  28244. }
  28245. function Particle(material) {
  28246. console.warn('THREE.Particle has been renamed to THREE.Sprite.');
  28247. return new Sprite(material);
  28248. }
  28249. function ParticleSystem(geometry, material) {
  28250. console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
  28251. return new Points(geometry, material);
  28252. }
  28253. function PointCloudMaterial(parameters) {
  28254. console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
  28255. return new PointsMaterial(parameters);
  28256. }
  28257. function ParticleBasicMaterial(parameters) {
  28258. console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
  28259. return new PointsMaterial(parameters);
  28260. }
  28261. function ParticleSystemMaterial(parameters) {
  28262. console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
  28263. return new PointsMaterial(parameters);
  28264. }
  28265. function Vertex(x, y, z) {
  28266. console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
  28267. return new Vector3(x, y, z);
  28268. } //
  28269. function DynamicBufferAttribute(array, itemSize) {
  28270. console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');
  28271. return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
  28272. }
  28273. function Int8Attribute(array, itemSize) {
  28274. console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
  28275. return new Int8BufferAttribute(array, itemSize);
  28276. }
  28277. function Uint8Attribute(array, itemSize) {
  28278. console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
  28279. return new Uint8BufferAttribute(array, itemSize);
  28280. }
  28281. function Uint8ClampedAttribute(array, itemSize) {
  28282. console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');
  28283. return new Uint8ClampedBufferAttribute(array, itemSize);
  28284. }
  28285. function Int16Attribute(array, itemSize) {
  28286. console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
  28287. return new Int16BufferAttribute(array, itemSize);
  28288. }
  28289. function Uint16Attribute(array, itemSize) {
  28290. console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
  28291. return new Uint16BufferAttribute(array, itemSize);
  28292. }
  28293. function Int32Attribute(array, itemSize) {
  28294. console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
  28295. return new Int32BufferAttribute(array, itemSize);
  28296. }
  28297. function Uint32Attribute(array, itemSize) {
  28298. console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
  28299. return new Uint32BufferAttribute(array, itemSize);
  28300. }
  28301. function Float32Attribute(array, itemSize) {
  28302. console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
  28303. return new Float32BufferAttribute(array, itemSize);
  28304. }
  28305. function Float64Attribute(array, itemSize) {
  28306. console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
  28307. return new Float64BufferAttribute(array, itemSize);
  28308. } //
  28309. Curve.create = function (construct, getPoint) {
  28310. console.log('THREE.Curve.create() has been deprecated');
  28311. construct.prototype = Object.create(Curve.prototype);
  28312. construct.prototype.constructor = construct;
  28313. construct.prototype.getPoint = getPoint;
  28314. return construct;
  28315. }; //
  28316. Object.assign(CurvePath.prototype, {
  28317. createPointsGeometry: function createPointsGeometry(divisions) {
  28318. console.warn('THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from path points (for Line or Points objects)
  28319. var pts = this.getPoints(divisions);
  28320. return this.createGeometry(pts);
  28321. },
  28322. createSpacedPointsGeometry: function createSpacedPointsGeometry(divisions) {
  28323. console.warn('THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from equidistant sampling along the path
  28324. var pts = this.getSpacedPoints(divisions);
  28325. return this.createGeometry(pts);
  28326. }
  28327. }); //
  28328. Object.assign(Path.prototype, {
  28329. fromPoints: function fromPoints(points) {
  28330. console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
  28331. return this.setFromPoints(points);
  28332. }
  28333. }); //
  28334. function ClosedSplineCurve3(points) {
  28335. console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
  28336. CatmullRomCurve3.call(this, points);
  28337. this.type = 'catmullrom';
  28338. this.closed = true;
  28339. }
  28340. ClosedSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //
  28341. function SplineCurve3(points) {
  28342. console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
  28343. CatmullRomCurve3.call(this, points);
  28344. this.type = 'catmullrom';
  28345. }
  28346. SplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //
  28347. function Spline(points) {
  28348. console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.');
  28349. CatmullRomCurve3.call(this, points);
  28350. this.type = 'catmullrom';
  28351. }
  28352. Spline.prototype = Object.create(CatmullRomCurve3.prototype);
  28353. Object.assign(Spline.prototype, {
  28354. initFromArray: function initFromArray()
  28355. /* a */
  28356. {
  28357. console.error('THREE.Spline: .initFromArray() has been removed.');
  28358. },
  28359. getControlPointsArray: function getControlPointsArray()
  28360. /* optionalTarget */
  28361. {
  28362. console.error('THREE.Spline: .getControlPointsArray() has been removed.');
  28363. },
  28364. reparametrizeByArcLength: function reparametrizeByArcLength()
  28365. /* samplingCoef */
  28366. {
  28367. console.error('THREE.Spline: .reparametrizeByArcLength() has been removed.');
  28368. }
  28369. }); //
  28370. function AxisHelper(size) {
  28371. console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
  28372. return new AxesHelper(size);
  28373. }
  28374. function BoundingBoxHelper(object, color) {
  28375. console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
  28376. return new BoxHelper(object, color);
  28377. }
  28378. function EdgesHelper(object, hex) {
  28379. console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
  28380. return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({
  28381. color: hex !== undefined ? hex : 0xffffff
  28382. }));
  28383. }
  28384. GridHelper.prototype.setColors = function () {
  28385. console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
  28386. };
  28387. SkeletonHelper.prototype.update = function () {
  28388. console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
  28389. };
  28390. function WireframeHelper(object, hex) {
  28391. console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
  28392. return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({
  28393. color: hex !== undefined ? hex : 0xffffff
  28394. }));
  28395. } //
  28396. Object.assign(Loader.prototype, {
  28397. extractUrlBase: function extractUrlBase(url) {
  28398. console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
  28399. return LoaderUtils.extractUrlBase(url);
  28400. }
  28401. });
  28402. Loader.Handlers = {
  28403. add: function add()
  28404. /* regex, loader */
  28405. {
  28406. console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
  28407. },
  28408. get: function get()
  28409. /* file */
  28410. {
  28411. console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
  28412. }
  28413. };
  28414. function XHRLoader(manager) {
  28415. console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
  28416. return new FileLoader(manager);
  28417. }
  28418. function BinaryTextureLoader(manager) {
  28419. console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
  28420. return new DataTextureLoader(manager);
  28421. } //
  28422. Object.assign(Box2.prototype, {
  28423. center: function center(optionalTarget) {
  28424. console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
  28425. return this.getCenter(optionalTarget);
  28426. },
  28427. empty: function empty() {
  28428. console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
  28429. return this.isEmpty();
  28430. },
  28431. isIntersectionBox: function isIntersectionBox(box) {
  28432. console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
  28433. return this.intersectsBox(box);
  28434. },
  28435. size: function size(optionalTarget) {
  28436. console.warn('THREE.Box2: .size() has been renamed to .getSize().');
  28437. return this.getSize(optionalTarget);
  28438. }
  28439. });
  28440. Object.assign(Box3.prototype, {
  28441. center: function center(optionalTarget) {
  28442. console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
  28443. return this.getCenter(optionalTarget);
  28444. },
  28445. empty: function empty() {
  28446. console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
  28447. return this.isEmpty();
  28448. },
  28449. isIntersectionBox: function isIntersectionBox(box) {
  28450. console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
  28451. return this.intersectsBox(box);
  28452. },
  28453. isIntersectionSphere: function isIntersectionSphere(sphere) {
  28454. console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  28455. return this.intersectsSphere(sphere);
  28456. },
  28457. size: function size(optionalTarget) {
  28458. console.warn('THREE.Box3: .size() has been renamed to .getSize().');
  28459. return this.getSize(optionalTarget);
  28460. }
  28461. });
  28462. Object.assign(Sphere.prototype, {
  28463. empty: function empty() {
  28464. console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
  28465. return this.isEmpty();
  28466. }
  28467. });
  28468. Frustum.prototype.setFromMatrix = function (m) {
  28469. console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
  28470. return this.setFromProjectionMatrix(m);
  28471. };
  28472. Line3.prototype.center = function (optionalTarget) {
  28473. console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
  28474. return this.getCenter(optionalTarget);
  28475. };
  28476. Object.assign(MathUtils, {
  28477. random16: function random16() {
  28478. console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.');
  28479. return Math.random();
  28480. },
  28481. nearestPowerOfTwo: function nearestPowerOfTwo(value) {
  28482. console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().');
  28483. return MathUtils.floorPowerOfTwo(value);
  28484. },
  28485. nextPowerOfTwo: function nextPowerOfTwo(value) {
  28486. console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().');
  28487. return MathUtils.ceilPowerOfTwo(value);
  28488. }
  28489. });
  28490. Object.assign(Matrix3.prototype, {
  28491. flattenToArrayOffset: function flattenToArrayOffset(array, offset) {
  28492. console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  28493. return this.toArray(array, offset);
  28494. },
  28495. multiplyVector3: function multiplyVector3(vector) {
  28496. console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
  28497. return vector.applyMatrix3(this);
  28498. },
  28499. multiplyVector3Array: function multiplyVector3Array()
  28500. /* a */
  28501. {
  28502. console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
  28503. },
  28504. applyToBufferAttribute: function applyToBufferAttribute(attribute) {
  28505. console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
  28506. return attribute.applyMatrix3(this);
  28507. },
  28508. applyToVector3Array: function applyToVector3Array()
  28509. /* array, offset, length */
  28510. {
  28511. console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
  28512. },
  28513. getInverse: function getInverse(matrix) {
  28514. console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  28515. return this.copy(matrix).invert();
  28516. }
  28517. });
  28518. Object.assign(Matrix4.prototype, {
  28519. extractPosition: function extractPosition(m) {
  28520. console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
  28521. return this.copyPosition(m);
  28522. },
  28523. flattenToArrayOffset: function flattenToArrayOffset(array, offset) {
  28524. console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  28525. return this.toArray(array, offset);
  28526. },
  28527. getPosition: function getPosition() {
  28528. console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
  28529. return new Vector3().setFromMatrixColumn(this, 3);
  28530. },
  28531. setRotationFromQuaternion: function setRotationFromQuaternion(q) {
  28532. console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
  28533. return this.makeRotationFromQuaternion(q);
  28534. },
  28535. multiplyToArray: function multiplyToArray() {
  28536. console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
  28537. },
  28538. multiplyVector3: function multiplyVector3(vector) {
  28539. console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28540. return vector.applyMatrix4(this);
  28541. },
  28542. multiplyVector4: function multiplyVector4(vector) {
  28543. console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28544. return vector.applyMatrix4(this);
  28545. },
  28546. multiplyVector3Array: function multiplyVector3Array()
  28547. /* a */
  28548. {
  28549. console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
  28550. },
  28551. rotateAxis: function rotateAxis(v) {
  28552. console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
  28553. v.transformDirection(this);
  28554. },
  28555. crossVector: function crossVector(vector) {
  28556. console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28557. return vector.applyMatrix4(this);
  28558. },
  28559. translate: function translate() {
  28560. console.error('THREE.Matrix4: .translate() has been removed.');
  28561. },
  28562. rotateX: function rotateX() {
  28563. console.error('THREE.Matrix4: .rotateX() has been removed.');
  28564. },
  28565. rotateY: function rotateY() {
  28566. console.error('THREE.Matrix4: .rotateY() has been removed.');
  28567. },
  28568. rotateZ: function rotateZ() {
  28569. console.error('THREE.Matrix4: .rotateZ() has been removed.');
  28570. },
  28571. rotateByAxis: function rotateByAxis() {
  28572. console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
  28573. },
  28574. applyToBufferAttribute: function applyToBufferAttribute(attribute) {
  28575. console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
  28576. return attribute.applyMatrix4(this);
  28577. },
  28578. applyToVector3Array: function applyToVector3Array()
  28579. /* array, offset, length */
  28580. {
  28581. console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
  28582. },
  28583. makeFrustum: function makeFrustum(left, right, bottom, top, near, far) {
  28584. console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');
  28585. return this.makePerspective(left, right, top, bottom, near, far);
  28586. },
  28587. getInverse: function getInverse(matrix) {
  28588. console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  28589. return this.copy(matrix).invert();
  28590. }
  28591. });
  28592. Plane.prototype.isIntersectionLine = function (line) {
  28593. console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');
  28594. return this.intersectsLine(line);
  28595. };
  28596. Object.assign(Quaternion.prototype, {
  28597. multiplyVector3: function multiplyVector3(vector) {
  28598. console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');
  28599. return vector.applyQuaternion(this);
  28600. },
  28601. inverse: function inverse() {
  28602. console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
  28603. return this.invert();
  28604. }
  28605. });
  28606. Object.assign(Ray.prototype, {
  28607. isIntersectionBox: function isIntersectionBox(box) {
  28608. console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
  28609. return this.intersectsBox(box);
  28610. },
  28611. isIntersectionPlane: function isIntersectionPlane(plane) {
  28612. console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
  28613. return this.intersectsPlane(plane);
  28614. },
  28615. isIntersectionSphere: function isIntersectionSphere(sphere) {
  28616. console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  28617. return this.intersectsSphere(sphere);
  28618. }
  28619. });
  28620. Object.assign(Triangle.prototype, {
  28621. area: function area() {
  28622. console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
  28623. return this.getArea();
  28624. },
  28625. barycoordFromPoint: function barycoordFromPoint(point, target) {
  28626. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  28627. return this.getBarycoord(point, target);
  28628. },
  28629. midpoint: function midpoint(target) {
  28630. console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
  28631. return this.getMidpoint(target);
  28632. },
  28633. normal: function normal(target) {
  28634. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  28635. return this.getNormal(target);
  28636. },
  28637. plane: function plane(target) {
  28638. console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
  28639. return this.getPlane(target);
  28640. }
  28641. });
  28642. Object.assign(Triangle, {
  28643. barycoordFromPoint: function barycoordFromPoint(point, a, b, c, target) {
  28644. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  28645. return Triangle.getBarycoord(point, a, b, c, target);
  28646. },
  28647. normal: function normal(a, b, c, target) {
  28648. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  28649. return Triangle.getNormal(a, b, c, target);
  28650. }
  28651. });
  28652. Object.assign(Shape.prototype, {
  28653. extractAllPoints: function extractAllPoints(divisions) {
  28654. console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
  28655. return this.extractPoints(divisions);
  28656. },
  28657. extrude: function extrude(options) {
  28658. console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
  28659. return new ExtrudeGeometry(this, options);
  28660. },
  28661. makeGeometry: function makeGeometry(options) {
  28662. console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
  28663. return new ShapeGeometry(this, options);
  28664. }
  28665. });
  28666. Object.assign(Vector2.prototype, {
  28667. fromAttribute: function fromAttribute(attribute, index, offset) {
  28668. console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28669. return this.fromBufferAttribute(attribute, index, offset);
  28670. },
  28671. distanceToManhattan: function distanceToManhattan(v) {
  28672. console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28673. return this.manhattanDistanceTo(v);
  28674. },
  28675. lengthManhattan: function lengthManhattan() {
  28676. console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
  28677. return this.manhattanLength();
  28678. }
  28679. });
  28680. Object.assign(Vector3.prototype, {
  28681. setEulerFromRotationMatrix: function setEulerFromRotationMatrix() {
  28682. console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
  28683. },
  28684. setEulerFromQuaternion: function setEulerFromQuaternion() {
  28685. console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
  28686. },
  28687. getPositionFromMatrix: function getPositionFromMatrix(m) {
  28688. console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
  28689. return this.setFromMatrixPosition(m);
  28690. },
  28691. getScaleFromMatrix: function getScaleFromMatrix(m) {
  28692. console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
  28693. return this.setFromMatrixScale(m);
  28694. },
  28695. getColumnFromMatrix: function getColumnFromMatrix(index, matrix) {
  28696. console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
  28697. return this.setFromMatrixColumn(matrix, index);
  28698. },
  28699. applyProjection: function applyProjection(m) {
  28700. console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
  28701. return this.applyMatrix4(m);
  28702. },
  28703. fromAttribute: function fromAttribute(attribute, index, offset) {
  28704. console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28705. return this.fromBufferAttribute(attribute, index, offset);
  28706. },
  28707. distanceToManhattan: function distanceToManhattan(v) {
  28708. console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28709. return this.manhattanDistanceTo(v);
  28710. },
  28711. lengthManhattan: function lengthManhattan() {
  28712. console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
  28713. return this.manhattanLength();
  28714. }
  28715. });
  28716. Object.assign(Vector4.prototype, {
  28717. fromAttribute: function fromAttribute(attribute, index, offset) {
  28718. console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28719. return this.fromBufferAttribute(attribute, index, offset);
  28720. },
  28721. lengthManhattan: function lengthManhattan() {
  28722. console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
  28723. return this.manhattanLength();
  28724. }
  28725. }); //
  28726. Object.assign(Object3D.prototype, {
  28727. getChildByName: function getChildByName(name) {
  28728. console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
  28729. return this.getObjectByName(name);
  28730. },
  28731. renderDepth: function renderDepth() {
  28732. console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
  28733. },
  28734. translate: function translate(distance, axis) {
  28735. console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
  28736. return this.translateOnAxis(axis, distance);
  28737. },
  28738. getWorldRotation: function getWorldRotation() {
  28739. console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
  28740. },
  28741. applyMatrix: function applyMatrix(matrix) {
  28742. console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
  28743. return this.applyMatrix4(matrix);
  28744. }
  28745. });
  28746. Object.defineProperties(Object3D.prototype, {
  28747. eulerOrder: {
  28748. get: function get() {
  28749. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28750. return this.rotation.order;
  28751. },
  28752. set: function set(value) {
  28753. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28754. this.rotation.order = value;
  28755. }
  28756. },
  28757. useQuaternion: {
  28758. get: function get() {
  28759. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28760. },
  28761. set: function set() {
  28762. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28763. }
  28764. }
  28765. });
  28766. Object.assign(Mesh.prototype, {
  28767. setDrawMode: function setDrawMode() {
  28768. console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28769. }
  28770. });
  28771. Object.defineProperties(Mesh.prototype, {
  28772. drawMode: {
  28773. get: function get() {
  28774. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
  28775. return TrianglesDrawMode;
  28776. },
  28777. set: function set() {
  28778. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28779. }
  28780. }
  28781. });
  28782. Object.defineProperties(LOD.prototype, {
  28783. objects: {
  28784. get: function get() {
  28785. console.warn('THREE.LOD: .objects has been renamed to .levels.');
  28786. return this.levels;
  28787. }
  28788. }
  28789. });
  28790. Object.defineProperty(Skeleton.prototype, 'useVertexTexture', {
  28791. get: function get() {
  28792. console.warn('THREE.Skeleton: useVertexTexture has been removed.');
  28793. },
  28794. set: function set() {
  28795. console.warn('THREE.Skeleton: useVertexTexture has been removed.');
  28796. }
  28797. });
  28798. SkinnedMesh.prototype.initBones = function () {
  28799. console.error('THREE.SkinnedMesh: initBones() has been removed.');
  28800. };
  28801. Object.defineProperty(Curve.prototype, '__arcLengthDivisions', {
  28802. get: function get() {
  28803. console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');
  28804. return this.arcLengthDivisions;
  28805. },
  28806. set: function set(value) {
  28807. console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');
  28808. this.arcLengthDivisions = value;
  28809. }
  28810. }); //
  28811. PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {
  28812. console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.');
  28813. if (filmGauge !== undefined) this.filmGauge = filmGauge;
  28814. this.setFocalLength(focalLength);
  28815. }; //
  28816. Object.defineProperties(Light.prototype, {
  28817. onlyShadow: {
  28818. set: function set() {
  28819. console.warn('THREE.Light: .onlyShadow has been removed.');
  28820. }
  28821. },
  28822. shadowCameraFov: {
  28823. set: function set(value) {
  28824. console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');
  28825. this.shadow.camera.fov = value;
  28826. }
  28827. },
  28828. shadowCameraLeft: {
  28829. set: function set(value) {
  28830. console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');
  28831. this.shadow.camera.left = value;
  28832. }
  28833. },
  28834. shadowCameraRight: {
  28835. set: function set(value) {
  28836. console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');
  28837. this.shadow.camera.right = value;
  28838. }
  28839. },
  28840. shadowCameraTop: {
  28841. set: function set(value) {
  28842. console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');
  28843. this.shadow.camera.top = value;
  28844. }
  28845. },
  28846. shadowCameraBottom: {
  28847. set: function set(value) {
  28848. console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');
  28849. this.shadow.camera.bottom = value;
  28850. }
  28851. },
  28852. shadowCameraNear: {
  28853. set: function set(value) {
  28854. console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');
  28855. this.shadow.camera.near = value;
  28856. }
  28857. },
  28858. shadowCameraFar: {
  28859. set: function set(value) {
  28860. console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');
  28861. this.shadow.camera.far = value;
  28862. }
  28863. },
  28864. shadowCameraVisible: {
  28865. set: function set() {
  28866. console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');
  28867. }
  28868. },
  28869. shadowBias: {
  28870. set: function set(value) {
  28871. console.warn('THREE.Light: .shadowBias is now .shadow.bias.');
  28872. this.shadow.bias = value;
  28873. }
  28874. },
  28875. shadowDarkness: {
  28876. set: function set() {
  28877. console.warn('THREE.Light: .shadowDarkness has been removed.');
  28878. }
  28879. },
  28880. shadowMapWidth: {
  28881. set: function set(value) {
  28882. console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');
  28883. this.shadow.mapSize.width = value;
  28884. }
  28885. },
  28886. shadowMapHeight: {
  28887. set: function set(value) {
  28888. console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');
  28889. this.shadow.mapSize.height = value;
  28890. }
  28891. }
  28892. }); //
  28893. Object.defineProperties(BufferAttribute.prototype, {
  28894. length: {
  28895. get: function get() {
  28896. console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');
  28897. return this.array.length;
  28898. }
  28899. },
  28900. dynamic: {
  28901. get: function get() {
  28902. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28903. return this.usage === DynamicDrawUsage;
  28904. },
  28905. set: function set()
  28906. /* value */
  28907. {
  28908. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28909. this.setUsage(DynamicDrawUsage);
  28910. }
  28911. }
  28912. });
  28913. Object.assign(BufferAttribute.prototype, {
  28914. setDynamic: function setDynamic(value) {
  28915. console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
  28916. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  28917. return this;
  28918. },
  28919. copyIndicesArray: function copyIndicesArray()
  28920. /* indices */
  28921. {
  28922. console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
  28923. },
  28924. setArray: function setArray()
  28925. /* array */
  28926. {
  28927. console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  28928. }
  28929. });
  28930. Object.assign(BufferGeometry.prototype, {
  28931. addIndex: function addIndex(index) {
  28932. console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
  28933. this.setIndex(index);
  28934. },
  28935. addAttribute: function addAttribute(name, attribute) {
  28936. console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
  28937. if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
  28938. console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
  28939. return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
  28940. }
  28941. if (name === 'index') {
  28942. console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
  28943. this.setIndex(attribute);
  28944. return this;
  28945. }
  28946. return this.setAttribute(name, attribute);
  28947. },
  28948. addDrawCall: function addDrawCall(start, count, indexOffset) {
  28949. if (indexOffset !== undefined) {
  28950. console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');
  28951. }
  28952. console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');
  28953. this.addGroup(start, count);
  28954. },
  28955. clearDrawCalls: function clearDrawCalls() {
  28956. console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
  28957. this.clearGroups();
  28958. },
  28959. computeOffsets: function computeOffsets() {
  28960. console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
  28961. },
  28962. removeAttribute: function removeAttribute(name) {
  28963. console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
  28964. return this.deleteAttribute(name);
  28965. },
  28966. applyMatrix: function applyMatrix(matrix) {
  28967. console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
  28968. return this.applyMatrix4(matrix);
  28969. }
  28970. });
  28971. Object.defineProperties(BufferGeometry.prototype, {
  28972. drawcalls: {
  28973. get: function get() {
  28974. console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');
  28975. return this.groups;
  28976. }
  28977. },
  28978. offsets: {
  28979. get: function get() {
  28980. console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');
  28981. return this.groups;
  28982. }
  28983. }
  28984. });
  28985. Object.defineProperties(InstancedBufferGeometry.prototype, {
  28986. maxInstancedCount: {
  28987. get: function get() {
  28988. console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.');
  28989. return this.instanceCount;
  28990. },
  28991. set: function set(value) {
  28992. console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.');
  28993. this.instanceCount = value;
  28994. }
  28995. }
  28996. });
  28997. Object.defineProperties(Raycaster.prototype, {
  28998. linePrecision: {
  28999. get: function get() {
  29000. console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.');
  29001. return this.params.Line.threshold;
  29002. },
  29003. set: function set(value) {
  29004. console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.');
  29005. this.params.Line.threshold = value;
  29006. }
  29007. }
  29008. });
  29009. Object.defineProperties(InterleavedBuffer.prototype, {
  29010. dynamic: {
  29011. get: function get() {
  29012. console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
  29013. return this.usage === DynamicDrawUsage;
  29014. },
  29015. set: function set(value) {
  29016. console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
  29017. this.setUsage(value);
  29018. }
  29019. }
  29020. });
  29021. Object.assign(InterleavedBuffer.prototype, {
  29022. setDynamic: function setDynamic(value) {
  29023. console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
  29024. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  29025. return this;
  29026. },
  29027. setArray: function setArray()
  29028. /* array */
  29029. {
  29030. console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  29031. }
  29032. }); //
  29033. Object.assign(ExtrudeGeometry.prototype, {
  29034. getArrays: function getArrays() {
  29035. console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.');
  29036. },
  29037. addShapeList: function addShapeList() {
  29038. console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.');
  29039. },
  29040. addShape: function addShape() {
  29041. console.error('THREE.ExtrudeGeometry: .addShape() has been removed.');
  29042. }
  29043. }); //
  29044. Object.assign(Scene.prototype, {
  29045. dispose: function dispose() {
  29046. console.error('THREE.Scene: .dispose() has been removed.');
  29047. }
  29048. }); //
  29049. Object.defineProperties(Uniform.prototype, {
  29050. dynamic: {
  29051. set: function set() {
  29052. console.warn('THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.');
  29053. }
  29054. },
  29055. onUpdate: {
  29056. value: function value() {
  29057. console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');
  29058. return this;
  29059. }
  29060. }
  29061. }); //
  29062. Object.defineProperties(Material.prototype, {
  29063. wrapAround: {
  29064. get: function get() {
  29065. console.warn('THREE.Material: .wrapAround has been removed.');
  29066. },
  29067. set: function set() {
  29068. console.warn('THREE.Material: .wrapAround has been removed.');
  29069. }
  29070. },
  29071. overdraw: {
  29072. get: function get() {
  29073. console.warn('THREE.Material: .overdraw has been removed.');
  29074. },
  29075. set: function set() {
  29076. console.warn('THREE.Material: .overdraw has been removed.');
  29077. }
  29078. },
  29079. wrapRGB: {
  29080. get: function get() {
  29081. console.warn('THREE.Material: .wrapRGB has been removed.');
  29082. return new Color();
  29083. }
  29084. },
  29085. shading: {
  29086. get: function get() {
  29087. console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  29088. },
  29089. set: function set(value) {
  29090. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  29091. this.flatShading = value === FlatShading;
  29092. }
  29093. },
  29094. stencilMask: {
  29095. get: function get() {
  29096. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  29097. return this.stencilFuncMask;
  29098. },
  29099. set: function set(value) {
  29100. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  29101. this.stencilFuncMask = value;
  29102. }
  29103. }
  29104. });
  29105. Object.defineProperties(MeshPhongMaterial.prototype, {
  29106. metal: {
  29107. get: function get() {
  29108. console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.');
  29109. return false;
  29110. },
  29111. set: function set() {
  29112. console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead');
  29113. }
  29114. }
  29115. });
  29116. Object.defineProperties(MeshPhysicalMaterial.prototype, {
  29117. transparency: {
  29118. get: function get() {
  29119. console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.');
  29120. return this.transmission;
  29121. },
  29122. set: function set(value) {
  29123. console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.');
  29124. this.transmission = value;
  29125. }
  29126. }
  29127. });
  29128. Object.defineProperties(ShaderMaterial.prototype, {
  29129. derivatives: {
  29130. get: function get() {
  29131. console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  29132. return this.extensions.derivatives;
  29133. },
  29134. set: function set(value) {
  29135. console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  29136. this.extensions.derivatives = value;
  29137. }
  29138. }
  29139. }); //
  29140. Object.assign(WebGLRenderer.prototype, {
  29141. clearTarget: function clearTarget(renderTarget, color, depth, stencil) {
  29142. console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
  29143. this.setRenderTarget(renderTarget);
  29144. this.clear(color, depth, stencil);
  29145. },
  29146. animate: function animate(callback) {
  29147. console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
  29148. this.setAnimationLoop(callback);
  29149. },
  29150. getCurrentRenderTarget: function getCurrentRenderTarget() {
  29151. console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
  29152. return this.getRenderTarget();
  29153. },
  29154. getMaxAnisotropy: function getMaxAnisotropy() {
  29155. console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
  29156. return this.capabilities.getMaxAnisotropy();
  29157. },
  29158. getPrecision: function getPrecision() {
  29159. console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
  29160. return this.capabilities.precision;
  29161. },
  29162. resetGLState: function resetGLState() {
  29163. console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
  29164. return this.state.reset();
  29165. },
  29166. supportsFloatTextures: function supportsFloatTextures() {
  29167. console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
  29168. return this.extensions.get('OES_texture_float');
  29169. },
  29170. supportsHalfFloatTextures: function supportsHalfFloatTextures() {
  29171. console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
  29172. return this.extensions.get('OES_texture_half_float');
  29173. },
  29174. supportsStandardDerivatives: function supportsStandardDerivatives() {
  29175. console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
  29176. return this.extensions.get('OES_standard_derivatives');
  29177. },
  29178. supportsCompressedTextureS3TC: function supportsCompressedTextureS3TC() {
  29179. console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
  29180. return this.extensions.get('WEBGL_compressed_texture_s3tc');
  29181. },
  29182. supportsCompressedTexturePVRTC: function supportsCompressedTexturePVRTC() {
  29183. console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
  29184. return this.extensions.get('WEBGL_compressed_texture_pvrtc');
  29185. },
  29186. supportsBlendMinMax: function supportsBlendMinMax() {
  29187. console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
  29188. return this.extensions.get('EXT_blend_minmax');
  29189. },
  29190. supportsVertexTextures: function supportsVertexTextures() {
  29191. console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
  29192. return this.capabilities.vertexTextures;
  29193. },
  29194. supportsInstancedArrays: function supportsInstancedArrays() {
  29195. console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
  29196. return this.extensions.get('ANGLE_instanced_arrays');
  29197. },
  29198. enableScissorTest: function enableScissorTest(boolean) {
  29199. console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
  29200. this.setScissorTest(boolean);
  29201. },
  29202. initMaterial: function initMaterial() {
  29203. console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
  29204. },
  29205. addPrePlugin: function addPrePlugin() {
  29206. console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
  29207. },
  29208. addPostPlugin: function addPostPlugin() {
  29209. console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
  29210. },
  29211. updateShadowMap: function updateShadowMap() {
  29212. console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
  29213. },
  29214. setFaceCulling: function setFaceCulling() {
  29215. console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
  29216. },
  29217. allocTextureUnit: function allocTextureUnit() {
  29218. console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
  29219. },
  29220. setTexture: function setTexture() {
  29221. console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
  29222. },
  29223. setTexture2D: function setTexture2D() {
  29224. console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
  29225. },
  29226. setTextureCube: function setTextureCube() {
  29227. console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
  29228. },
  29229. getActiveMipMapLevel: function getActiveMipMapLevel() {
  29230. console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
  29231. return this.getActiveMipmapLevel();
  29232. }
  29233. });
  29234. Object.defineProperties(WebGLRenderer.prototype, {
  29235. shadowMapEnabled: {
  29236. get: function get() {
  29237. return this.shadowMap.enabled;
  29238. },
  29239. set: function set(value) {
  29240. console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
  29241. this.shadowMap.enabled = value;
  29242. }
  29243. },
  29244. shadowMapType: {
  29245. get: function get() {
  29246. return this.shadowMap.type;
  29247. },
  29248. set: function set(value) {
  29249. console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
  29250. this.shadowMap.type = value;
  29251. }
  29252. },
  29253. shadowMapCullFace: {
  29254. get: function get() {
  29255. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  29256. return undefined;
  29257. },
  29258. set: function set()
  29259. /* value */
  29260. {
  29261. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  29262. }
  29263. },
  29264. context: {
  29265. get: function get() {
  29266. console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
  29267. return this.getContext();
  29268. }
  29269. },
  29270. vr: {
  29271. get: function get() {
  29272. console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
  29273. return this.xr;
  29274. }
  29275. },
  29276. gammaInput: {
  29277. get: function get() {
  29278. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  29279. return false;
  29280. },
  29281. set: function set() {
  29282. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  29283. }
  29284. },
  29285. gammaOutput: {
  29286. get: function get() {
  29287. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  29288. return false;
  29289. },
  29290. set: function set(value) {
  29291. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  29292. this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
  29293. }
  29294. },
  29295. toneMappingWhitePoint: {
  29296. get: function get() {
  29297. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  29298. return 1.0;
  29299. },
  29300. set: function set() {
  29301. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  29302. }
  29303. }
  29304. });
  29305. Object.defineProperties(WebGLShadowMap.prototype, {
  29306. cullFace: {
  29307. get: function get() {
  29308. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  29309. return undefined;
  29310. },
  29311. set: function set()
  29312. /* cullFace */
  29313. {
  29314. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  29315. }
  29316. },
  29317. renderReverseSided: {
  29318. get: function get() {
  29319. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  29320. return undefined;
  29321. },
  29322. set: function set() {
  29323. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  29324. }
  29325. },
  29326. renderSingleSided: {
  29327. get: function get() {
  29328. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  29329. return undefined;
  29330. },
  29331. set: function set() {
  29332. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  29333. }
  29334. }
  29335. });
  29336. function WebGLRenderTargetCube(width, height, options) {
  29337. console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
  29338. return new WebGLCubeRenderTarget(width, options);
  29339. } //
  29340. Object.defineProperties(WebGLRenderTarget.prototype, {
  29341. wrapS: {
  29342. get: function get() {
  29343. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  29344. return this.texture.wrapS;
  29345. },
  29346. set: function set(value) {
  29347. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  29348. this.texture.wrapS = value;
  29349. }
  29350. },
  29351. wrapT: {
  29352. get: function get() {
  29353. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  29354. return this.texture.wrapT;
  29355. },
  29356. set: function set(value) {
  29357. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  29358. this.texture.wrapT = value;
  29359. }
  29360. },
  29361. magFilter: {
  29362. get: function get() {
  29363. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  29364. return this.texture.magFilter;
  29365. },
  29366. set: function set(value) {
  29367. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  29368. this.texture.magFilter = value;
  29369. }
  29370. },
  29371. minFilter: {
  29372. get: function get() {
  29373. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  29374. return this.texture.minFilter;
  29375. },
  29376. set: function set(value) {
  29377. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  29378. this.texture.minFilter = value;
  29379. }
  29380. },
  29381. anisotropy: {
  29382. get: function get() {
  29383. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  29384. return this.texture.anisotropy;
  29385. },
  29386. set: function set(value) {
  29387. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  29388. this.texture.anisotropy = value;
  29389. }
  29390. },
  29391. offset: {
  29392. get: function get() {
  29393. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  29394. return this.texture.offset;
  29395. },
  29396. set: function set(value) {
  29397. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  29398. this.texture.offset = value;
  29399. }
  29400. },
  29401. repeat: {
  29402. get: function get() {
  29403. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  29404. return this.texture.repeat;
  29405. },
  29406. set: function set(value) {
  29407. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  29408. this.texture.repeat = value;
  29409. }
  29410. },
  29411. format: {
  29412. get: function get() {
  29413. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  29414. return this.texture.format;
  29415. },
  29416. set: function set(value) {
  29417. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  29418. this.texture.format = value;
  29419. }
  29420. },
  29421. type: {
  29422. get: function get() {
  29423. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  29424. return this.texture.type;
  29425. },
  29426. set: function set(value) {
  29427. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  29428. this.texture.type = value;
  29429. }
  29430. },
  29431. generateMipmaps: {
  29432. get: function get() {
  29433. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  29434. return this.texture.generateMipmaps;
  29435. },
  29436. set: function set(value) {
  29437. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  29438. this.texture.generateMipmaps = value;
  29439. }
  29440. }
  29441. }); //
  29442. Object.defineProperties(Audio.prototype, {
  29443. load: {
  29444. value: function value(file) {
  29445. console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
  29446. var scope = this;
  29447. var audioLoader = new AudioLoader();
  29448. audioLoader.load(file, function (buffer) {
  29449. scope.setBuffer(buffer);
  29450. });
  29451. return this;
  29452. }
  29453. },
  29454. startTime: {
  29455. set: function set() {
  29456. console.warn('THREE.Audio: .startTime is now .play( delay ).');
  29457. }
  29458. }
  29459. });
  29460. AudioAnalyser.prototype.getData = function () {
  29461. console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
  29462. return this.getFrequencyData();
  29463. }; //
  29464. CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
  29465. console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
  29466. return this.update(renderer, scene);
  29467. };
  29468. CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
  29469. console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
  29470. return this.renderTarget.clear(renderer, color, depth, stencil);
  29471. }; //
  29472. var GeometryUtils = {
  29473. merge: function merge(geometry1, geometry2, materialIndexOffset) {
  29474. console.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.');
  29475. var matrix;
  29476. if (geometry2.isMesh) {
  29477. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29478. matrix = geometry2.matrix;
  29479. geometry2 = geometry2.geometry;
  29480. }
  29481. geometry1.merge(geometry2, matrix, materialIndexOffset);
  29482. },
  29483. center: function center(geometry) {
  29484. console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');
  29485. return geometry.center();
  29486. }
  29487. };
  29488. ImageUtils.crossOrigin = undefined;
  29489. ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
  29490. console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
  29491. var loader = new TextureLoader();
  29492. loader.setCrossOrigin(this.crossOrigin);
  29493. var texture = loader.load(url, onLoad, undefined, onError);
  29494. if (mapping) texture.mapping = mapping;
  29495. return texture;
  29496. };
  29497. ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
  29498. console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
  29499. var loader = new CubeTextureLoader();
  29500. loader.setCrossOrigin(this.crossOrigin);
  29501. var texture = loader.load(urls, onLoad, undefined, onError);
  29502. if (mapping) texture.mapping = mapping;
  29503. return texture;
  29504. };
  29505. ImageUtils.loadCompressedTexture = function () {
  29506. console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
  29507. };
  29508. ImageUtils.loadCompressedTextureCube = function () {
  29509. console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
  29510. }; //
  29511. function CanvasRenderer() {
  29512. console.error('THREE.CanvasRenderer has been removed');
  29513. } //
  29514. function JSONLoader() {
  29515. console.error('THREE.JSONLoader has been removed.');
  29516. } //
  29517. var SceneUtils = {
  29518. createMultiMaterialObject: function createMultiMaterialObject()
  29519. /* geometry, materials */
  29520. {
  29521. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  29522. },
  29523. detach: function detach()
  29524. /* child, parent, scene */
  29525. {
  29526. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  29527. },
  29528. attach: function attach()
  29529. /* child, scene, parent */
  29530. {
  29531. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  29532. }
  29533. }; //
  29534. function LensFlare() {
  29535. console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
  29536. }
  29537. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  29538. /* eslint-disable no-undef */
  29539. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
  29540. detail: {
  29541. revision: REVISION
  29542. }
  29543. }));
  29544. /* eslint-enable no-undef */
  29545. }
  29546. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29547. exports.AddEquation = AddEquation;
  29548. exports.AddOperation = AddOperation;
  29549. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  29550. exports.AdditiveBlending = AdditiveBlending;
  29551. exports.AlphaFormat = AlphaFormat;
  29552. exports.AlwaysDepth = AlwaysDepth;
  29553. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29554. exports.AmbientLight = AmbientLight;
  29555. exports.AmbientLightProbe = AmbientLightProbe;
  29556. exports.AnimationClip = AnimationClip;
  29557. exports.AnimationLoader = AnimationLoader;
  29558. exports.AnimationMixer = AnimationMixer;
  29559. exports.AnimationObjectGroup = AnimationObjectGroup;
  29560. exports.AnimationUtils = AnimationUtils;
  29561. exports.ArcCurve = ArcCurve;
  29562. exports.ArrayCamera = ArrayCamera;
  29563. exports.ArrowHelper = ArrowHelper;
  29564. exports.Audio = Audio;
  29565. exports.AudioAnalyser = AudioAnalyser;
  29566. exports.AudioContext = AudioContext;
  29567. exports.AudioListener = AudioListener;
  29568. exports.AudioLoader = AudioLoader;
  29569. exports.AxesHelper = AxesHelper;
  29570. exports.AxisHelper = AxisHelper;
  29571. exports.BackSide = BackSide;
  29572. exports.BasicDepthPacking = BasicDepthPacking;
  29573. exports.BasicShadowMap = BasicShadowMap;
  29574. exports.BinaryTextureLoader = BinaryTextureLoader;
  29575. exports.Bone = Bone;
  29576. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29577. exports.BoundingBoxHelper = BoundingBoxHelper;
  29578. exports.Box2 = Box2;
  29579. exports.Box3 = Box3;
  29580. exports.Box3Helper = Box3Helper;
  29581. exports.BoxBufferGeometry = BoxGeometry;
  29582. exports.BoxGeometry = BoxGeometry;
  29583. exports.BoxHelper = BoxHelper;
  29584. exports.BufferAttribute = BufferAttribute;
  29585. exports.BufferGeometry = BufferGeometry;
  29586. exports.BufferGeometryLoader = BufferGeometryLoader;
  29587. exports.ByteType = ByteType;
  29588. exports.Cache = Cache;
  29589. exports.Camera = Camera;
  29590. exports.CameraHelper = CameraHelper;
  29591. exports.CanvasRenderer = CanvasRenderer;
  29592. exports.CanvasTexture = CanvasTexture;
  29593. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29594. exports.CineonToneMapping = CineonToneMapping;
  29595. exports.CircleBufferGeometry = CircleGeometry;
  29596. exports.CircleGeometry = CircleGeometry;
  29597. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29598. exports.Clock = Clock;
  29599. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29600. exports.Color = Color;
  29601. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29602. exports.CompressedTexture = CompressedTexture;
  29603. exports.CompressedTextureLoader = CompressedTextureLoader;
  29604. exports.ConeBufferGeometry = ConeGeometry;
  29605. exports.ConeGeometry = ConeGeometry;
  29606. exports.CubeCamera = CubeCamera;
  29607. exports.CubeReflectionMapping = CubeReflectionMapping;
  29608. exports.CubeRefractionMapping = CubeRefractionMapping;
  29609. exports.CubeTexture = CubeTexture;
  29610. exports.CubeTextureLoader = CubeTextureLoader;
  29611. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29612. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29613. exports.CubicBezierCurve = CubicBezierCurve;
  29614. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29615. exports.CubicInterpolant = CubicInterpolant;
  29616. exports.CullFaceBack = CullFaceBack;
  29617. exports.CullFaceFront = CullFaceFront;
  29618. exports.CullFaceFrontBack = CullFaceFrontBack;
  29619. exports.CullFaceNone = CullFaceNone;
  29620. exports.Curve = Curve;
  29621. exports.CurvePath = CurvePath;
  29622. exports.CustomBlending = CustomBlending;
  29623. exports.CustomToneMapping = CustomToneMapping;
  29624. exports.CylinderBufferGeometry = CylinderGeometry;
  29625. exports.CylinderGeometry = CylinderGeometry;
  29626. exports.Cylindrical = Cylindrical;
  29627. exports.DataTexture = DataTexture;
  29628. exports.DataTexture2DArray = DataTexture2DArray;
  29629. exports.DataTexture3D = DataTexture3D;
  29630. exports.DataTextureLoader = DataTextureLoader;
  29631. exports.DataUtils = DataUtils;
  29632. exports.DecrementStencilOp = DecrementStencilOp;
  29633. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29634. exports.DefaultLoadingManager = DefaultLoadingManager;
  29635. exports.DepthFormat = DepthFormat;
  29636. exports.DepthStencilFormat = DepthStencilFormat;
  29637. exports.DepthTexture = DepthTexture;
  29638. exports.DirectionalLight = DirectionalLight;
  29639. exports.DirectionalLightHelper = DirectionalLightHelper;
  29640. exports.DiscreteInterpolant = DiscreteInterpolant;
  29641. exports.DodecahedronBufferGeometry = DodecahedronGeometry;
  29642. exports.DodecahedronGeometry = DodecahedronGeometry;
  29643. exports.DoubleSide = DoubleSide;
  29644. exports.DstAlphaFactor = DstAlphaFactor;
  29645. exports.DstColorFactor = DstColorFactor;
  29646. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29647. exports.DynamicCopyUsage = DynamicCopyUsage;
  29648. exports.DynamicDrawUsage = DynamicDrawUsage;
  29649. exports.DynamicReadUsage = DynamicReadUsage;
  29650. exports.EdgesGeometry = EdgesGeometry;
  29651. exports.EdgesHelper = EdgesHelper;
  29652. exports.EllipseCurve = EllipseCurve;
  29653. exports.EqualDepth = EqualDepth;
  29654. exports.EqualStencilFunc = EqualStencilFunc;
  29655. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29656. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29657. exports.Euler = Euler;
  29658. exports.EventDispatcher = EventDispatcher;
  29659. exports.ExtrudeBufferGeometry = ExtrudeGeometry;
  29660. exports.ExtrudeGeometry = ExtrudeGeometry;
  29661. exports.Face3 = Face3;
  29662. exports.Face4 = Face4;
  29663. exports.FaceColors = FaceColors;
  29664. exports.FileLoader = FileLoader;
  29665. exports.FlatShading = FlatShading;
  29666. exports.Float16BufferAttribute = Float16BufferAttribute;
  29667. exports.Float32Attribute = Float32Attribute;
  29668. exports.Float32BufferAttribute = Float32BufferAttribute;
  29669. exports.Float64Attribute = Float64Attribute;
  29670. exports.Float64BufferAttribute = Float64BufferAttribute;
  29671. exports.FloatType = FloatType;
  29672. exports.Fog = Fog;
  29673. exports.FogExp2 = FogExp2;
  29674. exports.Font = Font;
  29675. exports.FontLoader = FontLoader;
  29676. exports.FrontSide = FrontSide;
  29677. exports.Frustum = Frustum;
  29678. exports.GLBufferAttribute = GLBufferAttribute;
  29679. exports.GLSL1 = GLSL1;
  29680. exports.GLSL3 = GLSL3;
  29681. exports.GammaEncoding = GammaEncoding;
  29682. exports.GeometryUtils = GeometryUtils;
  29683. exports.GreaterDepth = GreaterDepth;
  29684. exports.GreaterEqualDepth = GreaterEqualDepth;
  29685. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29686. exports.GreaterStencilFunc = GreaterStencilFunc;
  29687. exports.GridHelper = GridHelper;
  29688. exports.Group = Group;
  29689. exports.HalfFloatType = HalfFloatType;
  29690. exports.HemisphereLight = HemisphereLight;
  29691. exports.HemisphereLightHelper = HemisphereLightHelper;
  29692. exports.HemisphereLightProbe = HemisphereLightProbe;
  29693. exports.IcosahedronBufferGeometry = IcosahedronGeometry;
  29694. exports.IcosahedronGeometry = IcosahedronGeometry;
  29695. exports.ImageBitmapLoader = ImageBitmapLoader;
  29696. exports.ImageLoader = ImageLoader;
  29697. exports.ImageUtils = ImageUtils;
  29698. exports.ImmediateRenderObject = ImmediateRenderObject;
  29699. exports.IncrementStencilOp = IncrementStencilOp;
  29700. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29701. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29702. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29703. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29704. exports.InstancedMesh = InstancedMesh;
  29705. exports.Int16Attribute = Int16Attribute;
  29706. exports.Int16BufferAttribute = Int16BufferAttribute;
  29707. exports.Int32Attribute = Int32Attribute;
  29708. exports.Int32BufferAttribute = Int32BufferAttribute;
  29709. exports.Int8Attribute = Int8Attribute;
  29710. exports.Int8BufferAttribute = Int8BufferAttribute;
  29711. exports.IntType = IntType;
  29712. exports.InterleavedBuffer = InterleavedBuffer;
  29713. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29714. exports.Interpolant = Interpolant;
  29715. exports.InterpolateDiscrete = InterpolateDiscrete;
  29716. exports.InterpolateLinear = InterpolateLinear;
  29717. exports.InterpolateSmooth = InterpolateSmooth;
  29718. exports.InvertStencilOp = InvertStencilOp;
  29719. exports.JSONLoader = JSONLoader;
  29720. exports.KeepStencilOp = KeepStencilOp;
  29721. exports.KeyframeTrack = KeyframeTrack;
  29722. exports.LOD = LOD;
  29723. exports.LatheBufferGeometry = LatheGeometry;
  29724. exports.LatheGeometry = LatheGeometry;
  29725. exports.Layers = Layers;
  29726. exports.LensFlare = LensFlare;
  29727. exports.LessDepth = LessDepth;
  29728. exports.LessEqualDepth = LessEqualDepth;
  29729. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29730. exports.LessStencilFunc = LessStencilFunc;
  29731. exports.Light = Light;
  29732. exports.LightProbe = LightProbe;
  29733. exports.Line = Line;
  29734. exports.Line3 = Line3;
  29735. exports.LineBasicMaterial = LineBasicMaterial;
  29736. exports.LineCurve = LineCurve;
  29737. exports.LineCurve3 = LineCurve3;
  29738. exports.LineDashedMaterial = LineDashedMaterial;
  29739. exports.LineLoop = LineLoop;
  29740. exports.LinePieces = LinePieces;
  29741. exports.LineSegments = LineSegments;
  29742. exports.LineStrip = LineStrip;
  29743. exports.LinearEncoding = LinearEncoding;
  29744. exports.LinearFilter = LinearFilter;
  29745. exports.LinearInterpolant = LinearInterpolant;
  29746. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29747. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29748. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29749. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29750. exports.LinearToneMapping = LinearToneMapping;
  29751. exports.Loader = Loader;
  29752. exports.LoaderUtils = LoaderUtils;
  29753. exports.LoadingManager = LoadingManager;
  29754. exports.LogLuvEncoding = LogLuvEncoding;
  29755. exports.LoopOnce = LoopOnce;
  29756. exports.LoopPingPong = LoopPingPong;
  29757. exports.LoopRepeat = LoopRepeat;
  29758. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29759. exports.LuminanceFormat = LuminanceFormat;
  29760. exports.MOUSE = MOUSE;
  29761. exports.Material = Material;
  29762. exports.MaterialLoader = MaterialLoader;
  29763. exports.Math = MathUtils;
  29764. exports.MathUtils = MathUtils;
  29765. exports.Matrix3 = Matrix3;
  29766. exports.Matrix4 = Matrix4;
  29767. exports.MaxEquation = MaxEquation;
  29768. exports.Mesh = Mesh;
  29769. exports.MeshBasicMaterial = MeshBasicMaterial;
  29770. exports.MeshDepthMaterial = MeshDepthMaterial;
  29771. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29772. exports.MeshFaceMaterial = MeshFaceMaterial;
  29773. exports.MeshLambertMaterial = MeshLambertMaterial;
  29774. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29775. exports.MeshNormalMaterial = MeshNormalMaterial;
  29776. exports.MeshPhongMaterial = MeshPhongMaterial;
  29777. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29778. exports.MeshStandardMaterial = MeshStandardMaterial;
  29779. exports.MeshToonMaterial = MeshToonMaterial;
  29780. exports.MinEquation = MinEquation;
  29781. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29782. exports.MixOperation = MixOperation;
  29783. exports.MultiMaterial = MultiMaterial;
  29784. exports.MultiplyBlending = MultiplyBlending;
  29785. exports.MultiplyOperation = MultiplyOperation;
  29786. exports.NearestFilter = NearestFilter;
  29787. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29788. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29789. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29790. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29791. exports.NeverDepth = NeverDepth;
  29792. exports.NeverStencilFunc = NeverStencilFunc;
  29793. exports.NoBlending = NoBlending;
  29794. exports.NoColors = NoColors;
  29795. exports.NoToneMapping = NoToneMapping;
  29796. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  29797. exports.NormalBlending = NormalBlending;
  29798. exports.NotEqualDepth = NotEqualDepth;
  29799. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29800. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29801. exports.Object3D = Object3D;
  29802. exports.ObjectLoader = ObjectLoader;
  29803. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29804. exports.OctahedronBufferGeometry = OctahedronGeometry;
  29805. exports.OctahedronGeometry = OctahedronGeometry;
  29806. exports.OneFactor = OneFactor;
  29807. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29808. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29809. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29810. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29811. exports.OrthographicCamera = OrthographicCamera;
  29812. exports.PCFShadowMap = PCFShadowMap;
  29813. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29814. exports.PMREMGenerator = PMREMGenerator;
  29815. exports.ParametricBufferGeometry = ParametricGeometry;
  29816. exports.ParametricGeometry = ParametricGeometry;
  29817. exports.Particle = Particle;
  29818. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29819. exports.ParticleSystem = ParticleSystem;
  29820. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29821. exports.Path = Path;
  29822. exports.PerspectiveCamera = PerspectiveCamera;
  29823. exports.Plane = Plane;
  29824. exports.PlaneBufferGeometry = PlaneGeometry;
  29825. exports.PlaneGeometry = PlaneGeometry;
  29826. exports.PlaneHelper = PlaneHelper;
  29827. exports.PointCloud = PointCloud;
  29828. exports.PointCloudMaterial = PointCloudMaterial;
  29829. exports.PointLight = PointLight;
  29830. exports.PointLightHelper = PointLightHelper;
  29831. exports.Points = Points;
  29832. exports.PointsMaterial = PointsMaterial;
  29833. exports.PolarGridHelper = PolarGridHelper;
  29834. exports.PolyhedronBufferGeometry = PolyhedronGeometry;
  29835. exports.PolyhedronGeometry = PolyhedronGeometry;
  29836. exports.PositionalAudio = PositionalAudio;
  29837. exports.PropertyBinding = PropertyBinding;
  29838. exports.PropertyMixer = PropertyMixer;
  29839. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29840. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29841. exports.Quaternion = Quaternion;
  29842. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29843. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29844. exports.REVISION = REVISION;
  29845. exports.RGBADepthPacking = RGBADepthPacking;
  29846. exports.RGBAFormat = RGBAFormat;
  29847. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  29848. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29849. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29850. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29851. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29852. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29853. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29854. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29855. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29856. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29857. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29858. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29859. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29860. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29861. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29862. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  29863. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  29864. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29865. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29866. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29867. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29868. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29869. exports.RGBDEncoding = RGBDEncoding;
  29870. exports.RGBEEncoding = RGBEEncoding;
  29871. exports.RGBEFormat = RGBEFormat;
  29872. exports.RGBFormat = RGBFormat;
  29873. exports.RGBIntegerFormat = RGBIntegerFormat;
  29874. exports.RGBM16Encoding = RGBM16Encoding;
  29875. exports.RGBM7Encoding = RGBM7Encoding;
  29876. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29877. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  29878. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29879. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29880. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29881. exports.RGFormat = RGFormat;
  29882. exports.RGIntegerFormat = RGIntegerFormat;
  29883. exports.RawShaderMaterial = RawShaderMaterial;
  29884. exports.Ray = Ray;
  29885. exports.Raycaster = Raycaster;
  29886. exports.RectAreaLight = RectAreaLight;
  29887. exports.RedFormat = RedFormat;
  29888. exports.RedIntegerFormat = RedIntegerFormat;
  29889. exports.ReinhardToneMapping = ReinhardToneMapping;
  29890. exports.RepeatWrapping = RepeatWrapping;
  29891. exports.ReplaceStencilOp = ReplaceStencilOp;
  29892. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29893. exports.RingBufferGeometry = RingGeometry;
  29894. exports.RingGeometry = RingGeometry;
  29895. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  29896. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  29897. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  29898. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  29899. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  29900. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  29901. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  29902. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  29903. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  29904. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  29905. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  29906. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  29907. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  29908. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  29909. exports.Scene = Scene;
  29910. exports.SceneUtils = SceneUtils;
  29911. exports.ShaderChunk = ShaderChunk;
  29912. exports.ShaderLib = ShaderLib;
  29913. exports.ShaderMaterial = ShaderMaterial;
  29914. exports.ShadowMaterial = ShadowMaterial;
  29915. exports.Shape = Shape;
  29916. exports.ShapeBufferGeometry = ShapeGeometry;
  29917. exports.ShapeGeometry = ShapeGeometry;
  29918. exports.ShapePath = ShapePath;
  29919. exports.ShapeUtils = ShapeUtils;
  29920. exports.ShortType = ShortType;
  29921. exports.Skeleton = Skeleton;
  29922. exports.SkeletonHelper = SkeletonHelper;
  29923. exports.SkinnedMesh = SkinnedMesh;
  29924. exports.SmoothShading = SmoothShading;
  29925. exports.Sphere = Sphere;
  29926. exports.SphereBufferGeometry = SphereGeometry;
  29927. exports.SphereGeometry = SphereGeometry;
  29928. exports.Spherical = Spherical;
  29929. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29930. exports.Spline = Spline;
  29931. exports.SplineCurve = SplineCurve;
  29932. exports.SplineCurve3 = SplineCurve3;
  29933. exports.SpotLight = SpotLight;
  29934. exports.SpotLightHelper = SpotLightHelper;
  29935. exports.Sprite = Sprite;
  29936. exports.SpriteMaterial = SpriteMaterial;
  29937. exports.SrcAlphaFactor = SrcAlphaFactor;
  29938. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29939. exports.SrcColorFactor = SrcColorFactor;
  29940. exports.StaticCopyUsage = StaticCopyUsage;
  29941. exports.StaticDrawUsage = StaticDrawUsage;
  29942. exports.StaticReadUsage = StaticReadUsage;
  29943. exports.StereoCamera = StereoCamera;
  29944. exports.StreamCopyUsage = StreamCopyUsage;
  29945. exports.StreamDrawUsage = StreamDrawUsage;
  29946. exports.StreamReadUsage = StreamReadUsage;
  29947. exports.StringKeyframeTrack = StringKeyframeTrack;
  29948. exports.SubtractEquation = SubtractEquation;
  29949. exports.SubtractiveBlending = SubtractiveBlending;
  29950. exports.TOUCH = TOUCH;
  29951. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29952. exports.TetrahedronBufferGeometry = TetrahedronGeometry;
  29953. exports.TetrahedronGeometry = TetrahedronGeometry;
  29954. exports.TextBufferGeometry = TextGeometry;
  29955. exports.TextGeometry = TextGeometry;
  29956. exports.Texture = Texture;
  29957. exports.TextureLoader = TextureLoader;
  29958. exports.TorusBufferGeometry = TorusGeometry;
  29959. exports.TorusGeometry = TorusGeometry;
  29960. exports.TorusKnotBufferGeometry = TorusKnotGeometry;
  29961. exports.TorusKnotGeometry = TorusKnotGeometry;
  29962. exports.Triangle = Triangle;
  29963. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29964. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29965. exports.TrianglesDrawMode = TrianglesDrawMode;
  29966. exports.TubeBufferGeometry = TubeGeometry;
  29967. exports.TubeGeometry = TubeGeometry;
  29968. exports.UVMapping = UVMapping;
  29969. exports.Uint16Attribute = Uint16Attribute;
  29970. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29971. exports.Uint32Attribute = Uint32Attribute;
  29972. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29973. exports.Uint8Attribute = Uint8Attribute;
  29974. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29975. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29976. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29977. exports.Uniform = Uniform;
  29978. exports.UniformsLib = UniformsLib;
  29979. exports.UniformsUtils = UniformsUtils;
  29980. exports.UnsignedByteType = UnsignedByteType;
  29981. exports.UnsignedInt248Type = UnsignedInt248Type;
  29982. exports.UnsignedIntType = UnsignedIntType;
  29983. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29984. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29985. exports.UnsignedShort565Type = UnsignedShort565Type;
  29986. exports.UnsignedShortType = UnsignedShortType;
  29987. exports.VSMShadowMap = VSMShadowMap;
  29988. exports.Vector2 = Vector2;
  29989. exports.Vector3 = Vector3;
  29990. exports.Vector4 = Vector4;
  29991. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29992. exports.Vertex = Vertex;
  29993. exports.VertexColors = VertexColors;
  29994. exports.VideoTexture = VideoTexture;
  29995. exports.WebGL1Renderer = WebGL1Renderer;
  29996. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  29997. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29998. exports.WebGLRenderTarget = WebGLRenderTarget;
  29999. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30000. exports.WebGLRenderer = WebGLRenderer;
  30001. exports.WebGLUtils = WebGLUtils;
  30002. exports.WireframeGeometry = WireframeGeometry;
  30003. exports.WireframeHelper = WireframeHelper;
  30004. exports.WrapAroundEnding = WrapAroundEnding;
  30005. exports.XHRLoader = XHRLoader;
  30006. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30007. exports.ZeroFactor = ZeroFactor;
  30008. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30009. exports.ZeroStencilOp = ZeroStencilOp;
  30010. exports.sRGBEncoding = sRGBEncoding;
  30011. Object.defineProperty(exports, '__esModule', { value: true });
  30012. })));