three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. /**
  55. * https://github.com/mrdoob/eventdispatcher.js/
  56. */
  57. function EventDispatcher() {}
  58. Object.assign( EventDispatcher.prototype, {
  59. addEventListener: function ( type, listener ) {
  60. if ( this._listeners === undefined ) this._listeners = {};
  61. var listeners = this._listeners;
  62. if ( listeners[ type ] === undefined ) {
  63. listeners[ type ] = [];
  64. }
  65. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  66. listeners[ type ].push( listener );
  67. }
  68. },
  69. hasEventListener: function ( type, listener ) {
  70. if ( this._listeners === undefined ) return false;
  71. var listeners = this._listeners;
  72. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  73. },
  74. removeEventListener: function ( type, listener ) {
  75. if ( this._listeners === undefined ) return;
  76. var listeners = this._listeners;
  77. var listenerArray = listeners[ type ];
  78. if ( listenerArray !== undefined ) {
  79. var index = listenerArray.indexOf( listener );
  80. if ( index !== - 1 ) {
  81. listenerArray.splice( index, 1 );
  82. }
  83. }
  84. },
  85. dispatchEvent: function ( event ) {
  86. if ( this._listeners === undefined ) return;
  87. var listeners = this._listeners;
  88. var listenerArray = listeners[ event.type ];
  89. if ( listenerArray !== undefined ) {
  90. event.target = this;
  91. var array = listenerArray.slice( 0 );
  92. for ( var i = 0, l = array.length; i < l; i ++ ) {
  93. array[ i ].call( this, event );
  94. }
  95. }
  96. }
  97. } );
  98. var REVISION = '108dev';
  99. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  100. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  101. var CullFaceNone = 0;
  102. var CullFaceBack = 1;
  103. var CullFaceFront = 2;
  104. var CullFaceFrontBack = 3;
  105. var FrontFaceDirectionCW = 0;
  106. var FrontFaceDirectionCCW = 1;
  107. var BasicShadowMap = 0;
  108. var PCFShadowMap = 1;
  109. var PCFSoftShadowMap = 2;
  110. var FrontSide = 0;
  111. var BackSide = 1;
  112. var DoubleSide = 2;
  113. var FlatShading = 1;
  114. var SmoothShading = 2;
  115. var NoColors = 0;
  116. var FaceColors = 1;
  117. var VertexColors = 2;
  118. var NoBlending = 0;
  119. var NormalBlending = 1;
  120. var AdditiveBlending = 2;
  121. var SubtractiveBlending = 3;
  122. var MultiplyBlending = 4;
  123. var CustomBlending = 5;
  124. var AddEquation = 100;
  125. var SubtractEquation = 101;
  126. var ReverseSubtractEquation = 102;
  127. var MinEquation = 103;
  128. var MaxEquation = 104;
  129. var ZeroFactor = 200;
  130. var OneFactor = 201;
  131. var SrcColorFactor = 202;
  132. var OneMinusSrcColorFactor = 203;
  133. var SrcAlphaFactor = 204;
  134. var OneMinusSrcAlphaFactor = 205;
  135. var DstAlphaFactor = 206;
  136. var OneMinusDstAlphaFactor = 207;
  137. var DstColorFactor = 208;
  138. var OneMinusDstColorFactor = 209;
  139. var SrcAlphaSaturateFactor = 210;
  140. var NeverDepth = 0;
  141. var AlwaysDepth = 1;
  142. var LessDepth = 2;
  143. var LessEqualDepth = 3;
  144. var EqualDepth = 4;
  145. var GreaterEqualDepth = 5;
  146. var GreaterDepth = 6;
  147. var NotEqualDepth = 7;
  148. var MultiplyOperation = 0;
  149. var MixOperation = 1;
  150. var AddOperation = 2;
  151. var NoToneMapping = 0;
  152. var LinearToneMapping = 1;
  153. var ReinhardToneMapping = 2;
  154. var Uncharted2ToneMapping = 3;
  155. var CineonToneMapping = 4;
  156. var ACESFilmicToneMapping = 5;
  157. var UVMapping = 300;
  158. var CubeReflectionMapping = 301;
  159. var CubeRefractionMapping = 302;
  160. var EquirectangularReflectionMapping = 303;
  161. var EquirectangularRefractionMapping = 304;
  162. var SphericalReflectionMapping = 305;
  163. var CubeUVReflectionMapping = 306;
  164. var CubeUVRefractionMapping = 307;
  165. var RepeatWrapping = 1000;
  166. var ClampToEdgeWrapping = 1001;
  167. var MirroredRepeatWrapping = 1002;
  168. var NearestFilter = 1003;
  169. var NearestMipmapNearestFilter = 1004;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipmapLinearFilter = 1005;
  172. var NearestMipMapLinearFilter = 1005;
  173. var LinearFilter = 1006;
  174. var LinearMipmapNearestFilter = 1007;
  175. var LinearMipMapNearestFilter = 1007;
  176. var LinearMipmapLinearFilter = 1008;
  177. var LinearMipMapLinearFilter = 1008;
  178. var UnsignedByteType = 1009;
  179. var ByteType = 1010;
  180. var ShortType = 1011;
  181. var UnsignedShortType = 1012;
  182. var IntType = 1013;
  183. var UnsignedIntType = 1014;
  184. var FloatType = 1015;
  185. var HalfFloatType = 1016;
  186. var UnsignedShort4444Type = 1017;
  187. var UnsignedShort5551Type = 1018;
  188. var UnsignedShort565Type = 1019;
  189. var UnsignedInt248Type = 1020;
  190. var AlphaFormat = 1021;
  191. var RGBFormat = 1022;
  192. var RGBAFormat = 1023;
  193. var LuminanceFormat = 1024;
  194. var LuminanceAlphaFormat = 1025;
  195. var RGBEFormat = RGBAFormat;
  196. var DepthFormat = 1026;
  197. var DepthStencilFormat = 1027;
  198. var RedFormat = 1028;
  199. var RGB_S3TC_DXT1_Format = 33776;
  200. var RGBA_S3TC_DXT1_Format = 33777;
  201. var RGBA_S3TC_DXT3_Format = 33778;
  202. var RGBA_S3TC_DXT5_Format = 33779;
  203. var RGB_PVRTC_4BPPV1_Format = 35840;
  204. var RGB_PVRTC_2BPPV1_Format = 35841;
  205. var RGBA_PVRTC_4BPPV1_Format = 35842;
  206. var RGBA_PVRTC_2BPPV1_Format = 35843;
  207. var RGB_ETC1_Format = 36196;
  208. var RGBA_ASTC_4x4_Format = 37808;
  209. var RGBA_ASTC_5x4_Format = 37809;
  210. var RGBA_ASTC_5x5_Format = 37810;
  211. var RGBA_ASTC_6x5_Format = 37811;
  212. var RGBA_ASTC_6x6_Format = 37812;
  213. var RGBA_ASTC_8x5_Format = 37813;
  214. var RGBA_ASTC_8x6_Format = 37814;
  215. var RGBA_ASTC_8x8_Format = 37815;
  216. var RGBA_ASTC_10x5_Format = 37816;
  217. var RGBA_ASTC_10x6_Format = 37817;
  218. var RGBA_ASTC_10x8_Format = 37818;
  219. var RGBA_ASTC_10x10_Format = 37819;
  220. var RGBA_ASTC_12x10_Format = 37820;
  221. var RGBA_ASTC_12x12_Format = 37821;
  222. var LoopOnce = 2200;
  223. var LoopRepeat = 2201;
  224. var LoopPingPong = 2202;
  225. var InterpolateDiscrete = 2300;
  226. var InterpolateLinear = 2301;
  227. var InterpolateSmooth = 2302;
  228. var ZeroCurvatureEnding = 2400;
  229. var ZeroSlopeEnding = 2401;
  230. var WrapAroundEnding = 2402;
  231. var TrianglesDrawMode = 0;
  232. var TriangleStripDrawMode = 1;
  233. var TriangleFanDrawMode = 2;
  234. var LinearEncoding = 3000;
  235. var sRGBEncoding = 3001;
  236. var GammaEncoding = 3007;
  237. var RGBEEncoding = 3002;
  238. var LogLuvEncoding = 3003;
  239. var RGBM7Encoding = 3004;
  240. var RGBM16Encoding = 3005;
  241. var RGBDEncoding = 3006;
  242. var BasicDepthPacking = 3200;
  243. var RGBADepthPacking = 3201;
  244. var TangentSpaceNormalMap = 0;
  245. var ObjectSpaceNormalMap = 1;
  246. var ZeroStencilOp = 0;
  247. var KeepStencilOp = 7680;
  248. var ReplaceStencilOp = 7681;
  249. var IncrementStencilOp = 7682;
  250. var DecrementStencilOp = 7683;
  251. var IncrementWrapStencilOp = 34055;
  252. var DecrementWrapStencilOp = 34056;
  253. var InvertStencilOp = 5386;
  254. var NeverStencilFunc = 512;
  255. var LessStencilFunc = 513;
  256. var EqualStencilFunc = 514;
  257. var LessEqualStencilFunc = 515;
  258. var GreaterStencilFunc = 516;
  259. var NotEqualStencilFunc = 517;
  260. var GreaterEqualStencilFunc = 518;
  261. var AlwaysStencilFunc = 519;
  262. /**
  263. * @author alteredq / http://alteredqualia.com/
  264. * @author mrdoob / http://mrdoob.com/
  265. */
  266. var _lut = [];
  267. for ( var i = 0; i < 256; i ++ ) {
  268. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  269. }
  270. var _Math = {
  271. DEG2RAD: Math.PI / 180,
  272. RAD2DEG: 180 / Math.PI,
  273. generateUUID: function () {
  274. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  275. var d0 = Math.random() * 0xffffffff | 0;
  276. var d1 = Math.random() * 0xffffffff | 0;
  277. var d2 = Math.random() * 0xffffffff | 0;
  278. var d3 = Math.random() * 0xffffffff | 0;
  279. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  280. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  281. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  282. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  283. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  284. return uuid.toUpperCase();
  285. },
  286. clamp: function ( value, min, max ) {
  287. return Math.max( min, Math.min( max, value ) );
  288. },
  289. // compute euclidian modulo of m % n
  290. // https://en.wikipedia.org/wiki/Modulo_operation
  291. euclideanModulo: function ( n, m ) {
  292. return ( ( n % m ) + m ) % m;
  293. },
  294. // Linear mapping from range <a1, a2> to range <b1, b2>
  295. mapLinear: function ( x, a1, a2, b1, b2 ) {
  296. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  297. },
  298. // https://en.wikipedia.org/wiki/Linear_interpolation
  299. lerp: function ( x, y, t ) {
  300. return ( 1 - t ) * x + t * y;
  301. },
  302. // http://en.wikipedia.org/wiki/Smoothstep
  303. smoothstep: function ( x, min, max ) {
  304. if ( x <= min ) return 0;
  305. if ( x >= max ) return 1;
  306. x = ( x - min ) / ( max - min );
  307. return x * x * ( 3 - 2 * x );
  308. },
  309. smootherstep: function ( x, min, max ) {
  310. if ( x <= min ) return 0;
  311. if ( x >= max ) return 1;
  312. x = ( x - min ) / ( max - min );
  313. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  314. },
  315. // Random integer from <low, high> interval
  316. randInt: function ( low, high ) {
  317. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  318. },
  319. // Random float from <low, high> interval
  320. randFloat: function ( low, high ) {
  321. return low + Math.random() * ( high - low );
  322. },
  323. // Random float from <-range/2, range/2> interval
  324. randFloatSpread: function ( range ) {
  325. return range * ( 0.5 - Math.random() );
  326. },
  327. degToRad: function ( degrees ) {
  328. return degrees * _Math.DEG2RAD;
  329. },
  330. radToDeg: function ( radians ) {
  331. return radians * _Math.RAD2DEG;
  332. },
  333. isPowerOfTwo: function ( value ) {
  334. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  335. },
  336. ceilPowerOfTwo: function ( value ) {
  337. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  338. },
  339. floorPowerOfTwo: function ( value ) {
  340. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  341. }
  342. };
  343. /**
  344. * @author mrdoob / http://mrdoob.com/
  345. * @author philogb / http://blog.thejit.org/
  346. * @author egraether / http://egraether.com/
  347. * @author zz85 / http://www.lab4games.net/zz85/blog
  348. */
  349. function Vector2( x, y ) {
  350. this.x = x || 0;
  351. this.y = y || 0;
  352. }
  353. Object.defineProperties( Vector2.prototype, {
  354. "width": {
  355. get: function () {
  356. return this.x;
  357. },
  358. set: function ( value ) {
  359. this.x = value;
  360. }
  361. },
  362. "height": {
  363. get: function () {
  364. return this.y;
  365. },
  366. set: function ( value ) {
  367. this.y = value;
  368. }
  369. }
  370. } );
  371. Object.assign( Vector2.prototype, {
  372. isVector2: true,
  373. set: function ( x, y ) {
  374. this.x = x;
  375. this.y = y;
  376. return this;
  377. },
  378. setScalar: function ( scalar ) {
  379. this.x = scalar;
  380. this.y = scalar;
  381. return this;
  382. },
  383. setX: function ( x ) {
  384. this.x = x;
  385. return this;
  386. },
  387. setY: function ( y ) {
  388. this.y = y;
  389. return this;
  390. },
  391. setComponent: function ( index, value ) {
  392. switch ( index ) {
  393. case 0: this.x = value; break;
  394. case 1: this.y = value; break;
  395. default: throw new Error( 'index is out of range: ' + index );
  396. }
  397. return this;
  398. },
  399. getComponent: function ( index ) {
  400. switch ( index ) {
  401. case 0: return this.x;
  402. case 1: return this.y;
  403. default: throw new Error( 'index is out of range: ' + index );
  404. }
  405. },
  406. clone: function () {
  407. return new this.constructor( this.x, this.y );
  408. },
  409. copy: function ( v ) {
  410. this.x = v.x;
  411. this.y = v.y;
  412. return this;
  413. },
  414. add: function ( v, w ) {
  415. if ( w !== undefined ) {
  416. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  417. return this.addVectors( v, w );
  418. }
  419. this.x += v.x;
  420. this.y += v.y;
  421. return this;
  422. },
  423. addScalar: function ( s ) {
  424. this.x += s;
  425. this.y += s;
  426. return this;
  427. },
  428. addVectors: function ( a, b ) {
  429. this.x = a.x + b.x;
  430. this.y = a.y + b.y;
  431. return this;
  432. },
  433. addScaledVector: function ( v, s ) {
  434. this.x += v.x * s;
  435. this.y += v.y * s;
  436. return this;
  437. },
  438. sub: function ( v, w ) {
  439. if ( w !== undefined ) {
  440. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  441. return this.subVectors( v, w );
  442. }
  443. this.x -= v.x;
  444. this.y -= v.y;
  445. return this;
  446. },
  447. subScalar: function ( s ) {
  448. this.x -= s;
  449. this.y -= s;
  450. return this;
  451. },
  452. subVectors: function ( a, b ) {
  453. this.x = a.x - b.x;
  454. this.y = a.y - b.y;
  455. return this;
  456. },
  457. multiply: function ( v ) {
  458. this.x *= v.x;
  459. this.y *= v.y;
  460. return this;
  461. },
  462. multiplyScalar: function ( scalar ) {
  463. this.x *= scalar;
  464. this.y *= scalar;
  465. return this;
  466. },
  467. divide: function ( v ) {
  468. this.x /= v.x;
  469. this.y /= v.y;
  470. return this;
  471. },
  472. divideScalar: function ( scalar ) {
  473. return this.multiplyScalar( 1 / scalar );
  474. },
  475. applyMatrix3: function ( m ) {
  476. var x = this.x, y = this.y;
  477. var e = m.elements;
  478. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  479. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  480. return this;
  481. },
  482. min: function ( v ) {
  483. this.x = Math.min( this.x, v.x );
  484. this.y = Math.min( this.y, v.y );
  485. return this;
  486. },
  487. max: function ( v ) {
  488. this.x = Math.max( this.x, v.x );
  489. this.y = Math.max( this.y, v.y );
  490. return this;
  491. },
  492. clamp: function ( min, max ) {
  493. // assumes min < max, componentwise
  494. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  495. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  496. return this;
  497. },
  498. clampScalar: function ( minVal, maxVal ) {
  499. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  500. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  501. return this;
  502. },
  503. clampLength: function ( min, max ) {
  504. var length = this.length();
  505. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  506. },
  507. floor: function () {
  508. this.x = Math.floor( this.x );
  509. this.y = Math.floor( this.y );
  510. return this;
  511. },
  512. ceil: function () {
  513. this.x = Math.ceil( this.x );
  514. this.y = Math.ceil( this.y );
  515. return this;
  516. },
  517. round: function () {
  518. this.x = Math.round( this.x );
  519. this.y = Math.round( this.y );
  520. return this;
  521. },
  522. roundToZero: function () {
  523. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  524. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  525. return this;
  526. },
  527. negate: function () {
  528. this.x = - this.x;
  529. this.y = - this.y;
  530. return this;
  531. },
  532. dot: function ( v ) {
  533. return this.x * v.x + this.y * v.y;
  534. },
  535. cross: function ( v ) {
  536. return this.x * v.y - this.y * v.x;
  537. },
  538. lengthSq: function () {
  539. return this.x * this.x + this.y * this.y;
  540. },
  541. length: function () {
  542. return Math.sqrt( this.x * this.x + this.y * this.y );
  543. },
  544. manhattanLength: function () {
  545. return Math.abs( this.x ) + Math.abs( this.y );
  546. },
  547. normalize: function () {
  548. return this.divideScalar( this.length() || 1 );
  549. },
  550. angle: function () {
  551. // computes the angle in radians with respect to the positive x-axis
  552. var angle = Math.atan2( this.y, this.x );
  553. if ( angle < 0 ) angle += 2 * Math.PI;
  554. return angle;
  555. },
  556. distanceTo: function ( v ) {
  557. return Math.sqrt( this.distanceToSquared( v ) );
  558. },
  559. distanceToSquared: function ( v ) {
  560. var dx = this.x - v.x, dy = this.y - v.y;
  561. return dx * dx + dy * dy;
  562. },
  563. manhattanDistanceTo: function ( v ) {
  564. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  565. },
  566. setLength: function ( length ) {
  567. return this.normalize().multiplyScalar( length );
  568. },
  569. lerp: function ( v, alpha ) {
  570. this.x += ( v.x - this.x ) * alpha;
  571. this.y += ( v.y - this.y ) * alpha;
  572. return this;
  573. },
  574. lerpVectors: function ( v1, v2, alpha ) {
  575. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  576. },
  577. equals: function ( v ) {
  578. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  579. },
  580. fromArray: function ( array, offset ) {
  581. if ( offset === undefined ) offset = 0;
  582. this.x = array[ offset ];
  583. this.y = array[ offset + 1 ];
  584. return this;
  585. },
  586. toArray: function ( array, offset ) {
  587. if ( array === undefined ) array = [];
  588. if ( offset === undefined ) offset = 0;
  589. array[ offset ] = this.x;
  590. array[ offset + 1 ] = this.y;
  591. return array;
  592. },
  593. fromBufferAttribute: function ( attribute, index, offset ) {
  594. if ( offset !== undefined ) {
  595. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  596. }
  597. this.x = attribute.getX( index );
  598. this.y = attribute.getY( index );
  599. return this;
  600. },
  601. rotateAround: function ( center, angle ) {
  602. var c = Math.cos( angle ), s = Math.sin( angle );
  603. var x = this.x - center.x;
  604. var y = this.y - center.y;
  605. this.x = x * c - y * s + center.x;
  606. this.y = x * s + y * c + center.y;
  607. return this;
  608. }
  609. } );
  610. /**
  611. * @author mikael emtinger / http://gomo.se/
  612. * @author alteredq / http://alteredqualia.com/
  613. * @author WestLangley / http://github.com/WestLangley
  614. * @author bhouston / http://clara.io
  615. */
  616. function Quaternion( x, y, z, w ) {
  617. this._x = x || 0;
  618. this._y = y || 0;
  619. this._z = z || 0;
  620. this._w = ( w !== undefined ) ? w : 1;
  621. }
  622. Object.assign( Quaternion, {
  623. slerp: function ( qa, qb, qm, t ) {
  624. return qm.copy( qa ).slerp( qb, t );
  625. },
  626. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  627. // fuzz-free, array-based Quaternion SLERP operation
  628. var x0 = src0[ srcOffset0 + 0 ],
  629. y0 = src0[ srcOffset0 + 1 ],
  630. z0 = src0[ srcOffset0 + 2 ],
  631. w0 = src0[ srcOffset0 + 3 ],
  632. x1 = src1[ srcOffset1 + 0 ],
  633. y1 = src1[ srcOffset1 + 1 ],
  634. z1 = src1[ srcOffset1 + 2 ],
  635. w1 = src1[ srcOffset1 + 3 ];
  636. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  637. var s = 1 - t,
  638. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  639. dir = ( cos >= 0 ? 1 : - 1 ),
  640. sqrSin = 1 - cos * cos;
  641. // Skip the Slerp for tiny steps to avoid numeric problems:
  642. if ( sqrSin > Number.EPSILON ) {
  643. var sin = Math.sqrt( sqrSin ),
  644. len = Math.atan2( sin, cos * dir );
  645. s = Math.sin( s * len ) / sin;
  646. t = Math.sin( t * len ) / sin;
  647. }
  648. var tDir = t * dir;
  649. x0 = x0 * s + x1 * tDir;
  650. y0 = y0 * s + y1 * tDir;
  651. z0 = z0 * s + z1 * tDir;
  652. w0 = w0 * s + w1 * tDir;
  653. // Normalize in case we just did a lerp:
  654. if ( s === 1 - t ) {
  655. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  656. x0 *= f;
  657. y0 *= f;
  658. z0 *= f;
  659. w0 *= f;
  660. }
  661. }
  662. dst[ dstOffset ] = x0;
  663. dst[ dstOffset + 1 ] = y0;
  664. dst[ dstOffset + 2 ] = z0;
  665. dst[ dstOffset + 3 ] = w0;
  666. }
  667. } );
  668. Object.defineProperties( Quaternion.prototype, {
  669. x: {
  670. get: function () {
  671. return this._x;
  672. },
  673. set: function ( value ) {
  674. this._x = value;
  675. this._onChangeCallback();
  676. }
  677. },
  678. y: {
  679. get: function () {
  680. return this._y;
  681. },
  682. set: function ( value ) {
  683. this._y = value;
  684. this._onChangeCallback();
  685. }
  686. },
  687. z: {
  688. get: function () {
  689. return this._z;
  690. },
  691. set: function ( value ) {
  692. this._z = value;
  693. this._onChangeCallback();
  694. }
  695. },
  696. w: {
  697. get: function () {
  698. return this._w;
  699. },
  700. set: function ( value ) {
  701. this._w = value;
  702. this._onChangeCallback();
  703. }
  704. }
  705. } );
  706. Object.assign( Quaternion.prototype, {
  707. isQuaternion: true,
  708. set: function ( x, y, z, w ) {
  709. this._x = x;
  710. this._y = y;
  711. this._z = z;
  712. this._w = w;
  713. this._onChangeCallback();
  714. return this;
  715. },
  716. clone: function () {
  717. return new this.constructor( this._x, this._y, this._z, this._w );
  718. },
  719. copy: function ( quaternion ) {
  720. this._x = quaternion.x;
  721. this._y = quaternion.y;
  722. this._z = quaternion.z;
  723. this._w = quaternion.w;
  724. this._onChangeCallback();
  725. return this;
  726. },
  727. setFromEuler: function ( euler, update ) {
  728. if ( ! ( euler && euler.isEuler ) ) {
  729. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  730. }
  731. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  732. // http://www.mathworks.com/matlabcentral/fileexchange/
  733. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  734. // content/SpinCalc.m
  735. var cos = Math.cos;
  736. var sin = Math.sin;
  737. var c1 = cos( x / 2 );
  738. var c2 = cos( y / 2 );
  739. var c3 = cos( z / 2 );
  740. var s1 = sin( x / 2 );
  741. var s2 = sin( y / 2 );
  742. var s3 = sin( z / 2 );
  743. if ( order === 'XYZ' ) {
  744. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  745. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  746. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  747. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  748. } else if ( order === 'YXZ' ) {
  749. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  750. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  751. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  752. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  753. } else if ( order === 'ZXY' ) {
  754. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  755. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  756. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  757. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  758. } else if ( order === 'ZYX' ) {
  759. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  763. } else if ( order === 'YZX' ) {
  764. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  768. } else if ( order === 'XZY' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  773. }
  774. if ( update !== false ) this._onChangeCallback();
  775. return this;
  776. },
  777. setFromAxisAngle: function ( axis, angle ) {
  778. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  779. // assumes axis is normalized
  780. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  781. this._x = axis.x * s;
  782. this._y = axis.y * s;
  783. this._z = axis.z * s;
  784. this._w = Math.cos( halfAngle );
  785. this._onChangeCallback();
  786. return this;
  787. },
  788. setFromRotationMatrix: function ( m ) {
  789. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  790. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  791. var te = m.elements,
  792. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  793. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  794. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  795. trace = m11 + m22 + m33,
  796. s;
  797. if ( trace > 0 ) {
  798. s = 0.5 / Math.sqrt( trace + 1.0 );
  799. this._w = 0.25 / s;
  800. this._x = ( m32 - m23 ) * s;
  801. this._y = ( m13 - m31 ) * s;
  802. this._z = ( m21 - m12 ) * s;
  803. } else if ( m11 > m22 && m11 > m33 ) {
  804. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  805. this._w = ( m32 - m23 ) / s;
  806. this._x = 0.25 * s;
  807. this._y = ( m12 + m21 ) / s;
  808. this._z = ( m13 + m31 ) / s;
  809. } else if ( m22 > m33 ) {
  810. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  811. this._w = ( m13 - m31 ) / s;
  812. this._x = ( m12 + m21 ) / s;
  813. this._y = 0.25 * s;
  814. this._z = ( m23 + m32 ) / s;
  815. } else {
  816. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  817. this._w = ( m21 - m12 ) / s;
  818. this._x = ( m13 + m31 ) / s;
  819. this._y = ( m23 + m32 ) / s;
  820. this._z = 0.25 * s;
  821. }
  822. this._onChangeCallback();
  823. return this;
  824. },
  825. setFromUnitVectors: function ( vFrom, vTo ) {
  826. // assumes direction vectors vFrom and vTo are normalized
  827. var EPS = 0.000001;
  828. var r = vFrom.dot( vTo ) + 1;
  829. if ( r < EPS ) {
  830. r = 0;
  831. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  832. this._x = - vFrom.y;
  833. this._y = vFrom.x;
  834. this._z = 0;
  835. this._w = r;
  836. } else {
  837. this._x = 0;
  838. this._y = - vFrom.z;
  839. this._z = vFrom.y;
  840. this._w = r;
  841. }
  842. } else {
  843. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  844. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  845. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  846. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  847. this._w = r;
  848. }
  849. return this.normalize();
  850. },
  851. angleTo: function ( q ) {
  852. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  853. },
  854. rotateTowards: function ( q, step ) {
  855. var angle = this.angleTo( q );
  856. if ( angle === 0 ) return this;
  857. var t = Math.min( 1, step / angle );
  858. this.slerp( q, t );
  859. return this;
  860. },
  861. inverse: function () {
  862. // quaternion is assumed to have unit length
  863. return this.conjugate();
  864. },
  865. conjugate: function () {
  866. this._x *= - 1;
  867. this._y *= - 1;
  868. this._z *= - 1;
  869. this._onChangeCallback();
  870. return this;
  871. },
  872. dot: function ( v ) {
  873. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  874. },
  875. lengthSq: function () {
  876. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  877. },
  878. length: function () {
  879. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  880. },
  881. normalize: function () {
  882. var l = this.length();
  883. if ( l === 0 ) {
  884. this._x = 0;
  885. this._y = 0;
  886. this._z = 0;
  887. this._w = 1;
  888. } else {
  889. l = 1 / l;
  890. this._x = this._x * l;
  891. this._y = this._y * l;
  892. this._z = this._z * l;
  893. this._w = this._w * l;
  894. }
  895. this._onChangeCallback();
  896. return this;
  897. },
  898. multiply: function ( q, p ) {
  899. if ( p !== undefined ) {
  900. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  901. return this.multiplyQuaternions( q, p );
  902. }
  903. return this.multiplyQuaternions( this, q );
  904. },
  905. premultiply: function ( q ) {
  906. return this.multiplyQuaternions( q, this );
  907. },
  908. multiplyQuaternions: function ( a, b ) {
  909. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  910. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  911. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  912. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  913. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  914. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  915. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  916. this._onChangeCallback();
  917. return this;
  918. },
  919. slerp: function ( qb, t ) {
  920. if ( t === 0 ) return this;
  921. if ( t === 1 ) return this.copy( qb );
  922. var x = this._x, y = this._y, z = this._z, w = this._w;
  923. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  924. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  925. if ( cosHalfTheta < 0 ) {
  926. this._w = - qb._w;
  927. this._x = - qb._x;
  928. this._y = - qb._y;
  929. this._z = - qb._z;
  930. cosHalfTheta = - cosHalfTheta;
  931. } else {
  932. this.copy( qb );
  933. }
  934. if ( cosHalfTheta >= 1.0 ) {
  935. this._w = w;
  936. this._x = x;
  937. this._y = y;
  938. this._z = z;
  939. return this;
  940. }
  941. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  942. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  943. var s = 1 - t;
  944. this._w = s * w + t * this._w;
  945. this._x = s * x + t * this._x;
  946. this._y = s * y + t * this._y;
  947. this._z = s * z + t * this._z;
  948. this.normalize();
  949. this._onChangeCallback();
  950. return this;
  951. }
  952. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  953. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  954. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  955. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  956. this._w = ( w * ratioA + this._w * ratioB );
  957. this._x = ( x * ratioA + this._x * ratioB );
  958. this._y = ( y * ratioA + this._y * ratioB );
  959. this._z = ( z * ratioA + this._z * ratioB );
  960. this._onChangeCallback();
  961. return this;
  962. },
  963. equals: function ( quaternion ) {
  964. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  965. },
  966. fromArray: function ( array, offset ) {
  967. if ( offset === undefined ) offset = 0;
  968. this._x = array[ offset ];
  969. this._y = array[ offset + 1 ];
  970. this._z = array[ offset + 2 ];
  971. this._w = array[ offset + 3 ];
  972. this._onChangeCallback();
  973. return this;
  974. },
  975. toArray: function ( array, offset ) {
  976. if ( array === undefined ) array = [];
  977. if ( offset === undefined ) offset = 0;
  978. array[ offset ] = this._x;
  979. array[ offset + 1 ] = this._y;
  980. array[ offset + 2 ] = this._z;
  981. array[ offset + 3 ] = this._w;
  982. return array;
  983. },
  984. _onChange: function ( callback ) {
  985. this._onChangeCallback = callback;
  986. return this;
  987. },
  988. _onChangeCallback: function () {}
  989. } );
  990. /**
  991. * @author mrdoob / http://mrdoob.com/
  992. * @author kile / http://kile.stravaganza.org/
  993. * @author philogb / http://blog.thejit.org/
  994. * @author mikael emtinger / http://gomo.se/
  995. * @author egraether / http://egraether.com/
  996. * @author WestLangley / http://github.com/WestLangley
  997. */
  998. var _vector = new Vector3();
  999. var _quaternion = new Quaternion();
  1000. function Vector3( x, y, z ) {
  1001. this.x = x || 0;
  1002. this.y = y || 0;
  1003. this.z = z || 0;
  1004. }
  1005. Object.assign( Vector3.prototype, {
  1006. isVector3: true,
  1007. set: function ( x, y, z ) {
  1008. this.x = x;
  1009. this.y = y;
  1010. this.z = z;
  1011. return this;
  1012. },
  1013. setScalar: function ( scalar ) {
  1014. this.x = scalar;
  1015. this.y = scalar;
  1016. this.z = scalar;
  1017. return this;
  1018. },
  1019. setX: function ( x ) {
  1020. this.x = x;
  1021. return this;
  1022. },
  1023. setY: function ( y ) {
  1024. this.y = y;
  1025. return this;
  1026. },
  1027. setZ: function ( z ) {
  1028. this.z = z;
  1029. return this;
  1030. },
  1031. setComponent: function ( index, value ) {
  1032. switch ( index ) {
  1033. case 0: this.x = value; break;
  1034. case 1: this.y = value; break;
  1035. case 2: this.z = value; break;
  1036. default: throw new Error( 'index is out of range: ' + index );
  1037. }
  1038. return this;
  1039. },
  1040. getComponent: function ( index ) {
  1041. switch ( index ) {
  1042. case 0: return this.x;
  1043. case 1: return this.y;
  1044. case 2: return this.z;
  1045. default: throw new Error( 'index is out of range: ' + index );
  1046. }
  1047. },
  1048. clone: function () {
  1049. return new this.constructor( this.x, this.y, this.z );
  1050. },
  1051. copy: function ( v ) {
  1052. this.x = v.x;
  1053. this.y = v.y;
  1054. this.z = v.z;
  1055. return this;
  1056. },
  1057. add: function ( v, w ) {
  1058. if ( w !== undefined ) {
  1059. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1060. return this.addVectors( v, w );
  1061. }
  1062. this.x += v.x;
  1063. this.y += v.y;
  1064. this.z += v.z;
  1065. return this;
  1066. },
  1067. addScalar: function ( s ) {
  1068. this.x += s;
  1069. this.y += s;
  1070. this.z += s;
  1071. return this;
  1072. },
  1073. addVectors: function ( a, b ) {
  1074. this.x = a.x + b.x;
  1075. this.y = a.y + b.y;
  1076. this.z = a.z + b.z;
  1077. return this;
  1078. },
  1079. addScaledVector: function ( v, s ) {
  1080. this.x += v.x * s;
  1081. this.y += v.y * s;
  1082. this.z += v.z * s;
  1083. return this;
  1084. },
  1085. sub: function ( v, w ) {
  1086. if ( w !== undefined ) {
  1087. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1088. return this.subVectors( v, w );
  1089. }
  1090. this.x -= v.x;
  1091. this.y -= v.y;
  1092. this.z -= v.z;
  1093. return this;
  1094. },
  1095. subScalar: function ( s ) {
  1096. this.x -= s;
  1097. this.y -= s;
  1098. this.z -= s;
  1099. return this;
  1100. },
  1101. subVectors: function ( a, b ) {
  1102. this.x = a.x - b.x;
  1103. this.y = a.y - b.y;
  1104. this.z = a.z - b.z;
  1105. return this;
  1106. },
  1107. multiply: function ( v, w ) {
  1108. if ( w !== undefined ) {
  1109. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1110. return this.multiplyVectors( v, w );
  1111. }
  1112. this.x *= v.x;
  1113. this.y *= v.y;
  1114. this.z *= v.z;
  1115. return this;
  1116. },
  1117. multiplyScalar: function ( scalar ) {
  1118. this.x *= scalar;
  1119. this.y *= scalar;
  1120. this.z *= scalar;
  1121. return this;
  1122. },
  1123. multiplyVectors: function ( a, b ) {
  1124. this.x = a.x * b.x;
  1125. this.y = a.y * b.y;
  1126. this.z = a.z * b.z;
  1127. return this;
  1128. },
  1129. applyEuler: function ( euler ) {
  1130. if ( ! ( euler && euler.isEuler ) ) {
  1131. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1132. }
  1133. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1134. },
  1135. applyAxisAngle: function ( axis, angle ) {
  1136. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1137. },
  1138. applyMatrix3: function ( m ) {
  1139. var x = this.x, y = this.y, z = this.z;
  1140. var e = m.elements;
  1141. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1142. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1143. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1144. return this;
  1145. },
  1146. applyMatrix4: function ( m ) {
  1147. var x = this.x, y = this.y, z = this.z;
  1148. var e = m.elements;
  1149. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1150. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1151. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1152. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1153. return this;
  1154. },
  1155. applyQuaternion: function ( q ) {
  1156. var x = this.x, y = this.y, z = this.z;
  1157. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1158. // calculate quat * vector
  1159. var ix = qw * x + qy * z - qz * y;
  1160. var iy = qw * y + qz * x - qx * z;
  1161. var iz = qw * z + qx * y - qy * x;
  1162. var iw = - qx * x - qy * y - qz * z;
  1163. // calculate result * inverse quat
  1164. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1165. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1166. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1167. return this;
  1168. },
  1169. project: function ( camera ) {
  1170. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1171. },
  1172. unproject: function ( camera ) {
  1173. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1174. },
  1175. transformDirection: function ( m ) {
  1176. // input: THREE.Matrix4 affine matrix
  1177. // vector interpreted as a direction
  1178. var x = this.x, y = this.y, z = this.z;
  1179. var e = m.elements;
  1180. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1181. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1182. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1183. return this.normalize();
  1184. },
  1185. divide: function ( v ) {
  1186. this.x /= v.x;
  1187. this.y /= v.y;
  1188. this.z /= v.z;
  1189. return this;
  1190. },
  1191. divideScalar: function ( scalar ) {
  1192. return this.multiplyScalar( 1 / scalar );
  1193. },
  1194. min: function ( v ) {
  1195. this.x = Math.min( this.x, v.x );
  1196. this.y = Math.min( this.y, v.y );
  1197. this.z = Math.min( this.z, v.z );
  1198. return this;
  1199. },
  1200. max: function ( v ) {
  1201. this.x = Math.max( this.x, v.x );
  1202. this.y = Math.max( this.y, v.y );
  1203. this.z = Math.max( this.z, v.z );
  1204. return this;
  1205. },
  1206. clamp: function ( min, max ) {
  1207. // assumes min < max, componentwise
  1208. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1209. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1210. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1211. return this;
  1212. },
  1213. clampScalar: function ( minVal, maxVal ) {
  1214. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1215. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1216. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1217. return this;
  1218. },
  1219. clampLength: function ( min, max ) {
  1220. var length = this.length();
  1221. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1222. },
  1223. floor: function () {
  1224. this.x = Math.floor( this.x );
  1225. this.y = Math.floor( this.y );
  1226. this.z = Math.floor( this.z );
  1227. return this;
  1228. },
  1229. ceil: function () {
  1230. this.x = Math.ceil( this.x );
  1231. this.y = Math.ceil( this.y );
  1232. this.z = Math.ceil( this.z );
  1233. return this;
  1234. },
  1235. round: function () {
  1236. this.x = Math.round( this.x );
  1237. this.y = Math.round( this.y );
  1238. this.z = Math.round( this.z );
  1239. return this;
  1240. },
  1241. roundToZero: function () {
  1242. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1243. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1244. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1245. return this;
  1246. },
  1247. negate: function () {
  1248. this.x = - this.x;
  1249. this.y = - this.y;
  1250. this.z = - this.z;
  1251. return this;
  1252. },
  1253. dot: function ( v ) {
  1254. return this.x * v.x + this.y * v.y + this.z * v.z;
  1255. },
  1256. // TODO lengthSquared?
  1257. lengthSq: function () {
  1258. return this.x * this.x + this.y * this.y + this.z * this.z;
  1259. },
  1260. length: function () {
  1261. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1262. },
  1263. manhattanLength: function () {
  1264. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1265. },
  1266. normalize: function () {
  1267. return this.divideScalar( this.length() || 1 );
  1268. },
  1269. setLength: function ( length ) {
  1270. return this.normalize().multiplyScalar( length );
  1271. },
  1272. lerp: function ( v, alpha ) {
  1273. this.x += ( v.x - this.x ) * alpha;
  1274. this.y += ( v.y - this.y ) * alpha;
  1275. this.z += ( v.z - this.z ) * alpha;
  1276. return this;
  1277. },
  1278. lerpVectors: function ( v1, v2, alpha ) {
  1279. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1280. },
  1281. cross: function ( v, w ) {
  1282. if ( w !== undefined ) {
  1283. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1284. return this.crossVectors( v, w );
  1285. }
  1286. return this.crossVectors( this, v );
  1287. },
  1288. crossVectors: function ( a, b ) {
  1289. var ax = a.x, ay = a.y, az = a.z;
  1290. var bx = b.x, by = b.y, bz = b.z;
  1291. this.x = ay * bz - az * by;
  1292. this.y = az * bx - ax * bz;
  1293. this.z = ax * by - ay * bx;
  1294. return this;
  1295. },
  1296. projectOnVector: function ( vector ) {
  1297. var scalar = vector.dot( this ) / vector.lengthSq();
  1298. return this.copy( vector ).multiplyScalar( scalar );
  1299. },
  1300. projectOnPlane: function ( planeNormal ) {
  1301. _vector.copy( this ).projectOnVector( planeNormal );
  1302. return this.sub( _vector );
  1303. },
  1304. reflect: function ( normal ) {
  1305. // reflect incident vector off plane orthogonal to normal
  1306. // normal is assumed to have unit length
  1307. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1308. },
  1309. angleTo: function ( v ) {
  1310. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1311. // clamp, to handle numerical problems
  1312. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1313. },
  1314. distanceTo: function ( v ) {
  1315. return Math.sqrt( this.distanceToSquared( v ) );
  1316. },
  1317. distanceToSquared: function ( v ) {
  1318. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1319. return dx * dx + dy * dy + dz * dz;
  1320. },
  1321. manhattanDistanceTo: function ( v ) {
  1322. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1323. },
  1324. setFromSpherical: function ( s ) {
  1325. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1326. },
  1327. setFromSphericalCoords: function ( radius, phi, theta ) {
  1328. var sinPhiRadius = Math.sin( phi ) * radius;
  1329. this.x = sinPhiRadius * Math.sin( theta );
  1330. this.y = Math.cos( phi ) * radius;
  1331. this.z = sinPhiRadius * Math.cos( theta );
  1332. return this;
  1333. },
  1334. setFromCylindrical: function ( c ) {
  1335. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1336. },
  1337. setFromCylindricalCoords: function ( radius, theta, y ) {
  1338. this.x = radius * Math.sin( theta );
  1339. this.y = y;
  1340. this.z = radius * Math.cos( theta );
  1341. return this;
  1342. },
  1343. setFromMatrixPosition: function ( m ) {
  1344. var e = m.elements;
  1345. this.x = e[ 12 ];
  1346. this.y = e[ 13 ];
  1347. this.z = e[ 14 ];
  1348. return this;
  1349. },
  1350. setFromMatrixScale: function ( m ) {
  1351. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1352. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1353. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1354. this.x = sx;
  1355. this.y = sy;
  1356. this.z = sz;
  1357. return this;
  1358. },
  1359. setFromMatrixColumn: function ( m, index ) {
  1360. return this.fromArray( m.elements, index * 4 );
  1361. },
  1362. equals: function ( v ) {
  1363. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1364. },
  1365. fromArray: function ( array, offset ) {
  1366. if ( offset === undefined ) offset = 0;
  1367. this.x = array[ offset ];
  1368. this.y = array[ offset + 1 ];
  1369. this.z = array[ offset + 2 ];
  1370. return this;
  1371. },
  1372. toArray: function ( array, offset ) {
  1373. if ( array === undefined ) array = [];
  1374. if ( offset === undefined ) offset = 0;
  1375. array[ offset ] = this.x;
  1376. array[ offset + 1 ] = this.y;
  1377. array[ offset + 2 ] = this.z;
  1378. return array;
  1379. },
  1380. fromBufferAttribute: function ( attribute, index, offset ) {
  1381. if ( offset !== undefined ) {
  1382. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1383. }
  1384. this.x = attribute.getX( index );
  1385. this.y = attribute.getY( index );
  1386. this.z = attribute.getZ( index );
  1387. return this;
  1388. }
  1389. } );
  1390. /**
  1391. * @author alteredq / http://alteredqualia.com/
  1392. * @author WestLangley / http://github.com/WestLangley
  1393. * @author bhouston / http://clara.io
  1394. * @author tschw
  1395. */
  1396. var _vector$1 = new Vector3();
  1397. function Matrix3() {
  1398. this.elements = [
  1399. 1, 0, 0,
  1400. 0, 1, 0,
  1401. 0, 0, 1
  1402. ];
  1403. if ( arguments.length > 0 ) {
  1404. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1405. }
  1406. }
  1407. Object.assign( Matrix3.prototype, {
  1408. isMatrix3: true,
  1409. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1410. var te = this.elements;
  1411. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1412. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1413. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1414. return this;
  1415. },
  1416. identity: function () {
  1417. this.set(
  1418. 1, 0, 0,
  1419. 0, 1, 0,
  1420. 0, 0, 1
  1421. );
  1422. return this;
  1423. },
  1424. clone: function () {
  1425. return new this.constructor().fromArray( this.elements );
  1426. },
  1427. copy: function ( m ) {
  1428. var te = this.elements;
  1429. var me = m.elements;
  1430. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1431. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1432. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1433. return this;
  1434. },
  1435. setFromMatrix4: function ( m ) {
  1436. var me = m.elements;
  1437. this.set(
  1438. me[ 0 ], me[ 4 ], me[ 8 ],
  1439. me[ 1 ], me[ 5 ], me[ 9 ],
  1440. me[ 2 ], me[ 6 ], me[ 10 ]
  1441. );
  1442. return this;
  1443. },
  1444. applyToBufferAttribute: function ( attribute ) {
  1445. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1446. _vector$1.x = attribute.getX( i );
  1447. _vector$1.y = attribute.getY( i );
  1448. _vector$1.z = attribute.getZ( i );
  1449. _vector$1.applyMatrix3( this );
  1450. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1451. }
  1452. return attribute;
  1453. },
  1454. multiply: function ( m ) {
  1455. return this.multiplyMatrices( this, m );
  1456. },
  1457. premultiply: function ( m ) {
  1458. return this.multiplyMatrices( m, this );
  1459. },
  1460. multiplyMatrices: function ( a, b ) {
  1461. var ae = a.elements;
  1462. var be = b.elements;
  1463. var te = this.elements;
  1464. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1465. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1466. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1467. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1468. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1469. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1470. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1471. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1472. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1473. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1474. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1475. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1476. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1477. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1478. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1479. return this;
  1480. },
  1481. multiplyScalar: function ( s ) {
  1482. var te = this.elements;
  1483. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1484. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1485. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1486. return this;
  1487. },
  1488. determinant: function () {
  1489. var te = this.elements;
  1490. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1491. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1492. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1493. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1494. },
  1495. getInverse: function ( matrix, throwOnDegenerate ) {
  1496. if ( matrix && matrix.isMatrix4 ) {
  1497. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1498. }
  1499. var me = matrix.elements,
  1500. te = this.elements,
  1501. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1502. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1503. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1504. t11 = n33 * n22 - n32 * n23,
  1505. t12 = n32 * n13 - n33 * n12,
  1506. t13 = n23 * n12 - n22 * n13,
  1507. det = n11 * t11 + n21 * t12 + n31 * t13;
  1508. if ( det === 0 ) {
  1509. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1510. if ( throwOnDegenerate === true ) {
  1511. throw new Error( msg );
  1512. } else {
  1513. console.warn( msg );
  1514. }
  1515. return this.identity();
  1516. }
  1517. var detInv = 1 / det;
  1518. te[ 0 ] = t11 * detInv;
  1519. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1520. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1521. te[ 3 ] = t12 * detInv;
  1522. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1523. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1524. te[ 6 ] = t13 * detInv;
  1525. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1526. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1527. return this;
  1528. },
  1529. transpose: function () {
  1530. var tmp, m = this.elements;
  1531. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1532. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1533. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1534. return this;
  1535. },
  1536. getNormalMatrix: function ( matrix4 ) {
  1537. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1538. },
  1539. transposeIntoArray: function ( r ) {
  1540. var m = this.elements;
  1541. r[ 0 ] = m[ 0 ];
  1542. r[ 1 ] = m[ 3 ];
  1543. r[ 2 ] = m[ 6 ];
  1544. r[ 3 ] = m[ 1 ];
  1545. r[ 4 ] = m[ 4 ];
  1546. r[ 5 ] = m[ 7 ];
  1547. r[ 6 ] = m[ 2 ];
  1548. r[ 7 ] = m[ 5 ];
  1549. r[ 8 ] = m[ 8 ];
  1550. return this;
  1551. },
  1552. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1553. var c = Math.cos( rotation );
  1554. var s = Math.sin( rotation );
  1555. this.set(
  1556. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1557. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1558. 0, 0, 1
  1559. );
  1560. },
  1561. scale: function ( sx, sy ) {
  1562. var te = this.elements;
  1563. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1564. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1565. return this;
  1566. },
  1567. rotate: function ( theta ) {
  1568. var c = Math.cos( theta );
  1569. var s = Math.sin( theta );
  1570. var te = this.elements;
  1571. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1572. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1573. te[ 0 ] = c * a11 + s * a21;
  1574. te[ 3 ] = c * a12 + s * a22;
  1575. te[ 6 ] = c * a13 + s * a23;
  1576. te[ 1 ] = - s * a11 + c * a21;
  1577. te[ 4 ] = - s * a12 + c * a22;
  1578. te[ 7 ] = - s * a13 + c * a23;
  1579. return this;
  1580. },
  1581. translate: function ( tx, ty ) {
  1582. var te = this.elements;
  1583. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1584. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1585. return this;
  1586. },
  1587. equals: function ( matrix ) {
  1588. var te = this.elements;
  1589. var me = matrix.elements;
  1590. for ( var i = 0; i < 9; i ++ ) {
  1591. if ( te[ i ] !== me[ i ] ) return false;
  1592. }
  1593. return true;
  1594. },
  1595. fromArray: function ( array, offset ) {
  1596. if ( offset === undefined ) offset = 0;
  1597. for ( var i = 0; i < 9; i ++ ) {
  1598. this.elements[ i ] = array[ i + offset ];
  1599. }
  1600. return this;
  1601. },
  1602. toArray: function ( array, offset ) {
  1603. if ( array === undefined ) array = [];
  1604. if ( offset === undefined ) offset = 0;
  1605. var te = this.elements;
  1606. array[ offset ] = te[ 0 ];
  1607. array[ offset + 1 ] = te[ 1 ];
  1608. array[ offset + 2 ] = te[ 2 ];
  1609. array[ offset + 3 ] = te[ 3 ];
  1610. array[ offset + 4 ] = te[ 4 ];
  1611. array[ offset + 5 ] = te[ 5 ];
  1612. array[ offset + 6 ] = te[ 6 ];
  1613. array[ offset + 7 ] = te[ 7 ];
  1614. array[ offset + 8 ] = te[ 8 ];
  1615. return array;
  1616. }
  1617. } );
  1618. /**
  1619. * @author mrdoob / http://mrdoob.com/
  1620. * @author alteredq / http://alteredqualia.com/
  1621. * @author szimek / https://github.com/szimek/
  1622. */
  1623. var _canvas;
  1624. var ImageUtils = {
  1625. getDataURL: function ( image ) {
  1626. var canvas;
  1627. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1628. return image.src;
  1629. } else if ( image instanceof HTMLCanvasElement ) {
  1630. canvas = image;
  1631. } else {
  1632. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1633. _canvas.width = image.width;
  1634. _canvas.height = image.height;
  1635. var context = _canvas.getContext( '2d' );
  1636. if ( image instanceof ImageData ) {
  1637. context.putImageData( image, 0, 0 );
  1638. } else {
  1639. context.drawImage( image, 0, 0, image.width, image.height );
  1640. }
  1641. canvas = _canvas;
  1642. }
  1643. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1644. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1645. } else {
  1646. return canvas.toDataURL( 'image/png' );
  1647. }
  1648. }
  1649. };
  1650. /**
  1651. * @author mrdoob / http://mrdoob.com/
  1652. * @author alteredq / http://alteredqualia.com/
  1653. * @author szimek / https://github.com/szimek/
  1654. */
  1655. var textureId = 0;
  1656. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1657. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1658. this.uuid = _Math.generateUUID();
  1659. this.name = '';
  1660. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1661. this.mipmaps = [];
  1662. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1663. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1664. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1665. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1666. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1667. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1668. this.format = format !== undefined ? format : RGBAFormat;
  1669. this.type = type !== undefined ? type : UnsignedByteType;
  1670. this.offset = new Vector2( 0, 0 );
  1671. this.repeat = new Vector2( 1, 1 );
  1672. this.center = new Vector2( 0, 0 );
  1673. this.rotation = 0;
  1674. this.matrixAutoUpdate = true;
  1675. this.matrix = new Matrix3();
  1676. this.generateMipmaps = true;
  1677. this.premultiplyAlpha = false;
  1678. this.flipY = true;
  1679. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1680. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1681. //
  1682. // Also changing the encoding after already used by a Material will not automatically make the Material
  1683. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1684. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1685. this.version = 0;
  1686. this.onUpdate = null;
  1687. }
  1688. Texture.DEFAULT_IMAGE = undefined;
  1689. Texture.DEFAULT_MAPPING = UVMapping;
  1690. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1691. constructor: Texture,
  1692. isTexture: true,
  1693. updateMatrix: function () {
  1694. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1695. },
  1696. clone: function () {
  1697. return new this.constructor().copy( this );
  1698. },
  1699. copy: function ( source ) {
  1700. this.name = source.name;
  1701. this.image = source.image;
  1702. this.mipmaps = source.mipmaps.slice( 0 );
  1703. this.mapping = source.mapping;
  1704. this.wrapS = source.wrapS;
  1705. this.wrapT = source.wrapT;
  1706. this.magFilter = source.magFilter;
  1707. this.minFilter = source.minFilter;
  1708. this.anisotropy = source.anisotropy;
  1709. this.format = source.format;
  1710. this.type = source.type;
  1711. this.offset.copy( source.offset );
  1712. this.repeat.copy( source.repeat );
  1713. this.center.copy( source.center );
  1714. this.rotation = source.rotation;
  1715. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1716. this.matrix.copy( source.matrix );
  1717. this.generateMipmaps = source.generateMipmaps;
  1718. this.premultiplyAlpha = source.premultiplyAlpha;
  1719. this.flipY = source.flipY;
  1720. this.unpackAlignment = source.unpackAlignment;
  1721. this.encoding = source.encoding;
  1722. return this;
  1723. },
  1724. toJSON: function ( meta ) {
  1725. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1726. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1727. return meta.textures[ this.uuid ];
  1728. }
  1729. var output = {
  1730. metadata: {
  1731. version: 4.5,
  1732. type: 'Texture',
  1733. generator: 'Texture.toJSON'
  1734. },
  1735. uuid: this.uuid,
  1736. name: this.name,
  1737. mapping: this.mapping,
  1738. repeat: [ this.repeat.x, this.repeat.y ],
  1739. offset: [ this.offset.x, this.offset.y ],
  1740. center: [ this.center.x, this.center.y ],
  1741. rotation: this.rotation,
  1742. wrap: [ this.wrapS, this.wrapT ],
  1743. format: this.format,
  1744. type: this.type,
  1745. encoding: this.encoding,
  1746. minFilter: this.minFilter,
  1747. magFilter: this.magFilter,
  1748. anisotropy: this.anisotropy,
  1749. flipY: this.flipY,
  1750. premultiplyAlpha: this.premultiplyAlpha,
  1751. unpackAlignment: this.unpackAlignment
  1752. };
  1753. if ( this.image !== undefined ) {
  1754. // TODO: Move to THREE.Image
  1755. var image = this.image;
  1756. if ( image.uuid === undefined ) {
  1757. image.uuid = _Math.generateUUID(); // UGH
  1758. }
  1759. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1760. var url;
  1761. if ( Array.isArray( image ) ) {
  1762. // process array of images e.g. CubeTexture
  1763. url = [];
  1764. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1765. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1766. }
  1767. } else {
  1768. // process single image
  1769. url = ImageUtils.getDataURL( image );
  1770. }
  1771. meta.images[ image.uuid ] = {
  1772. uuid: image.uuid,
  1773. url: url
  1774. };
  1775. }
  1776. output.image = image.uuid;
  1777. }
  1778. if ( ! isRootObject ) {
  1779. meta.textures[ this.uuid ] = output;
  1780. }
  1781. return output;
  1782. },
  1783. dispose: function () {
  1784. this.dispatchEvent( { type: 'dispose' } );
  1785. },
  1786. transformUv: function ( uv ) {
  1787. if ( this.mapping !== UVMapping ) return uv;
  1788. uv.applyMatrix3( this.matrix );
  1789. if ( uv.x < 0 || uv.x > 1 ) {
  1790. switch ( this.wrapS ) {
  1791. case RepeatWrapping:
  1792. uv.x = uv.x - Math.floor( uv.x );
  1793. break;
  1794. case ClampToEdgeWrapping:
  1795. uv.x = uv.x < 0 ? 0 : 1;
  1796. break;
  1797. case MirroredRepeatWrapping:
  1798. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1799. uv.x = Math.ceil( uv.x ) - uv.x;
  1800. } else {
  1801. uv.x = uv.x - Math.floor( uv.x );
  1802. }
  1803. break;
  1804. }
  1805. }
  1806. if ( uv.y < 0 || uv.y > 1 ) {
  1807. switch ( this.wrapT ) {
  1808. case RepeatWrapping:
  1809. uv.y = uv.y - Math.floor( uv.y );
  1810. break;
  1811. case ClampToEdgeWrapping:
  1812. uv.y = uv.y < 0 ? 0 : 1;
  1813. break;
  1814. case MirroredRepeatWrapping:
  1815. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1816. uv.y = Math.ceil( uv.y ) - uv.y;
  1817. } else {
  1818. uv.y = uv.y - Math.floor( uv.y );
  1819. }
  1820. break;
  1821. }
  1822. }
  1823. if ( this.flipY ) {
  1824. uv.y = 1 - uv.y;
  1825. }
  1826. return uv;
  1827. }
  1828. } );
  1829. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1830. set: function ( value ) {
  1831. if ( value === true ) this.version ++;
  1832. }
  1833. } );
  1834. /**
  1835. * @author supereggbert / http://www.paulbrunt.co.uk/
  1836. * @author philogb / http://blog.thejit.org/
  1837. * @author mikael emtinger / http://gomo.se/
  1838. * @author egraether / http://egraether.com/
  1839. * @author WestLangley / http://github.com/WestLangley
  1840. */
  1841. function Vector4( x, y, z, w ) {
  1842. this.x = x || 0;
  1843. this.y = y || 0;
  1844. this.z = z || 0;
  1845. this.w = ( w !== undefined ) ? w : 1;
  1846. }
  1847. Object.defineProperties( Vector4.prototype, {
  1848. "width": {
  1849. get: function () {
  1850. return this.z;
  1851. },
  1852. set: function ( value ) {
  1853. this.z = value;
  1854. }
  1855. },
  1856. "height": {
  1857. get: function () {
  1858. return this.w;
  1859. },
  1860. set: function ( value ) {
  1861. this.w = value;
  1862. }
  1863. }
  1864. } );
  1865. Object.assign( Vector4.prototype, {
  1866. isVector4: true,
  1867. set: function ( x, y, z, w ) {
  1868. this.x = x;
  1869. this.y = y;
  1870. this.z = z;
  1871. this.w = w;
  1872. return this;
  1873. },
  1874. setScalar: function ( scalar ) {
  1875. this.x = scalar;
  1876. this.y = scalar;
  1877. this.z = scalar;
  1878. this.w = scalar;
  1879. return this;
  1880. },
  1881. setX: function ( x ) {
  1882. this.x = x;
  1883. return this;
  1884. },
  1885. setY: function ( y ) {
  1886. this.y = y;
  1887. return this;
  1888. },
  1889. setZ: function ( z ) {
  1890. this.z = z;
  1891. return this;
  1892. },
  1893. setW: function ( w ) {
  1894. this.w = w;
  1895. return this;
  1896. },
  1897. setComponent: function ( index, value ) {
  1898. switch ( index ) {
  1899. case 0: this.x = value; break;
  1900. case 1: this.y = value; break;
  1901. case 2: this.z = value; break;
  1902. case 3: this.w = value; break;
  1903. default: throw new Error( 'index is out of range: ' + index );
  1904. }
  1905. return this;
  1906. },
  1907. getComponent: function ( index ) {
  1908. switch ( index ) {
  1909. case 0: return this.x;
  1910. case 1: return this.y;
  1911. case 2: return this.z;
  1912. case 3: return this.w;
  1913. default: throw new Error( 'index is out of range: ' + index );
  1914. }
  1915. },
  1916. clone: function () {
  1917. return new this.constructor( this.x, this.y, this.z, this.w );
  1918. },
  1919. copy: function ( v ) {
  1920. this.x = v.x;
  1921. this.y = v.y;
  1922. this.z = v.z;
  1923. this.w = ( v.w !== undefined ) ? v.w : 1;
  1924. return this;
  1925. },
  1926. add: function ( v, w ) {
  1927. if ( w !== undefined ) {
  1928. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1929. return this.addVectors( v, w );
  1930. }
  1931. this.x += v.x;
  1932. this.y += v.y;
  1933. this.z += v.z;
  1934. this.w += v.w;
  1935. return this;
  1936. },
  1937. addScalar: function ( s ) {
  1938. this.x += s;
  1939. this.y += s;
  1940. this.z += s;
  1941. this.w += s;
  1942. return this;
  1943. },
  1944. addVectors: function ( a, b ) {
  1945. this.x = a.x + b.x;
  1946. this.y = a.y + b.y;
  1947. this.z = a.z + b.z;
  1948. this.w = a.w + b.w;
  1949. return this;
  1950. },
  1951. addScaledVector: function ( v, s ) {
  1952. this.x += v.x * s;
  1953. this.y += v.y * s;
  1954. this.z += v.z * s;
  1955. this.w += v.w * s;
  1956. return this;
  1957. },
  1958. sub: function ( v, w ) {
  1959. if ( w !== undefined ) {
  1960. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1961. return this.subVectors( v, w );
  1962. }
  1963. this.x -= v.x;
  1964. this.y -= v.y;
  1965. this.z -= v.z;
  1966. this.w -= v.w;
  1967. return this;
  1968. },
  1969. subScalar: function ( s ) {
  1970. this.x -= s;
  1971. this.y -= s;
  1972. this.z -= s;
  1973. this.w -= s;
  1974. return this;
  1975. },
  1976. subVectors: function ( a, b ) {
  1977. this.x = a.x - b.x;
  1978. this.y = a.y - b.y;
  1979. this.z = a.z - b.z;
  1980. this.w = a.w - b.w;
  1981. return this;
  1982. },
  1983. multiplyScalar: function ( scalar ) {
  1984. this.x *= scalar;
  1985. this.y *= scalar;
  1986. this.z *= scalar;
  1987. this.w *= scalar;
  1988. return this;
  1989. },
  1990. applyMatrix4: function ( m ) {
  1991. var x = this.x, y = this.y, z = this.z, w = this.w;
  1992. var e = m.elements;
  1993. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1994. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1995. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1996. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1997. return this;
  1998. },
  1999. divideScalar: function ( scalar ) {
  2000. return this.multiplyScalar( 1 / scalar );
  2001. },
  2002. setAxisAngleFromQuaternion: function ( q ) {
  2003. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2004. // q is assumed to be normalized
  2005. this.w = 2 * Math.acos( q.w );
  2006. var s = Math.sqrt( 1 - q.w * q.w );
  2007. if ( s < 0.0001 ) {
  2008. this.x = 1;
  2009. this.y = 0;
  2010. this.z = 0;
  2011. } else {
  2012. this.x = q.x / s;
  2013. this.y = q.y / s;
  2014. this.z = q.z / s;
  2015. }
  2016. return this;
  2017. },
  2018. setAxisAngleFromRotationMatrix: function ( m ) {
  2019. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2020. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2021. var angle, x, y, z, // variables for result
  2022. epsilon = 0.01, // margin to allow for rounding errors
  2023. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2024. te = m.elements,
  2025. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2026. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2027. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2028. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2029. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2030. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2031. // singularity found
  2032. // first check for identity matrix which must have +1 for all terms
  2033. // in leading diagonal and zero in other terms
  2034. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2035. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2036. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2037. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2038. // this singularity is identity matrix so angle = 0
  2039. this.set( 1, 0, 0, 0 );
  2040. return this; // zero angle, arbitrary axis
  2041. }
  2042. // otherwise this singularity is angle = 180
  2043. angle = Math.PI;
  2044. var xx = ( m11 + 1 ) / 2;
  2045. var yy = ( m22 + 1 ) / 2;
  2046. var zz = ( m33 + 1 ) / 2;
  2047. var xy = ( m12 + m21 ) / 4;
  2048. var xz = ( m13 + m31 ) / 4;
  2049. var yz = ( m23 + m32 ) / 4;
  2050. if ( ( xx > yy ) && ( xx > zz ) ) {
  2051. // m11 is the largest diagonal term
  2052. if ( xx < epsilon ) {
  2053. x = 0;
  2054. y = 0.707106781;
  2055. z = 0.707106781;
  2056. } else {
  2057. x = Math.sqrt( xx );
  2058. y = xy / x;
  2059. z = xz / x;
  2060. }
  2061. } else if ( yy > zz ) {
  2062. // m22 is the largest diagonal term
  2063. if ( yy < epsilon ) {
  2064. x = 0.707106781;
  2065. y = 0;
  2066. z = 0.707106781;
  2067. } else {
  2068. y = Math.sqrt( yy );
  2069. x = xy / y;
  2070. z = yz / y;
  2071. }
  2072. } else {
  2073. // m33 is the largest diagonal term so base result on this
  2074. if ( zz < epsilon ) {
  2075. x = 0.707106781;
  2076. y = 0.707106781;
  2077. z = 0;
  2078. } else {
  2079. z = Math.sqrt( zz );
  2080. x = xz / z;
  2081. y = yz / z;
  2082. }
  2083. }
  2084. this.set( x, y, z, angle );
  2085. return this; // return 180 deg rotation
  2086. }
  2087. // as we have reached here there are no singularities so we can handle normally
  2088. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2089. ( m13 - m31 ) * ( m13 - m31 ) +
  2090. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2091. if ( Math.abs( s ) < 0.001 ) s = 1;
  2092. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2093. // caught by singularity test above, but I've left it in just in case
  2094. this.x = ( m32 - m23 ) / s;
  2095. this.y = ( m13 - m31 ) / s;
  2096. this.z = ( m21 - m12 ) / s;
  2097. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2098. return this;
  2099. },
  2100. min: function ( v ) {
  2101. this.x = Math.min( this.x, v.x );
  2102. this.y = Math.min( this.y, v.y );
  2103. this.z = Math.min( this.z, v.z );
  2104. this.w = Math.min( this.w, v.w );
  2105. return this;
  2106. },
  2107. max: function ( v ) {
  2108. this.x = Math.max( this.x, v.x );
  2109. this.y = Math.max( this.y, v.y );
  2110. this.z = Math.max( this.z, v.z );
  2111. this.w = Math.max( this.w, v.w );
  2112. return this;
  2113. },
  2114. clamp: function ( min, max ) {
  2115. // assumes min < max, componentwise
  2116. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2117. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2118. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2119. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2120. return this;
  2121. },
  2122. clampScalar: function ( minVal, maxVal ) {
  2123. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2124. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2125. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2126. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2127. return this;
  2128. },
  2129. clampLength: function ( min, max ) {
  2130. var length = this.length();
  2131. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2132. },
  2133. floor: function () {
  2134. this.x = Math.floor( this.x );
  2135. this.y = Math.floor( this.y );
  2136. this.z = Math.floor( this.z );
  2137. this.w = Math.floor( this.w );
  2138. return this;
  2139. },
  2140. ceil: function () {
  2141. this.x = Math.ceil( this.x );
  2142. this.y = Math.ceil( this.y );
  2143. this.z = Math.ceil( this.z );
  2144. this.w = Math.ceil( this.w );
  2145. return this;
  2146. },
  2147. round: function () {
  2148. this.x = Math.round( this.x );
  2149. this.y = Math.round( this.y );
  2150. this.z = Math.round( this.z );
  2151. this.w = Math.round( this.w );
  2152. return this;
  2153. },
  2154. roundToZero: function () {
  2155. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2156. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2157. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2158. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2159. return this;
  2160. },
  2161. negate: function () {
  2162. this.x = - this.x;
  2163. this.y = - this.y;
  2164. this.z = - this.z;
  2165. this.w = - this.w;
  2166. return this;
  2167. },
  2168. dot: function ( v ) {
  2169. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2170. },
  2171. lengthSq: function () {
  2172. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2173. },
  2174. length: function () {
  2175. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2176. },
  2177. manhattanLength: function () {
  2178. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2179. },
  2180. normalize: function () {
  2181. return this.divideScalar( this.length() || 1 );
  2182. },
  2183. setLength: function ( length ) {
  2184. return this.normalize().multiplyScalar( length );
  2185. },
  2186. lerp: function ( v, alpha ) {
  2187. this.x += ( v.x - this.x ) * alpha;
  2188. this.y += ( v.y - this.y ) * alpha;
  2189. this.z += ( v.z - this.z ) * alpha;
  2190. this.w += ( v.w - this.w ) * alpha;
  2191. return this;
  2192. },
  2193. lerpVectors: function ( v1, v2, alpha ) {
  2194. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2195. },
  2196. equals: function ( v ) {
  2197. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2198. },
  2199. fromArray: function ( array, offset ) {
  2200. if ( offset === undefined ) offset = 0;
  2201. this.x = array[ offset ];
  2202. this.y = array[ offset + 1 ];
  2203. this.z = array[ offset + 2 ];
  2204. this.w = array[ offset + 3 ];
  2205. return this;
  2206. },
  2207. toArray: function ( array, offset ) {
  2208. if ( array === undefined ) array = [];
  2209. if ( offset === undefined ) offset = 0;
  2210. array[ offset ] = this.x;
  2211. array[ offset + 1 ] = this.y;
  2212. array[ offset + 2 ] = this.z;
  2213. array[ offset + 3 ] = this.w;
  2214. return array;
  2215. },
  2216. fromBufferAttribute: function ( attribute, index, offset ) {
  2217. if ( offset !== undefined ) {
  2218. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2219. }
  2220. this.x = attribute.getX( index );
  2221. this.y = attribute.getY( index );
  2222. this.z = attribute.getZ( index );
  2223. this.w = attribute.getW( index );
  2224. return this;
  2225. }
  2226. } );
  2227. /**
  2228. * @author szimek / https://github.com/szimek/
  2229. * @author alteredq / http://alteredqualia.com/
  2230. * @author Marius Kintel / https://github.com/kintel
  2231. */
  2232. /*
  2233. In options, we can specify:
  2234. * Texture parameters for an auto-generated target texture
  2235. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2236. */
  2237. function WebGLRenderTarget( width, height, options ) {
  2238. this.width = width;
  2239. this.height = height;
  2240. this.scissor = new Vector4( 0, 0, width, height );
  2241. this.scissorTest = false;
  2242. this.viewport = new Vector4( 0, 0, width, height );
  2243. options = options || {};
  2244. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2245. this.texture.image = {};
  2246. this.texture.image.width = width;
  2247. this.texture.image.height = height;
  2248. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2249. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2250. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2251. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2252. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2253. }
  2254. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2255. constructor: WebGLRenderTarget,
  2256. isWebGLRenderTarget: true,
  2257. setSize: function ( width, height ) {
  2258. if ( this.width !== width || this.height !== height ) {
  2259. this.width = width;
  2260. this.height = height;
  2261. this.texture.image.width = width;
  2262. this.texture.image.height = height;
  2263. this.dispose();
  2264. }
  2265. this.viewport.set( 0, 0, width, height );
  2266. this.scissor.set( 0, 0, width, height );
  2267. },
  2268. clone: function () {
  2269. return new this.constructor().copy( this );
  2270. },
  2271. copy: function ( source ) {
  2272. this.width = source.width;
  2273. this.height = source.height;
  2274. this.viewport.copy( source.viewport );
  2275. this.texture = source.texture.clone();
  2276. this.depthBuffer = source.depthBuffer;
  2277. this.stencilBuffer = source.stencilBuffer;
  2278. this.depthTexture = source.depthTexture;
  2279. return this;
  2280. },
  2281. dispose: function () {
  2282. this.dispatchEvent( { type: 'dispose' } );
  2283. }
  2284. } );
  2285. /**
  2286. * @author Mugen87 / https://github.com/Mugen87
  2287. * @author Matt DesLauriers / @mattdesl
  2288. */
  2289. function WebGLMultisampleRenderTarget( width, height, options ) {
  2290. WebGLRenderTarget.call( this, width, height, options );
  2291. this.samples = 4;
  2292. }
  2293. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2294. constructor: WebGLMultisampleRenderTarget,
  2295. isWebGLMultisampleRenderTarget: true,
  2296. copy: function ( source ) {
  2297. WebGLRenderTarget.prototype.copy.call( this, source );
  2298. this.samples = source.samples;
  2299. return this;
  2300. }
  2301. } );
  2302. var _v1 = new Vector3();
  2303. var _m1 = new Matrix4();
  2304. var _zero = new Vector3( 0, 0, 0 );
  2305. var _one = new Vector3( 1, 1, 1 );
  2306. var _x = new Vector3();
  2307. var _y = new Vector3();
  2308. var _z = new Vector3();
  2309. /**
  2310. * @author mrdoob / http://mrdoob.com/
  2311. * @author supereggbert / http://www.paulbrunt.co.uk/
  2312. * @author philogb / http://blog.thejit.org/
  2313. * @author jordi_ros / http://plattsoft.com
  2314. * @author D1plo1d / http://github.com/D1plo1d
  2315. * @author alteredq / http://alteredqualia.com/
  2316. * @author mikael emtinger / http://gomo.se/
  2317. * @author timknip / http://www.floorplanner.com/
  2318. * @author bhouston / http://clara.io
  2319. * @author WestLangley / http://github.com/WestLangley
  2320. */
  2321. function Matrix4() {
  2322. this.elements = [
  2323. 1, 0, 0, 0,
  2324. 0, 1, 0, 0,
  2325. 0, 0, 1, 0,
  2326. 0, 0, 0, 1
  2327. ];
  2328. if ( arguments.length > 0 ) {
  2329. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2330. }
  2331. }
  2332. Object.assign( Matrix4.prototype, {
  2333. isMatrix4: true,
  2334. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2335. var te = this.elements;
  2336. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2337. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2338. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2339. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2340. return this;
  2341. },
  2342. identity: function () {
  2343. this.set(
  2344. 1, 0, 0, 0,
  2345. 0, 1, 0, 0,
  2346. 0, 0, 1, 0,
  2347. 0, 0, 0, 1
  2348. );
  2349. return this;
  2350. },
  2351. clone: function () {
  2352. return new Matrix4().fromArray( this.elements );
  2353. },
  2354. copy: function ( m ) {
  2355. var te = this.elements;
  2356. var me = m.elements;
  2357. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2358. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2359. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2360. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2361. return this;
  2362. },
  2363. copyPosition: function ( m ) {
  2364. var te = this.elements, me = m.elements;
  2365. te[ 12 ] = me[ 12 ];
  2366. te[ 13 ] = me[ 13 ];
  2367. te[ 14 ] = me[ 14 ];
  2368. return this;
  2369. },
  2370. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2371. xAxis.setFromMatrixColumn( this, 0 );
  2372. yAxis.setFromMatrixColumn( this, 1 );
  2373. zAxis.setFromMatrixColumn( this, 2 );
  2374. return this;
  2375. },
  2376. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2377. this.set(
  2378. xAxis.x, yAxis.x, zAxis.x, 0,
  2379. xAxis.y, yAxis.y, zAxis.y, 0,
  2380. xAxis.z, yAxis.z, zAxis.z, 0,
  2381. 0, 0, 0, 1
  2382. );
  2383. return this;
  2384. },
  2385. extractRotation: function ( m ) {
  2386. // this method does not support reflection matrices
  2387. var te = this.elements;
  2388. var me = m.elements;
  2389. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2390. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2391. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2392. te[ 0 ] = me[ 0 ] * scaleX;
  2393. te[ 1 ] = me[ 1 ] * scaleX;
  2394. te[ 2 ] = me[ 2 ] * scaleX;
  2395. te[ 3 ] = 0;
  2396. te[ 4 ] = me[ 4 ] * scaleY;
  2397. te[ 5 ] = me[ 5 ] * scaleY;
  2398. te[ 6 ] = me[ 6 ] * scaleY;
  2399. te[ 7 ] = 0;
  2400. te[ 8 ] = me[ 8 ] * scaleZ;
  2401. te[ 9 ] = me[ 9 ] * scaleZ;
  2402. te[ 10 ] = me[ 10 ] * scaleZ;
  2403. te[ 11 ] = 0;
  2404. te[ 12 ] = 0;
  2405. te[ 13 ] = 0;
  2406. te[ 14 ] = 0;
  2407. te[ 15 ] = 1;
  2408. return this;
  2409. },
  2410. makeRotationFromEuler: function ( euler ) {
  2411. if ( ! ( euler && euler.isEuler ) ) {
  2412. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2413. }
  2414. var te = this.elements;
  2415. var x = euler.x, y = euler.y, z = euler.z;
  2416. var a = Math.cos( x ), b = Math.sin( x );
  2417. var c = Math.cos( y ), d = Math.sin( y );
  2418. var e = Math.cos( z ), f = Math.sin( z );
  2419. if ( euler.order === 'XYZ' ) {
  2420. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2421. te[ 0 ] = c * e;
  2422. te[ 4 ] = - c * f;
  2423. te[ 8 ] = d;
  2424. te[ 1 ] = af + be * d;
  2425. te[ 5 ] = ae - bf * d;
  2426. te[ 9 ] = - b * c;
  2427. te[ 2 ] = bf - ae * d;
  2428. te[ 6 ] = be + af * d;
  2429. te[ 10 ] = a * c;
  2430. } else if ( euler.order === 'YXZ' ) {
  2431. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2432. te[ 0 ] = ce + df * b;
  2433. te[ 4 ] = de * b - cf;
  2434. te[ 8 ] = a * d;
  2435. te[ 1 ] = a * f;
  2436. te[ 5 ] = a * e;
  2437. te[ 9 ] = - b;
  2438. te[ 2 ] = cf * b - de;
  2439. te[ 6 ] = df + ce * b;
  2440. te[ 10 ] = a * c;
  2441. } else if ( euler.order === 'ZXY' ) {
  2442. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2443. te[ 0 ] = ce - df * b;
  2444. te[ 4 ] = - a * f;
  2445. te[ 8 ] = de + cf * b;
  2446. te[ 1 ] = cf + de * b;
  2447. te[ 5 ] = a * e;
  2448. te[ 9 ] = df - ce * b;
  2449. te[ 2 ] = - a * d;
  2450. te[ 6 ] = b;
  2451. te[ 10 ] = a * c;
  2452. } else if ( euler.order === 'ZYX' ) {
  2453. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2454. te[ 0 ] = c * e;
  2455. te[ 4 ] = be * d - af;
  2456. te[ 8 ] = ae * d + bf;
  2457. te[ 1 ] = c * f;
  2458. te[ 5 ] = bf * d + ae;
  2459. te[ 9 ] = af * d - be;
  2460. te[ 2 ] = - d;
  2461. te[ 6 ] = b * c;
  2462. te[ 10 ] = a * c;
  2463. } else if ( euler.order === 'YZX' ) {
  2464. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2465. te[ 0 ] = c * e;
  2466. te[ 4 ] = bd - ac * f;
  2467. te[ 8 ] = bc * f + ad;
  2468. te[ 1 ] = f;
  2469. te[ 5 ] = a * e;
  2470. te[ 9 ] = - b * e;
  2471. te[ 2 ] = - d * e;
  2472. te[ 6 ] = ad * f + bc;
  2473. te[ 10 ] = ac - bd * f;
  2474. } else if ( euler.order === 'XZY' ) {
  2475. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2476. te[ 0 ] = c * e;
  2477. te[ 4 ] = - f;
  2478. te[ 8 ] = d * e;
  2479. te[ 1 ] = ac * f + bd;
  2480. te[ 5 ] = a * e;
  2481. te[ 9 ] = ad * f - bc;
  2482. te[ 2 ] = bc * f - ad;
  2483. te[ 6 ] = b * e;
  2484. te[ 10 ] = bd * f + ac;
  2485. }
  2486. // bottom row
  2487. te[ 3 ] = 0;
  2488. te[ 7 ] = 0;
  2489. te[ 11 ] = 0;
  2490. // last column
  2491. te[ 12 ] = 0;
  2492. te[ 13 ] = 0;
  2493. te[ 14 ] = 0;
  2494. te[ 15 ] = 1;
  2495. return this;
  2496. },
  2497. makeRotationFromQuaternion: function ( q ) {
  2498. return this.compose( _zero, q, _one );
  2499. },
  2500. lookAt: function ( eye, target, up ) {
  2501. var te = this.elements;
  2502. _z.subVectors( eye, target );
  2503. if ( _z.lengthSq() === 0 ) {
  2504. // eye and target are in the same position
  2505. _z.z = 1;
  2506. }
  2507. _z.normalize();
  2508. _x.crossVectors( up, _z );
  2509. if ( _x.lengthSq() === 0 ) {
  2510. // up and z are parallel
  2511. if ( Math.abs( up.z ) === 1 ) {
  2512. _z.x += 0.0001;
  2513. } else {
  2514. _z.z += 0.0001;
  2515. }
  2516. _z.normalize();
  2517. _x.crossVectors( up, _z );
  2518. }
  2519. _x.normalize();
  2520. _y.crossVectors( _z, _x );
  2521. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2522. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2523. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2524. return this;
  2525. },
  2526. multiply: function ( m, n ) {
  2527. if ( n !== undefined ) {
  2528. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2529. return this.multiplyMatrices( m, n );
  2530. }
  2531. return this.multiplyMatrices( this, m );
  2532. },
  2533. premultiply: function ( m ) {
  2534. return this.multiplyMatrices( m, this );
  2535. },
  2536. multiplyMatrices: function ( a, b ) {
  2537. var ae = a.elements;
  2538. var be = b.elements;
  2539. var te = this.elements;
  2540. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2541. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2542. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2543. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2544. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2545. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2546. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2547. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2548. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2549. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2550. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2551. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2552. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2553. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2554. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2555. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2556. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2557. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2558. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2559. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2560. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2561. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2562. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2563. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2564. return this;
  2565. },
  2566. multiplyScalar: function ( s ) {
  2567. var te = this.elements;
  2568. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2569. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2570. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2571. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2572. return this;
  2573. },
  2574. applyToBufferAttribute: function ( attribute ) {
  2575. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2576. _v1.x = attribute.getX( i );
  2577. _v1.y = attribute.getY( i );
  2578. _v1.z = attribute.getZ( i );
  2579. _v1.applyMatrix4( this );
  2580. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2581. }
  2582. return attribute;
  2583. },
  2584. determinant: function () {
  2585. var te = this.elements;
  2586. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2587. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2588. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2589. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2590. //TODO: make this more efficient
  2591. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2592. return (
  2593. n41 * (
  2594. + n14 * n23 * n32
  2595. - n13 * n24 * n32
  2596. - n14 * n22 * n33
  2597. + n12 * n24 * n33
  2598. + n13 * n22 * n34
  2599. - n12 * n23 * n34
  2600. ) +
  2601. n42 * (
  2602. + n11 * n23 * n34
  2603. - n11 * n24 * n33
  2604. + n14 * n21 * n33
  2605. - n13 * n21 * n34
  2606. + n13 * n24 * n31
  2607. - n14 * n23 * n31
  2608. ) +
  2609. n43 * (
  2610. + n11 * n24 * n32
  2611. - n11 * n22 * n34
  2612. - n14 * n21 * n32
  2613. + n12 * n21 * n34
  2614. + n14 * n22 * n31
  2615. - n12 * n24 * n31
  2616. ) +
  2617. n44 * (
  2618. - n13 * n22 * n31
  2619. - n11 * n23 * n32
  2620. + n11 * n22 * n33
  2621. + n13 * n21 * n32
  2622. - n12 * n21 * n33
  2623. + n12 * n23 * n31
  2624. )
  2625. );
  2626. },
  2627. transpose: function () {
  2628. var te = this.elements;
  2629. var tmp;
  2630. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2631. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2632. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2633. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2634. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2635. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2636. return this;
  2637. },
  2638. setPosition: function ( x, y, z ) {
  2639. var te = this.elements;
  2640. if ( x.isVector3 ) {
  2641. te[ 12 ] = x.x;
  2642. te[ 13 ] = x.y;
  2643. te[ 14 ] = x.z;
  2644. } else {
  2645. te[ 12 ] = x;
  2646. te[ 13 ] = y;
  2647. te[ 14 ] = z;
  2648. }
  2649. return this;
  2650. },
  2651. getInverse: function ( m, throwOnDegenerate ) {
  2652. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2653. var te = this.elements,
  2654. me = m.elements,
  2655. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2656. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2657. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2658. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2659. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2660. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2661. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2662. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2663. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2664. if ( det === 0 ) {
  2665. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2666. if ( throwOnDegenerate === true ) {
  2667. throw new Error( msg );
  2668. } else {
  2669. console.warn( msg );
  2670. }
  2671. return this.identity();
  2672. }
  2673. var detInv = 1 / det;
  2674. te[ 0 ] = t11 * detInv;
  2675. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2676. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2677. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2678. te[ 4 ] = t12 * detInv;
  2679. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2680. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2681. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2682. te[ 8 ] = t13 * detInv;
  2683. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2684. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2685. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2686. te[ 12 ] = t14 * detInv;
  2687. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2688. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2689. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2690. return this;
  2691. },
  2692. scale: function ( v ) {
  2693. var te = this.elements;
  2694. var x = v.x, y = v.y, z = v.z;
  2695. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2696. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2697. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2698. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2699. return this;
  2700. },
  2701. getMaxScaleOnAxis: function () {
  2702. var te = this.elements;
  2703. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2704. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2705. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2706. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2707. },
  2708. makeTranslation: function ( x, y, z ) {
  2709. this.set(
  2710. 1, 0, 0, x,
  2711. 0, 1, 0, y,
  2712. 0, 0, 1, z,
  2713. 0, 0, 0, 1
  2714. );
  2715. return this;
  2716. },
  2717. makeRotationX: function ( theta ) {
  2718. var c = Math.cos( theta ), s = Math.sin( theta );
  2719. this.set(
  2720. 1, 0, 0, 0,
  2721. 0, c, - s, 0,
  2722. 0, s, c, 0,
  2723. 0, 0, 0, 1
  2724. );
  2725. return this;
  2726. },
  2727. makeRotationY: function ( theta ) {
  2728. var c = Math.cos( theta ), s = Math.sin( theta );
  2729. this.set(
  2730. c, 0, s, 0,
  2731. 0, 1, 0, 0,
  2732. - s, 0, c, 0,
  2733. 0, 0, 0, 1
  2734. );
  2735. return this;
  2736. },
  2737. makeRotationZ: function ( theta ) {
  2738. var c = Math.cos( theta ), s = Math.sin( theta );
  2739. this.set(
  2740. c, - s, 0, 0,
  2741. s, c, 0, 0,
  2742. 0, 0, 1, 0,
  2743. 0, 0, 0, 1
  2744. );
  2745. return this;
  2746. },
  2747. makeRotationAxis: function ( axis, angle ) {
  2748. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2749. var c = Math.cos( angle );
  2750. var s = Math.sin( angle );
  2751. var t = 1 - c;
  2752. var x = axis.x, y = axis.y, z = axis.z;
  2753. var tx = t * x, ty = t * y;
  2754. this.set(
  2755. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2756. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2757. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2758. 0, 0, 0, 1
  2759. );
  2760. return this;
  2761. },
  2762. makeScale: function ( x, y, z ) {
  2763. this.set(
  2764. x, 0, 0, 0,
  2765. 0, y, 0, 0,
  2766. 0, 0, z, 0,
  2767. 0, 0, 0, 1
  2768. );
  2769. return this;
  2770. },
  2771. makeShear: function ( x, y, z ) {
  2772. this.set(
  2773. 1, y, z, 0,
  2774. x, 1, z, 0,
  2775. x, y, 1, 0,
  2776. 0, 0, 0, 1
  2777. );
  2778. return this;
  2779. },
  2780. compose: function ( position, quaternion, scale ) {
  2781. var te = this.elements;
  2782. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2783. var x2 = x + x, y2 = y + y, z2 = z + z;
  2784. var xx = x * x2, xy = x * y2, xz = x * z2;
  2785. var yy = y * y2, yz = y * z2, zz = z * z2;
  2786. var wx = w * x2, wy = w * y2, wz = w * z2;
  2787. var sx = scale.x, sy = scale.y, sz = scale.z;
  2788. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2789. te[ 1 ] = ( xy + wz ) * sx;
  2790. te[ 2 ] = ( xz - wy ) * sx;
  2791. te[ 3 ] = 0;
  2792. te[ 4 ] = ( xy - wz ) * sy;
  2793. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2794. te[ 6 ] = ( yz + wx ) * sy;
  2795. te[ 7 ] = 0;
  2796. te[ 8 ] = ( xz + wy ) * sz;
  2797. te[ 9 ] = ( yz - wx ) * sz;
  2798. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2799. te[ 11 ] = 0;
  2800. te[ 12 ] = position.x;
  2801. te[ 13 ] = position.y;
  2802. te[ 14 ] = position.z;
  2803. te[ 15 ] = 1;
  2804. return this;
  2805. },
  2806. decompose: function ( position, quaternion, scale ) {
  2807. var te = this.elements;
  2808. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2809. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2810. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2811. // if determine is negative, we need to invert one scale
  2812. var det = this.determinant();
  2813. if ( det < 0 ) sx = - sx;
  2814. position.x = te[ 12 ];
  2815. position.y = te[ 13 ];
  2816. position.z = te[ 14 ];
  2817. // scale the rotation part
  2818. _m1.copy( this );
  2819. var invSX = 1 / sx;
  2820. var invSY = 1 / sy;
  2821. var invSZ = 1 / sz;
  2822. _m1.elements[ 0 ] *= invSX;
  2823. _m1.elements[ 1 ] *= invSX;
  2824. _m1.elements[ 2 ] *= invSX;
  2825. _m1.elements[ 4 ] *= invSY;
  2826. _m1.elements[ 5 ] *= invSY;
  2827. _m1.elements[ 6 ] *= invSY;
  2828. _m1.elements[ 8 ] *= invSZ;
  2829. _m1.elements[ 9 ] *= invSZ;
  2830. _m1.elements[ 10 ] *= invSZ;
  2831. quaternion.setFromRotationMatrix( _m1 );
  2832. scale.x = sx;
  2833. scale.y = sy;
  2834. scale.z = sz;
  2835. return this;
  2836. },
  2837. makePerspective: function ( left, right, top, bottom, near, far ) {
  2838. if ( far === undefined ) {
  2839. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2840. }
  2841. var te = this.elements;
  2842. var x = 2 * near / ( right - left );
  2843. var y = 2 * near / ( top - bottom );
  2844. var a = ( right + left ) / ( right - left );
  2845. var b = ( top + bottom ) / ( top - bottom );
  2846. var c = - ( far + near ) / ( far - near );
  2847. var d = - 2 * far * near / ( far - near );
  2848. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2849. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2850. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2851. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2852. return this;
  2853. },
  2854. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2855. var te = this.elements;
  2856. var w = 1.0 / ( right - left );
  2857. var h = 1.0 / ( top - bottom );
  2858. var p = 1.0 / ( far - near );
  2859. var x = ( right + left ) * w;
  2860. var y = ( top + bottom ) * h;
  2861. var z = ( far + near ) * p;
  2862. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2863. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2864. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2865. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2866. return this;
  2867. },
  2868. equals: function ( matrix ) {
  2869. var te = this.elements;
  2870. var me = matrix.elements;
  2871. for ( var i = 0; i < 16; i ++ ) {
  2872. if ( te[ i ] !== me[ i ] ) return false;
  2873. }
  2874. return true;
  2875. },
  2876. fromArray: function ( array, offset ) {
  2877. if ( offset === undefined ) offset = 0;
  2878. for ( var i = 0; i < 16; i ++ ) {
  2879. this.elements[ i ] = array[ i + offset ];
  2880. }
  2881. return this;
  2882. },
  2883. toArray: function ( array, offset ) {
  2884. if ( array === undefined ) array = [];
  2885. if ( offset === undefined ) offset = 0;
  2886. var te = this.elements;
  2887. array[ offset ] = te[ 0 ];
  2888. array[ offset + 1 ] = te[ 1 ];
  2889. array[ offset + 2 ] = te[ 2 ];
  2890. array[ offset + 3 ] = te[ 3 ];
  2891. array[ offset + 4 ] = te[ 4 ];
  2892. array[ offset + 5 ] = te[ 5 ];
  2893. array[ offset + 6 ] = te[ 6 ];
  2894. array[ offset + 7 ] = te[ 7 ];
  2895. array[ offset + 8 ] = te[ 8 ];
  2896. array[ offset + 9 ] = te[ 9 ];
  2897. array[ offset + 10 ] = te[ 10 ];
  2898. array[ offset + 11 ] = te[ 11 ];
  2899. array[ offset + 12 ] = te[ 12 ];
  2900. array[ offset + 13 ] = te[ 13 ];
  2901. array[ offset + 14 ] = te[ 14 ];
  2902. array[ offset + 15 ] = te[ 15 ];
  2903. return array;
  2904. }
  2905. } );
  2906. /**
  2907. * @author mrdoob / http://mrdoob.com/
  2908. * @author WestLangley / http://github.com/WestLangley
  2909. * @author bhouston / http://clara.io
  2910. */
  2911. var _matrix = new Matrix4();
  2912. var _quaternion$1 = new Quaternion();
  2913. function Euler( x, y, z, order ) {
  2914. this._x = x || 0;
  2915. this._y = y || 0;
  2916. this._z = z || 0;
  2917. this._order = order || Euler.DefaultOrder;
  2918. }
  2919. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2920. Euler.DefaultOrder = 'XYZ';
  2921. Object.defineProperties( Euler.prototype, {
  2922. x: {
  2923. get: function () {
  2924. return this._x;
  2925. },
  2926. set: function ( value ) {
  2927. this._x = value;
  2928. this._onChangeCallback();
  2929. }
  2930. },
  2931. y: {
  2932. get: function () {
  2933. return this._y;
  2934. },
  2935. set: function ( value ) {
  2936. this._y = value;
  2937. this._onChangeCallback();
  2938. }
  2939. },
  2940. z: {
  2941. get: function () {
  2942. return this._z;
  2943. },
  2944. set: function ( value ) {
  2945. this._z = value;
  2946. this._onChangeCallback();
  2947. }
  2948. },
  2949. order: {
  2950. get: function () {
  2951. return this._order;
  2952. },
  2953. set: function ( value ) {
  2954. this._order = value;
  2955. this._onChangeCallback();
  2956. }
  2957. }
  2958. } );
  2959. Object.assign( Euler.prototype, {
  2960. isEuler: true,
  2961. set: function ( x, y, z, order ) {
  2962. this._x = x;
  2963. this._y = y;
  2964. this._z = z;
  2965. this._order = order || this._order;
  2966. this._onChangeCallback();
  2967. return this;
  2968. },
  2969. clone: function () {
  2970. return new this.constructor( this._x, this._y, this._z, this._order );
  2971. },
  2972. copy: function ( euler ) {
  2973. this._x = euler._x;
  2974. this._y = euler._y;
  2975. this._z = euler._z;
  2976. this._order = euler._order;
  2977. this._onChangeCallback();
  2978. return this;
  2979. },
  2980. setFromRotationMatrix: function ( m, order, update ) {
  2981. var clamp = _Math.clamp;
  2982. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2983. var te = m.elements;
  2984. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2985. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2986. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2987. order = order || this._order;
  2988. if ( order === 'XYZ' ) {
  2989. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2990. if ( Math.abs( m13 ) < 0.9999999 ) {
  2991. this._x = Math.atan2( - m23, m33 );
  2992. this._z = Math.atan2( - m12, m11 );
  2993. } else {
  2994. this._x = Math.atan2( m32, m22 );
  2995. this._z = 0;
  2996. }
  2997. } else if ( order === 'YXZ' ) {
  2998. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  2999. if ( Math.abs( m23 ) < 0.9999999 ) {
  3000. this._y = Math.atan2( m13, m33 );
  3001. this._z = Math.atan2( m21, m22 );
  3002. } else {
  3003. this._y = Math.atan2( - m31, m11 );
  3004. this._z = 0;
  3005. }
  3006. } else if ( order === 'ZXY' ) {
  3007. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3008. if ( Math.abs( m32 ) < 0.9999999 ) {
  3009. this._y = Math.atan2( - m31, m33 );
  3010. this._z = Math.atan2( - m12, m22 );
  3011. } else {
  3012. this._y = 0;
  3013. this._z = Math.atan2( m21, m11 );
  3014. }
  3015. } else if ( order === 'ZYX' ) {
  3016. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3017. if ( Math.abs( m31 ) < 0.9999999 ) {
  3018. this._x = Math.atan2( m32, m33 );
  3019. this._z = Math.atan2( m21, m11 );
  3020. } else {
  3021. this._x = 0;
  3022. this._z = Math.atan2( - m12, m22 );
  3023. }
  3024. } else if ( order === 'YZX' ) {
  3025. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3026. if ( Math.abs( m21 ) < 0.9999999 ) {
  3027. this._x = Math.atan2( - m23, m22 );
  3028. this._y = Math.atan2( - m31, m11 );
  3029. } else {
  3030. this._x = 0;
  3031. this._y = Math.atan2( m13, m33 );
  3032. }
  3033. } else if ( order === 'XZY' ) {
  3034. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3035. if ( Math.abs( m12 ) < 0.9999999 ) {
  3036. this._x = Math.atan2( m32, m22 );
  3037. this._y = Math.atan2( m13, m11 );
  3038. } else {
  3039. this._x = Math.atan2( - m23, m33 );
  3040. this._y = 0;
  3041. }
  3042. } else {
  3043. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3044. }
  3045. this._order = order;
  3046. if ( update !== false ) this._onChangeCallback();
  3047. return this;
  3048. },
  3049. setFromQuaternion: function ( q, order, update ) {
  3050. _matrix.makeRotationFromQuaternion( q );
  3051. return this.setFromRotationMatrix( _matrix, order, update );
  3052. },
  3053. setFromVector3: function ( v, order ) {
  3054. return this.set( v.x, v.y, v.z, order || this._order );
  3055. },
  3056. reorder: function ( newOrder ) {
  3057. // WARNING: this discards revolution information -bhouston
  3058. _quaternion$1.setFromEuler( this );
  3059. return this.setFromQuaternion( _quaternion$1, newOrder );
  3060. },
  3061. equals: function ( euler ) {
  3062. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3063. },
  3064. fromArray: function ( array ) {
  3065. this._x = array[ 0 ];
  3066. this._y = array[ 1 ];
  3067. this._z = array[ 2 ];
  3068. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3069. this._onChangeCallback();
  3070. return this;
  3071. },
  3072. toArray: function ( array, offset ) {
  3073. if ( array === undefined ) array = [];
  3074. if ( offset === undefined ) offset = 0;
  3075. array[ offset ] = this._x;
  3076. array[ offset + 1 ] = this._y;
  3077. array[ offset + 2 ] = this._z;
  3078. array[ offset + 3 ] = this._order;
  3079. return array;
  3080. },
  3081. toVector3: function ( optionalResult ) {
  3082. if ( optionalResult ) {
  3083. return optionalResult.set( this._x, this._y, this._z );
  3084. } else {
  3085. return new Vector3( this._x, this._y, this._z );
  3086. }
  3087. },
  3088. _onChange: function ( callback ) {
  3089. this._onChangeCallback = callback;
  3090. return this;
  3091. },
  3092. _onChangeCallback: function () {}
  3093. } );
  3094. /**
  3095. * @author mrdoob / http://mrdoob.com/
  3096. */
  3097. function Layers() {
  3098. this.mask = 1 | 0;
  3099. }
  3100. Object.assign( Layers.prototype, {
  3101. set: function ( channel ) {
  3102. this.mask = 1 << channel | 0;
  3103. },
  3104. enable: function ( channel ) {
  3105. this.mask |= 1 << channel | 0;
  3106. },
  3107. toggle: function ( channel ) {
  3108. this.mask ^= 1 << channel | 0;
  3109. },
  3110. disable: function ( channel ) {
  3111. this.mask &= ~ ( 1 << channel | 0 );
  3112. },
  3113. test: function ( layers ) {
  3114. return ( this.mask & layers.mask ) !== 0;
  3115. }
  3116. } );
  3117. var _object3DId = 0;
  3118. var _v1$1 = new Vector3();
  3119. var _q1 = new Quaternion();
  3120. var _m1$1 = new Matrix4();
  3121. var _target = new Vector3();
  3122. var _position = new Vector3();
  3123. var _scale = new Vector3();
  3124. var _quaternion$2 = new Quaternion();
  3125. var _xAxis = new Vector3( 1, 0, 0 );
  3126. var _yAxis = new Vector3( 0, 1, 0 );
  3127. var _zAxis = new Vector3( 0, 0, 1 );
  3128. var _addedEvent = { type: 'added' };
  3129. var _removedEvent = { type: 'removed' };
  3130. /**
  3131. * @author mrdoob / http://mrdoob.com/
  3132. * @author mikael emtinger / http://gomo.se/
  3133. * @author alteredq / http://alteredqualia.com/
  3134. * @author WestLangley / http://github.com/WestLangley
  3135. * @author elephantatwork / www.elephantatwork.ch
  3136. */
  3137. function Object3D() {
  3138. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3139. this.uuid = _Math.generateUUID();
  3140. this.name = '';
  3141. this.type = 'Object3D';
  3142. this.parent = null;
  3143. this.children = [];
  3144. this.up = Object3D.DefaultUp.clone();
  3145. var position = new Vector3();
  3146. var rotation = new Euler();
  3147. var quaternion = new Quaternion();
  3148. var scale = new Vector3( 1, 1, 1 );
  3149. function onRotationChange() {
  3150. quaternion.setFromEuler( rotation, false );
  3151. }
  3152. function onQuaternionChange() {
  3153. rotation.setFromQuaternion( quaternion, undefined, false );
  3154. }
  3155. rotation._onChange( onRotationChange );
  3156. quaternion._onChange( onQuaternionChange );
  3157. Object.defineProperties( this, {
  3158. position: {
  3159. configurable: true,
  3160. enumerable: true,
  3161. value: position
  3162. },
  3163. rotation: {
  3164. configurable: true,
  3165. enumerable: true,
  3166. value: rotation
  3167. },
  3168. quaternion: {
  3169. configurable: true,
  3170. enumerable: true,
  3171. value: quaternion
  3172. },
  3173. scale: {
  3174. configurable: true,
  3175. enumerable: true,
  3176. value: scale
  3177. },
  3178. modelViewMatrix: {
  3179. value: new Matrix4()
  3180. },
  3181. normalMatrix: {
  3182. value: new Matrix3()
  3183. }
  3184. } );
  3185. this.matrix = new Matrix4();
  3186. this.matrixWorld = new Matrix4();
  3187. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3188. this.matrixWorldNeedsUpdate = false;
  3189. this.layers = new Layers();
  3190. this.visible = true;
  3191. this.castShadow = false;
  3192. this.receiveShadow = false;
  3193. this.frustumCulled = true;
  3194. this.renderOrder = 0;
  3195. this.userData = {};
  3196. }
  3197. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3198. Object3D.DefaultMatrixAutoUpdate = true;
  3199. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3200. constructor: Object3D,
  3201. isObject3D: true,
  3202. onBeforeRender: function () {},
  3203. onAfterRender: function () {},
  3204. applyMatrix: function ( matrix ) {
  3205. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3206. this.matrix.premultiply( matrix );
  3207. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3208. },
  3209. applyQuaternion: function ( q ) {
  3210. this.quaternion.premultiply( q );
  3211. return this;
  3212. },
  3213. setRotationFromAxisAngle: function ( axis, angle ) {
  3214. // assumes axis is normalized
  3215. this.quaternion.setFromAxisAngle( axis, angle );
  3216. },
  3217. setRotationFromEuler: function ( euler ) {
  3218. this.quaternion.setFromEuler( euler, true );
  3219. },
  3220. setRotationFromMatrix: function ( m ) {
  3221. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3222. this.quaternion.setFromRotationMatrix( m );
  3223. },
  3224. setRotationFromQuaternion: function ( q ) {
  3225. // assumes q is normalized
  3226. this.quaternion.copy( q );
  3227. },
  3228. rotateOnAxis: function ( axis, angle ) {
  3229. // rotate object on axis in object space
  3230. // axis is assumed to be normalized
  3231. _q1.setFromAxisAngle( axis, angle );
  3232. this.quaternion.multiply( _q1 );
  3233. return this;
  3234. },
  3235. rotateOnWorldAxis: function ( axis, angle ) {
  3236. // rotate object on axis in world space
  3237. // axis is assumed to be normalized
  3238. // method assumes no rotated parent
  3239. _q1.setFromAxisAngle( axis, angle );
  3240. this.quaternion.premultiply( _q1 );
  3241. return this;
  3242. },
  3243. rotateX: function ( angle ) {
  3244. return this.rotateOnAxis( _xAxis, angle );
  3245. },
  3246. rotateY: function ( angle ) {
  3247. return this.rotateOnAxis( _yAxis, angle );
  3248. },
  3249. rotateZ: function ( angle ) {
  3250. return this.rotateOnAxis( _zAxis, angle );
  3251. },
  3252. translateOnAxis: function ( axis, distance ) {
  3253. // translate object by distance along axis in object space
  3254. // axis is assumed to be normalized
  3255. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3256. this.position.add( _v1$1.multiplyScalar( distance ) );
  3257. return this;
  3258. },
  3259. translateX: function ( distance ) {
  3260. return this.translateOnAxis( _xAxis, distance );
  3261. },
  3262. translateY: function ( distance ) {
  3263. return this.translateOnAxis( _yAxis, distance );
  3264. },
  3265. translateZ: function ( distance ) {
  3266. return this.translateOnAxis( _zAxis, distance );
  3267. },
  3268. localToWorld: function ( vector ) {
  3269. return vector.applyMatrix4( this.matrixWorld );
  3270. },
  3271. worldToLocal: function ( vector ) {
  3272. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3273. },
  3274. lookAt: function ( x, y, z ) {
  3275. // This method does not support objects having non-uniformly-scaled parent(s)
  3276. if ( x.isVector3 ) {
  3277. _target.copy( x );
  3278. } else {
  3279. _target.set( x, y, z );
  3280. }
  3281. var parent = this.parent;
  3282. this.updateWorldMatrix( true, false );
  3283. _position.setFromMatrixPosition( this.matrixWorld );
  3284. if ( this.isCamera || this.isLight ) {
  3285. _m1$1.lookAt( _position, _target, this.up );
  3286. } else {
  3287. _m1$1.lookAt( _target, _position, this.up );
  3288. }
  3289. this.quaternion.setFromRotationMatrix( _m1$1 );
  3290. if ( parent ) {
  3291. _m1$1.extractRotation( parent.matrixWorld );
  3292. _q1.setFromRotationMatrix( _m1$1 );
  3293. this.quaternion.premultiply( _q1.inverse() );
  3294. }
  3295. },
  3296. add: function ( object ) {
  3297. if ( arguments.length > 1 ) {
  3298. for ( var i = 0; i < arguments.length; i ++ ) {
  3299. this.add( arguments[ i ] );
  3300. }
  3301. return this;
  3302. }
  3303. if ( object === this ) {
  3304. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3305. return this;
  3306. }
  3307. if ( ( object && object.isObject3D ) ) {
  3308. if ( object.parent !== null ) {
  3309. object.parent.remove( object );
  3310. }
  3311. object.parent = this;
  3312. this.children.push( object );
  3313. object.dispatchEvent( _addedEvent );
  3314. } else {
  3315. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3316. }
  3317. return this;
  3318. },
  3319. remove: function ( object ) {
  3320. if ( arguments.length > 1 ) {
  3321. for ( var i = 0; i < arguments.length; i ++ ) {
  3322. this.remove( arguments[ i ] );
  3323. }
  3324. return this;
  3325. }
  3326. var index = this.children.indexOf( object );
  3327. if ( index !== - 1 ) {
  3328. object.parent = null;
  3329. this.children.splice( index, 1 );
  3330. object.dispatchEvent( _removedEvent );
  3331. }
  3332. return this;
  3333. },
  3334. attach: function ( object ) {
  3335. // adds object as a child of this, while maintaining the object's world transform
  3336. this.updateWorldMatrix( true, false );
  3337. _m1$1.getInverse( this.matrixWorld );
  3338. if ( object.parent !== null ) {
  3339. object.parent.updateWorldMatrix( true, false );
  3340. _m1$1.multiply( object.parent.matrixWorld );
  3341. }
  3342. object.applyMatrix( _m1$1 );
  3343. object.updateWorldMatrix( false, false );
  3344. this.add( object );
  3345. return this;
  3346. },
  3347. getObjectById: function ( id ) {
  3348. return this.getObjectByProperty( 'id', id );
  3349. },
  3350. getObjectByName: function ( name ) {
  3351. return this.getObjectByProperty( 'name', name );
  3352. },
  3353. getObjectByProperty: function ( name, value ) {
  3354. if ( this[ name ] === value ) return this;
  3355. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3356. var child = this.children[ i ];
  3357. var object = child.getObjectByProperty( name, value );
  3358. if ( object !== undefined ) {
  3359. return object;
  3360. }
  3361. }
  3362. return undefined;
  3363. },
  3364. getWorldPosition: function ( target ) {
  3365. if ( target === undefined ) {
  3366. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3367. target = new Vector3();
  3368. }
  3369. this.updateMatrixWorld( true );
  3370. return target.setFromMatrixPosition( this.matrixWorld );
  3371. },
  3372. getWorldQuaternion: function ( target ) {
  3373. if ( target === undefined ) {
  3374. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3375. target = new Quaternion();
  3376. }
  3377. this.updateMatrixWorld( true );
  3378. this.matrixWorld.decompose( _position, target, _scale );
  3379. return target;
  3380. },
  3381. getWorldScale: function ( target ) {
  3382. if ( target === undefined ) {
  3383. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3384. target = new Vector3();
  3385. }
  3386. this.updateMatrixWorld( true );
  3387. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3388. return target;
  3389. },
  3390. getWorldDirection: function ( target ) {
  3391. if ( target === undefined ) {
  3392. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3393. target = new Vector3();
  3394. }
  3395. this.updateMatrixWorld( true );
  3396. var e = this.matrixWorld.elements;
  3397. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3398. },
  3399. raycast: function () {},
  3400. traverse: function ( callback ) {
  3401. callback( this );
  3402. var children = this.children;
  3403. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3404. children[ i ].traverse( callback );
  3405. }
  3406. },
  3407. traverseVisible: function ( callback ) {
  3408. if ( this.visible === false ) return;
  3409. callback( this );
  3410. var children = this.children;
  3411. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3412. children[ i ].traverseVisible( callback );
  3413. }
  3414. },
  3415. traverseAncestors: function ( callback ) {
  3416. var parent = this.parent;
  3417. if ( parent !== null ) {
  3418. callback( parent );
  3419. parent.traverseAncestors( callback );
  3420. }
  3421. },
  3422. updateMatrix: function () {
  3423. this.matrix.compose( this.position, this.quaternion, this.scale );
  3424. this.matrixWorldNeedsUpdate = true;
  3425. },
  3426. updateMatrixWorld: function ( force ) {
  3427. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3428. if ( this.matrixWorldNeedsUpdate || force ) {
  3429. if ( this.parent === null ) {
  3430. this.matrixWorld.copy( this.matrix );
  3431. } else {
  3432. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3433. }
  3434. this.matrixWorldNeedsUpdate = false;
  3435. force = true;
  3436. }
  3437. // update children
  3438. var children = this.children;
  3439. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3440. children[ i ].updateMatrixWorld( force );
  3441. }
  3442. },
  3443. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3444. var parent = this.parent;
  3445. if ( updateParents === true && parent !== null ) {
  3446. parent.updateWorldMatrix( true, false );
  3447. }
  3448. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3449. if ( this.parent === null ) {
  3450. this.matrixWorld.copy( this.matrix );
  3451. } else {
  3452. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3453. }
  3454. // update children
  3455. if ( updateChildren === true ) {
  3456. var children = this.children;
  3457. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3458. children[ i ].updateWorldMatrix( false, true );
  3459. }
  3460. }
  3461. },
  3462. toJSON: function ( meta ) {
  3463. // meta is a string when called from JSON.stringify
  3464. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3465. var output = {};
  3466. // meta is a hash used to collect geometries, materials.
  3467. // not providing it implies that this is the root object
  3468. // being serialized.
  3469. if ( isRootObject ) {
  3470. // initialize meta obj
  3471. meta = {
  3472. geometries: {},
  3473. materials: {},
  3474. textures: {},
  3475. images: {},
  3476. shapes: {}
  3477. };
  3478. output.metadata = {
  3479. version: 4.5,
  3480. type: 'Object',
  3481. generator: 'Object3D.toJSON'
  3482. };
  3483. }
  3484. // standard Object3D serialization
  3485. var object = {};
  3486. object.uuid = this.uuid;
  3487. object.type = this.type;
  3488. if ( this.name !== '' ) object.name = this.name;
  3489. if ( this.castShadow === true ) object.castShadow = true;
  3490. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3491. if ( this.visible === false ) object.visible = false;
  3492. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3493. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3494. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3495. object.layers = this.layers.mask;
  3496. object.matrix = this.matrix.toArray();
  3497. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3498. // object specific properties
  3499. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3500. //
  3501. function serialize( library, element ) {
  3502. if ( library[ element.uuid ] === undefined ) {
  3503. library[ element.uuid ] = element.toJSON( meta );
  3504. }
  3505. return element.uuid;
  3506. }
  3507. if ( this.isMesh || this.isLine || this.isPoints ) {
  3508. object.geometry = serialize( meta.geometries, this.geometry );
  3509. var parameters = this.geometry.parameters;
  3510. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3511. var shapes = parameters.shapes;
  3512. if ( Array.isArray( shapes ) ) {
  3513. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3514. var shape = shapes[ i ];
  3515. serialize( meta.shapes, shape );
  3516. }
  3517. } else {
  3518. serialize( meta.shapes, shapes );
  3519. }
  3520. }
  3521. }
  3522. if ( this.material !== undefined ) {
  3523. if ( Array.isArray( this.material ) ) {
  3524. var uuids = [];
  3525. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3526. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3527. }
  3528. object.material = uuids;
  3529. } else {
  3530. object.material = serialize( meta.materials, this.material );
  3531. }
  3532. }
  3533. //
  3534. if ( this.children.length > 0 ) {
  3535. object.children = [];
  3536. for ( var i = 0; i < this.children.length; i ++ ) {
  3537. object.children.push( this.children[ i ].toJSON( meta ).object );
  3538. }
  3539. }
  3540. if ( isRootObject ) {
  3541. var geometries = extractFromCache( meta.geometries );
  3542. var materials = extractFromCache( meta.materials );
  3543. var textures = extractFromCache( meta.textures );
  3544. var images = extractFromCache( meta.images );
  3545. var shapes = extractFromCache( meta.shapes );
  3546. if ( geometries.length > 0 ) output.geometries = geometries;
  3547. if ( materials.length > 0 ) output.materials = materials;
  3548. if ( textures.length > 0 ) output.textures = textures;
  3549. if ( images.length > 0 ) output.images = images;
  3550. if ( shapes.length > 0 ) output.shapes = shapes;
  3551. }
  3552. output.object = object;
  3553. return output;
  3554. // extract data from the cache hash
  3555. // remove metadata on each item
  3556. // and return as array
  3557. function extractFromCache( cache ) {
  3558. var values = [];
  3559. for ( var key in cache ) {
  3560. var data = cache[ key ];
  3561. delete data.metadata;
  3562. values.push( data );
  3563. }
  3564. return values;
  3565. }
  3566. },
  3567. clone: function ( recursive ) {
  3568. return new this.constructor().copy( this, recursive );
  3569. },
  3570. copy: function ( source, recursive ) {
  3571. if ( recursive === undefined ) recursive = true;
  3572. this.name = source.name;
  3573. this.up.copy( source.up );
  3574. this.position.copy( source.position );
  3575. this.quaternion.copy( source.quaternion );
  3576. this.scale.copy( source.scale );
  3577. this.matrix.copy( source.matrix );
  3578. this.matrixWorld.copy( source.matrixWorld );
  3579. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3580. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3581. this.layers.mask = source.layers.mask;
  3582. this.visible = source.visible;
  3583. this.castShadow = source.castShadow;
  3584. this.receiveShadow = source.receiveShadow;
  3585. this.frustumCulled = source.frustumCulled;
  3586. this.renderOrder = source.renderOrder;
  3587. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3588. if ( recursive === true ) {
  3589. for ( var i = 0; i < source.children.length; i ++ ) {
  3590. var child = source.children[ i ];
  3591. this.add( child.clone() );
  3592. }
  3593. }
  3594. return this;
  3595. }
  3596. } );
  3597. /**
  3598. * @author mrdoob / http://mrdoob.com/
  3599. */
  3600. function Scene() {
  3601. Object3D.call( this );
  3602. this.type = 'Scene';
  3603. this.background = null;
  3604. this.fog = null;
  3605. this.overrideMaterial = null;
  3606. this.autoUpdate = true; // checked by the renderer
  3607. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3608. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3609. }
  3610. }
  3611. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3612. constructor: Scene,
  3613. isScene: true,
  3614. copy: function ( source, recursive ) {
  3615. Object3D.prototype.copy.call( this, source, recursive );
  3616. if ( source.background !== null ) this.background = source.background.clone();
  3617. if ( source.fog !== null ) this.fog = source.fog.clone();
  3618. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3619. this.autoUpdate = source.autoUpdate;
  3620. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3621. return this;
  3622. },
  3623. toJSON: function ( meta ) {
  3624. var data = Object3D.prototype.toJSON.call( this, meta );
  3625. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3626. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3627. return data;
  3628. },
  3629. dispose: function () {
  3630. this.dispatchEvent( { type: 'dispose' } );
  3631. }
  3632. } );
  3633. var _points = [
  3634. new Vector3(),
  3635. new Vector3(),
  3636. new Vector3(),
  3637. new Vector3(),
  3638. new Vector3(),
  3639. new Vector3(),
  3640. new Vector3(),
  3641. new Vector3()
  3642. ];
  3643. var _vector$2 = new Vector3();
  3644. // triangle centered vertices
  3645. var _v0 = new Vector3();
  3646. var _v1$2 = new Vector3();
  3647. var _v2 = new Vector3();
  3648. // triangle edge vectors
  3649. var _f0 = new Vector3();
  3650. var _f1 = new Vector3();
  3651. var _f2 = new Vector3();
  3652. var _center = new Vector3();
  3653. var _extents = new Vector3();
  3654. var _triangleNormal = new Vector3();
  3655. var _testAxis = new Vector3();
  3656. /**
  3657. * @author bhouston / http://clara.io
  3658. * @author WestLangley / http://github.com/WestLangley
  3659. */
  3660. function Box3( min, max ) {
  3661. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3662. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3663. }
  3664. Object.assign( Box3.prototype, {
  3665. isBox3: true,
  3666. set: function ( min, max ) {
  3667. this.min.copy( min );
  3668. this.max.copy( max );
  3669. return this;
  3670. },
  3671. setFromArray: function ( array ) {
  3672. var minX = + Infinity;
  3673. var minY = + Infinity;
  3674. var minZ = + Infinity;
  3675. var maxX = - Infinity;
  3676. var maxY = - Infinity;
  3677. var maxZ = - Infinity;
  3678. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3679. var x = array[ i ];
  3680. var y = array[ i + 1 ];
  3681. var z = array[ i + 2 ];
  3682. if ( x < minX ) minX = x;
  3683. if ( y < minY ) minY = y;
  3684. if ( z < minZ ) minZ = z;
  3685. if ( x > maxX ) maxX = x;
  3686. if ( y > maxY ) maxY = y;
  3687. if ( z > maxZ ) maxZ = z;
  3688. }
  3689. this.min.set( minX, minY, minZ );
  3690. this.max.set( maxX, maxY, maxZ );
  3691. return this;
  3692. },
  3693. setFromBufferAttribute: function ( attribute ) {
  3694. var minX = + Infinity;
  3695. var minY = + Infinity;
  3696. var minZ = + Infinity;
  3697. var maxX = - Infinity;
  3698. var maxY = - Infinity;
  3699. var maxZ = - Infinity;
  3700. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3701. var x = attribute.getX( i );
  3702. var y = attribute.getY( i );
  3703. var z = attribute.getZ( i );
  3704. if ( x < minX ) minX = x;
  3705. if ( y < minY ) minY = y;
  3706. if ( z < minZ ) minZ = z;
  3707. if ( x > maxX ) maxX = x;
  3708. if ( y > maxY ) maxY = y;
  3709. if ( z > maxZ ) maxZ = z;
  3710. }
  3711. this.min.set( minX, minY, minZ );
  3712. this.max.set( maxX, maxY, maxZ );
  3713. return this;
  3714. },
  3715. setFromPoints: function ( points ) {
  3716. this.makeEmpty();
  3717. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3718. this.expandByPoint( points[ i ] );
  3719. }
  3720. return this;
  3721. },
  3722. setFromCenterAndSize: function ( center, size ) {
  3723. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3724. this.min.copy( center ).sub( halfSize );
  3725. this.max.copy( center ).add( halfSize );
  3726. return this;
  3727. },
  3728. setFromObject: function ( object ) {
  3729. this.makeEmpty();
  3730. return this.expandByObject( object );
  3731. },
  3732. clone: function () {
  3733. return new this.constructor().copy( this );
  3734. },
  3735. copy: function ( box ) {
  3736. this.min.copy( box.min );
  3737. this.max.copy( box.max );
  3738. return this;
  3739. },
  3740. makeEmpty: function () {
  3741. this.min.x = this.min.y = this.min.z = + Infinity;
  3742. this.max.x = this.max.y = this.max.z = - Infinity;
  3743. return this;
  3744. },
  3745. isEmpty: function () {
  3746. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3747. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3748. },
  3749. getCenter: function ( target ) {
  3750. if ( target === undefined ) {
  3751. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3752. target = new Vector3();
  3753. }
  3754. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3755. },
  3756. getSize: function ( target ) {
  3757. if ( target === undefined ) {
  3758. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3759. target = new Vector3();
  3760. }
  3761. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3762. },
  3763. expandByPoint: function ( point ) {
  3764. this.min.min( point );
  3765. this.max.max( point );
  3766. return this;
  3767. },
  3768. expandByVector: function ( vector ) {
  3769. this.min.sub( vector );
  3770. this.max.add( vector );
  3771. return this;
  3772. },
  3773. expandByScalar: function ( scalar ) {
  3774. this.min.addScalar( - scalar );
  3775. this.max.addScalar( scalar );
  3776. return this;
  3777. },
  3778. expandByObject: function ( object ) {
  3779. var i, l;
  3780. // Computes the world-axis-aligned bounding box of an object (including its children),
  3781. // accounting for both the object's, and children's, world transforms
  3782. object.updateWorldMatrix( false, false );
  3783. var geometry = object.geometry;
  3784. if ( geometry !== undefined ) {
  3785. if ( geometry.isGeometry ) {
  3786. var vertices = geometry.vertices;
  3787. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3788. _vector$2.copy( vertices[ i ] );
  3789. _vector$2.applyMatrix4( object.matrixWorld );
  3790. this.expandByPoint( _vector$2 );
  3791. }
  3792. } else if ( geometry.isBufferGeometry ) {
  3793. var attribute = geometry.attributes.position;
  3794. if ( attribute !== undefined ) {
  3795. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3796. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3797. this.expandByPoint( _vector$2 );
  3798. }
  3799. }
  3800. }
  3801. }
  3802. //
  3803. var children = object.children;
  3804. for ( i = 0, l = children.length; i < l; i ++ ) {
  3805. this.expandByObject( children[ i ] );
  3806. }
  3807. return this;
  3808. },
  3809. containsPoint: function ( point ) {
  3810. return point.x < this.min.x || point.x > this.max.x ||
  3811. point.y < this.min.y || point.y > this.max.y ||
  3812. point.z < this.min.z || point.z > this.max.z ? false : true;
  3813. },
  3814. containsBox: function ( box ) {
  3815. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3816. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3817. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3818. },
  3819. getParameter: function ( point, target ) {
  3820. // This can potentially have a divide by zero if the box
  3821. // has a size dimension of 0.
  3822. if ( target === undefined ) {
  3823. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3824. target = new Vector3();
  3825. }
  3826. return target.set(
  3827. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3828. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3829. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3830. );
  3831. },
  3832. intersectsBox: function ( box ) {
  3833. // using 6 splitting planes to rule out intersections.
  3834. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3835. box.max.y < this.min.y || box.min.y > this.max.y ||
  3836. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3837. },
  3838. intersectsSphere: function ( sphere ) {
  3839. // Find the point on the AABB closest to the sphere center.
  3840. this.clampPoint( sphere.center, _vector$2 );
  3841. // If that point is inside the sphere, the AABB and sphere intersect.
  3842. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3843. },
  3844. intersectsPlane: function ( plane ) {
  3845. // We compute the minimum and maximum dot product values. If those values
  3846. // are on the same side (back or front) of the plane, then there is no intersection.
  3847. var min, max;
  3848. if ( plane.normal.x > 0 ) {
  3849. min = plane.normal.x * this.min.x;
  3850. max = plane.normal.x * this.max.x;
  3851. } else {
  3852. min = plane.normal.x * this.max.x;
  3853. max = plane.normal.x * this.min.x;
  3854. }
  3855. if ( plane.normal.y > 0 ) {
  3856. min += plane.normal.y * this.min.y;
  3857. max += plane.normal.y * this.max.y;
  3858. } else {
  3859. min += plane.normal.y * this.max.y;
  3860. max += plane.normal.y * this.min.y;
  3861. }
  3862. if ( plane.normal.z > 0 ) {
  3863. min += plane.normal.z * this.min.z;
  3864. max += plane.normal.z * this.max.z;
  3865. } else {
  3866. min += plane.normal.z * this.max.z;
  3867. max += plane.normal.z * this.min.z;
  3868. }
  3869. return ( min <= - plane.constant && max >= - plane.constant );
  3870. },
  3871. intersectsTriangle: function ( triangle ) {
  3872. if ( this.isEmpty() ) {
  3873. return false;
  3874. }
  3875. // compute box center and extents
  3876. this.getCenter( _center );
  3877. _extents.subVectors( this.max, _center );
  3878. // translate triangle to aabb origin
  3879. _v0.subVectors( triangle.a, _center );
  3880. _v1$2.subVectors( triangle.b, _center );
  3881. _v2.subVectors( triangle.c, _center );
  3882. // compute edge vectors for triangle
  3883. _f0.subVectors( _v1$2, _v0 );
  3884. _f1.subVectors( _v2, _v1$2 );
  3885. _f2.subVectors( _v0, _v2 );
  3886. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3887. // 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
  3888. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3889. var axes = [
  3890. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3891. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3892. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3893. ];
  3894. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3895. return false;
  3896. }
  3897. // test 3 face normals from the aabb
  3898. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3899. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3900. return false;
  3901. }
  3902. // finally testing the face normal of the triangle
  3903. // use already existing triangle edge vectors here
  3904. _triangleNormal.crossVectors( _f0, _f1 );
  3905. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3906. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3907. },
  3908. clampPoint: function ( point, target ) {
  3909. if ( target === undefined ) {
  3910. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3911. target = new Vector3();
  3912. }
  3913. return target.copy( point ).clamp( this.min, this.max );
  3914. },
  3915. distanceToPoint: function ( point ) {
  3916. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3917. return clampedPoint.sub( point ).length();
  3918. },
  3919. getBoundingSphere: function ( target ) {
  3920. if ( target === undefined ) {
  3921. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3922. //target = new Sphere(); // removed to avoid cyclic dependency
  3923. }
  3924. this.getCenter( target.center );
  3925. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3926. return target;
  3927. },
  3928. intersect: function ( box ) {
  3929. this.min.max( box.min );
  3930. this.max.min( box.max );
  3931. // 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.
  3932. if ( this.isEmpty() ) this.makeEmpty();
  3933. return this;
  3934. },
  3935. union: function ( box ) {
  3936. this.min.min( box.min );
  3937. this.max.max( box.max );
  3938. return this;
  3939. },
  3940. applyMatrix4: function ( matrix ) {
  3941. // transform of empty box is an empty box.
  3942. if ( this.isEmpty() ) return this;
  3943. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3944. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3945. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3946. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3947. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3948. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3949. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3950. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3951. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3952. this.setFromPoints( _points );
  3953. return this;
  3954. },
  3955. translate: function ( offset ) {
  3956. this.min.add( offset );
  3957. this.max.add( offset );
  3958. return this;
  3959. },
  3960. equals: function ( box ) {
  3961. return box.min.equals( this.min ) && box.max.equals( this.max );
  3962. }
  3963. } );
  3964. function satForAxes( axes, v0, v1, v2, extents ) {
  3965. var i, j;
  3966. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3967. _testAxis.fromArray( axes, i );
  3968. // project the aabb onto the seperating axis
  3969. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3970. // project all 3 vertices of the triangle onto the seperating axis
  3971. var p0 = v0.dot( _testAxis );
  3972. var p1 = v1.dot( _testAxis );
  3973. var p2 = v2.dot( _testAxis );
  3974. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3975. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3976. // points of the projected triangle are outside the projected half-length of the aabb
  3977. // the axis is seperating and we can exit
  3978. return false;
  3979. }
  3980. }
  3981. return true;
  3982. }
  3983. var _box = new Box3();
  3984. /**
  3985. * @author bhouston / http://clara.io
  3986. * @author mrdoob / http://mrdoob.com/
  3987. */
  3988. function Sphere( center, radius ) {
  3989. this.center = ( center !== undefined ) ? center : new Vector3();
  3990. this.radius = ( radius !== undefined ) ? radius : 0;
  3991. }
  3992. Object.assign( Sphere.prototype, {
  3993. set: function ( center, radius ) {
  3994. this.center.copy( center );
  3995. this.radius = radius;
  3996. return this;
  3997. },
  3998. setFromPoints: function ( points, optionalCenter ) {
  3999. var center = this.center;
  4000. if ( optionalCenter !== undefined ) {
  4001. center.copy( optionalCenter );
  4002. } else {
  4003. _box.setFromPoints( points ).getCenter( center );
  4004. }
  4005. var maxRadiusSq = 0;
  4006. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4007. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4008. }
  4009. this.radius = Math.sqrt( maxRadiusSq );
  4010. return this;
  4011. },
  4012. clone: function () {
  4013. return new this.constructor().copy( this );
  4014. },
  4015. copy: function ( sphere ) {
  4016. this.center.copy( sphere.center );
  4017. this.radius = sphere.radius;
  4018. return this;
  4019. },
  4020. empty: function () {
  4021. return ( this.radius <= 0 );
  4022. },
  4023. containsPoint: function ( point ) {
  4024. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4025. },
  4026. distanceToPoint: function ( point ) {
  4027. return ( point.distanceTo( this.center ) - this.radius );
  4028. },
  4029. intersectsSphere: function ( sphere ) {
  4030. var radiusSum = this.radius + sphere.radius;
  4031. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4032. },
  4033. intersectsBox: function ( box ) {
  4034. return box.intersectsSphere( this );
  4035. },
  4036. intersectsPlane: function ( plane ) {
  4037. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4038. },
  4039. clampPoint: function ( point, target ) {
  4040. var deltaLengthSq = this.center.distanceToSquared( point );
  4041. if ( target === undefined ) {
  4042. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4043. target = new Vector3();
  4044. }
  4045. target.copy( point );
  4046. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4047. target.sub( this.center ).normalize();
  4048. target.multiplyScalar( this.radius ).add( this.center );
  4049. }
  4050. return target;
  4051. },
  4052. getBoundingBox: function ( target ) {
  4053. if ( target === undefined ) {
  4054. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4055. target = new Box3();
  4056. }
  4057. target.set( this.center, this.center );
  4058. target.expandByScalar( this.radius );
  4059. return target;
  4060. },
  4061. applyMatrix4: function ( matrix ) {
  4062. this.center.applyMatrix4( matrix );
  4063. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4064. return this;
  4065. },
  4066. translate: function ( offset ) {
  4067. this.center.add( offset );
  4068. return this;
  4069. },
  4070. equals: function ( sphere ) {
  4071. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4072. }
  4073. } );
  4074. var _vector$3 = new Vector3();
  4075. var _segCenter = new Vector3();
  4076. var _segDir = new Vector3();
  4077. var _diff = new Vector3();
  4078. var _edge1 = new Vector3();
  4079. var _edge2 = new Vector3();
  4080. var _normal = new Vector3();
  4081. /**
  4082. * @author bhouston / http://clara.io
  4083. */
  4084. function Ray( origin, direction ) {
  4085. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4086. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4087. }
  4088. Object.assign( Ray.prototype, {
  4089. set: function ( origin, direction ) {
  4090. this.origin.copy( origin );
  4091. this.direction.copy( direction );
  4092. return this;
  4093. },
  4094. clone: function () {
  4095. return new this.constructor().copy( this );
  4096. },
  4097. copy: function ( ray ) {
  4098. this.origin.copy( ray.origin );
  4099. this.direction.copy( ray.direction );
  4100. return this;
  4101. },
  4102. at: function ( t, target ) {
  4103. if ( target === undefined ) {
  4104. console.warn( 'THREE.Ray: .at() target is now required' );
  4105. target = new Vector3();
  4106. }
  4107. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4108. },
  4109. lookAt: function ( v ) {
  4110. this.direction.copy( v ).sub( this.origin ).normalize();
  4111. return this;
  4112. },
  4113. recast: function ( t ) {
  4114. this.origin.copy( this.at( t, _vector$3 ) );
  4115. return this;
  4116. },
  4117. closestPointToPoint: function ( point, target ) {
  4118. if ( target === undefined ) {
  4119. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4120. target = new Vector3();
  4121. }
  4122. target.subVectors( point, this.origin );
  4123. var directionDistance = target.dot( this.direction );
  4124. if ( directionDistance < 0 ) {
  4125. return target.copy( this.origin );
  4126. }
  4127. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4128. },
  4129. distanceToPoint: function ( point ) {
  4130. return Math.sqrt( this.distanceSqToPoint( point ) );
  4131. },
  4132. distanceSqToPoint: function ( point ) {
  4133. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4134. // point behind the ray
  4135. if ( directionDistance < 0 ) {
  4136. return this.origin.distanceToSquared( point );
  4137. }
  4138. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4139. return _vector$3.distanceToSquared( point );
  4140. },
  4141. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4142. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4143. // It returns the min distance between the ray and the segment
  4144. // defined by v0 and v1
  4145. // It can also set two optional targets :
  4146. // - The closest point on the ray
  4147. // - The closest point on the segment
  4148. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4149. _segDir.copy( v1 ).sub( v0 ).normalize();
  4150. _diff.copy( this.origin ).sub( _segCenter );
  4151. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4152. var a01 = - this.direction.dot( _segDir );
  4153. var b0 = _diff.dot( this.direction );
  4154. var b1 = - _diff.dot( _segDir );
  4155. var c = _diff.lengthSq();
  4156. var det = Math.abs( 1 - a01 * a01 );
  4157. var s0, s1, sqrDist, extDet;
  4158. if ( det > 0 ) {
  4159. // The ray and segment are not parallel.
  4160. s0 = a01 * b1 - b0;
  4161. s1 = a01 * b0 - b1;
  4162. extDet = segExtent * det;
  4163. if ( s0 >= 0 ) {
  4164. if ( s1 >= - extDet ) {
  4165. if ( s1 <= extDet ) {
  4166. // region 0
  4167. // Minimum at interior points of ray and segment.
  4168. var invDet = 1 / det;
  4169. s0 *= invDet;
  4170. s1 *= invDet;
  4171. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4172. } else {
  4173. // region 1
  4174. s1 = segExtent;
  4175. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4176. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4177. }
  4178. } else {
  4179. // region 5
  4180. s1 = - segExtent;
  4181. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4182. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4183. }
  4184. } else {
  4185. if ( s1 <= - extDet ) {
  4186. // region 4
  4187. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4188. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4189. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4190. } else if ( s1 <= extDet ) {
  4191. // region 3
  4192. s0 = 0;
  4193. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4194. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4195. } else {
  4196. // region 2
  4197. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4198. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4200. }
  4201. }
  4202. } else {
  4203. // Ray and segment are parallel.
  4204. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4205. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4206. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4207. }
  4208. if ( optionalPointOnRay ) {
  4209. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4210. }
  4211. if ( optionalPointOnSegment ) {
  4212. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4213. }
  4214. return sqrDist;
  4215. },
  4216. intersectSphere: function ( sphere, target ) {
  4217. _vector$3.subVectors( sphere.center, this.origin );
  4218. var tca = _vector$3.dot( this.direction );
  4219. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4220. var radius2 = sphere.radius * sphere.radius;
  4221. if ( d2 > radius2 ) return null;
  4222. var thc = Math.sqrt( radius2 - d2 );
  4223. // t0 = first intersect point - entrance on front of sphere
  4224. var t0 = tca - thc;
  4225. // t1 = second intersect point - exit point on back of sphere
  4226. var t1 = tca + thc;
  4227. // test to see if both t0 and t1 are behind the ray - if so, return null
  4228. if ( t0 < 0 && t1 < 0 ) return null;
  4229. // test to see if t0 is behind the ray:
  4230. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4231. // in order to always return an intersect point that is in front of the ray.
  4232. if ( t0 < 0 ) return this.at( t1, target );
  4233. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4234. return this.at( t0, target );
  4235. },
  4236. intersectsSphere: function ( sphere ) {
  4237. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4238. },
  4239. distanceToPlane: function ( plane ) {
  4240. var denominator = plane.normal.dot( this.direction );
  4241. if ( denominator === 0 ) {
  4242. // line is coplanar, return origin
  4243. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4244. return 0;
  4245. }
  4246. // Null is preferable to undefined since undefined means.... it is undefined
  4247. return null;
  4248. }
  4249. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4250. // Return if the ray never intersects the plane
  4251. return t >= 0 ? t : null;
  4252. },
  4253. intersectPlane: function ( plane, target ) {
  4254. var t = this.distanceToPlane( plane );
  4255. if ( t === null ) {
  4256. return null;
  4257. }
  4258. return this.at( t, target );
  4259. },
  4260. intersectsPlane: function ( plane ) {
  4261. // check if the ray lies on the plane first
  4262. var distToPoint = plane.distanceToPoint( this.origin );
  4263. if ( distToPoint === 0 ) {
  4264. return true;
  4265. }
  4266. var denominator = plane.normal.dot( this.direction );
  4267. if ( denominator * distToPoint < 0 ) {
  4268. return true;
  4269. }
  4270. // ray origin is behind the plane (and is pointing behind it)
  4271. return false;
  4272. },
  4273. intersectBox: function ( box, target ) {
  4274. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4275. var invdirx = 1 / this.direction.x,
  4276. invdiry = 1 / this.direction.y,
  4277. invdirz = 1 / this.direction.z;
  4278. var origin = this.origin;
  4279. if ( invdirx >= 0 ) {
  4280. tmin = ( box.min.x - origin.x ) * invdirx;
  4281. tmax = ( box.max.x - origin.x ) * invdirx;
  4282. } else {
  4283. tmin = ( box.max.x - origin.x ) * invdirx;
  4284. tmax = ( box.min.x - origin.x ) * invdirx;
  4285. }
  4286. if ( invdiry >= 0 ) {
  4287. tymin = ( box.min.y - origin.y ) * invdiry;
  4288. tymax = ( box.max.y - origin.y ) * invdiry;
  4289. } else {
  4290. tymin = ( box.max.y - origin.y ) * invdiry;
  4291. tymax = ( box.min.y - origin.y ) * invdiry;
  4292. }
  4293. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4294. // These lines also handle the case where tmin or tmax is NaN
  4295. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4296. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4297. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4298. if ( invdirz >= 0 ) {
  4299. tzmin = ( box.min.z - origin.z ) * invdirz;
  4300. tzmax = ( box.max.z - origin.z ) * invdirz;
  4301. } else {
  4302. tzmin = ( box.max.z - origin.z ) * invdirz;
  4303. tzmax = ( box.min.z - origin.z ) * invdirz;
  4304. }
  4305. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4306. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4307. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4308. //return point closest to the ray (positive side)
  4309. if ( tmax < 0 ) return null;
  4310. return this.at( tmin >= 0 ? tmin : tmax, target );
  4311. },
  4312. intersectsBox: function ( box ) {
  4313. return this.intersectBox( box, _vector$3 ) !== null;
  4314. },
  4315. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4316. // Compute the offset origin, edges, and normal.
  4317. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4318. _edge1.subVectors( b, a );
  4319. _edge2.subVectors( c, a );
  4320. _normal.crossVectors( _edge1, _edge2 );
  4321. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4322. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4323. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4324. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4325. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4326. var DdN = this.direction.dot( _normal );
  4327. var sign;
  4328. if ( DdN > 0 ) {
  4329. if ( backfaceCulling ) return null;
  4330. sign = 1;
  4331. } else if ( DdN < 0 ) {
  4332. sign = - 1;
  4333. DdN = - DdN;
  4334. } else {
  4335. return null;
  4336. }
  4337. _diff.subVectors( this.origin, a );
  4338. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4339. // b1 < 0, no intersection
  4340. if ( DdQxE2 < 0 ) {
  4341. return null;
  4342. }
  4343. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4344. // b2 < 0, no intersection
  4345. if ( DdE1xQ < 0 ) {
  4346. return null;
  4347. }
  4348. // b1+b2 > 1, no intersection
  4349. if ( DdQxE2 + DdE1xQ > DdN ) {
  4350. return null;
  4351. }
  4352. // Line intersects triangle, check if ray does.
  4353. var QdN = - sign * _diff.dot( _normal );
  4354. // t < 0, no intersection
  4355. if ( QdN < 0 ) {
  4356. return null;
  4357. }
  4358. // Ray intersects triangle.
  4359. return this.at( QdN / DdN, target );
  4360. },
  4361. applyMatrix4: function ( matrix4 ) {
  4362. this.origin.applyMatrix4( matrix4 );
  4363. this.direction.transformDirection( matrix4 );
  4364. return this;
  4365. },
  4366. equals: function ( ray ) {
  4367. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4368. }
  4369. } );
  4370. /**
  4371. * @author bhouston / http://clara.io
  4372. * @author mrdoob / http://mrdoob.com/
  4373. */
  4374. var _v0$1 = new Vector3();
  4375. var _v1$3 = new Vector3();
  4376. var _v2$1 = new Vector3();
  4377. var _v3 = new Vector3();
  4378. var _vab = new Vector3();
  4379. var _vac = new Vector3();
  4380. var _vbc = new Vector3();
  4381. var _vap = new Vector3();
  4382. var _vbp = new Vector3();
  4383. var _vcp = new Vector3();
  4384. function Triangle( a, b, c ) {
  4385. this.a = ( a !== undefined ) ? a : new Vector3();
  4386. this.b = ( b !== undefined ) ? b : new Vector3();
  4387. this.c = ( c !== undefined ) ? c : new Vector3();
  4388. }
  4389. Object.assign( Triangle, {
  4390. getNormal: function ( a, b, c, target ) {
  4391. if ( target === undefined ) {
  4392. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4393. target = new Vector3();
  4394. }
  4395. target.subVectors( c, b );
  4396. _v0$1.subVectors( a, b );
  4397. target.cross( _v0$1 );
  4398. var targetLengthSq = target.lengthSq();
  4399. if ( targetLengthSq > 0 ) {
  4400. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4401. }
  4402. return target.set( 0, 0, 0 );
  4403. },
  4404. // static/instance method to calculate barycentric coordinates
  4405. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4406. getBarycoord: function ( point, a, b, c, target ) {
  4407. _v0$1.subVectors( c, a );
  4408. _v1$3.subVectors( b, a );
  4409. _v2$1.subVectors( point, a );
  4410. var dot00 = _v0$1.dot( _v0$1 );
  4411. var dot01 = _v0$1.dot( _v1$3 );
  4412. var dot02 = _v0$1.dot( _v2$1 );
  4413. var dot11 = _v1$3.dot( _v1$3 );
  4414. var dot12 = _v1$3.dot( _v2$1 );
  4415. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4416. if ( target === undefined ) {
  4417. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4418. target = new Vector3();
  4419. }
  4420. // collinear or singular triangle
  4421. if ( denom === 0 ) {
  4422. // arbitrary location outside of triangle?
  4423. // not sure if this is the best idea, maybe should be returning undefined
  4424. return target.set( - 2, - 1, - 1 );
  4425. }
  4426. var invDenom = 1 / denom;
  4427. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4428. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4429. // barycentric coordinates must always sum to 1
  4430. return target.set( 1 - u - v, v, u );
  4431. },
  4432. containsPoint: function ( point, a, b, c ) {
  4433. Triangle.getBarycoord( point, a, b, c, _v3 );
  4434. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4435. },
  4436. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4437. this.getBarycoord( point, p1, p2, p3, _v3 );
  4438. target.set( 0, 0 );
  4439. target.addScaledVector( uv1, _v3.x );
  4440. target.addScaledVector( uv2, _v3.y );
  4441. target.addScaledVector( uv3, _v3.z );
  4442. return target;
  4443. },
  4444. isFrontFacing: function ( a, b, c, direction ) {
  4445. _v0$1.subVectors( c, b );
  4446. _v1$3.subVectors( a, b );
  4447. // strictly front facing
  4448. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4449. }
  4450. } );
  4451. Object.assign( Triangle.prototype, {
  4452. set: function ( a, b, c ) {
  4453. this.a.copy( a );
  4454. this.b.copy( b );
  4455. this.c.copy( c );
  4456. return this;
  4457. },
  4458. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4459. this.a.copy( points[ i0 ] );
  4460. this.b.copy( points[ i1 ] );
  4461. this.c.copy( points[ i2 ] );
  4462. return this;
  4463. },
  4464. clone: function () {
  4465. return new this.constructor().copy( this );
  4466. },
  4467. copy: function ( triangle ) {
  4468. this.a.copy( triangle.a );
  4469. this.b.copy( triangle.b );
  4470. this.c.copy( triangle.c );
  4471. return this;
  4472. },
  4473. getArea: function () {
  4474. _v0$1.subVectors( this.c, this.b );
  4475. _v1$3.subVectors( this.a, this.b );
  4476. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4477. },
  4478. getMidpoint: function ( target ) {
  4479. if ( target === undefined ) {
  4480. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4481. target = new Vector3();
  4482. }
  4483. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4484. },
  4485. getNormal: function ( target ) {
  4486. return Triangle.getNormal( this.a, this.b, this.c, target );
  4487. },
  4488. getPlane: function ( target ) {
  4489. if ( target === undefined ) {
  4490. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4491. target = new Vector3();
  4492. }
  4493. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4494. },
  4495. getBarycoord: function ( point, target ) {
  4496. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4497. },
  4498. getUV: function ( point, uv1, uv2, uv3, target ) {
  4499. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4500. },
  4501. containsPoint: function ( point ) {
  4502. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4503. },
  4504. isFrontFacing: function ( direction ) {
  4505. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4506. },
  4507. intersectsBox: function ( box ) {
  4508. return box.intersectsTriangle( this );
  4509. },
  4510. closestPointToPoint: function ( p, target ) {
  4511. if ( target === undefined ) {
  4512. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4513. target = new Vector3();
  4514. }
  4515. var a = this.a, b = this.b, c = this.c;
  4516. var v, w;
  4517. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4518. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4519. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4520. // basically, we're distinguishing which of the voronoi regions of the triangle
  4521. // the point lies in with the minimum amount of redundant computation.
  4522. _vab.subVectors( b, a );
  4523. _vac.subVectors( c, a );
  4524. _vap.subVectors( p, a );
  4525. var d1 = _vab.dot( _vap );
  4526. var d2 = _vac.dot( _vap );
  4527. if ( d1 <= 0 && d2 <= 0 ) {
  4528. // vertex region of A; barycentric coords (1, 0, 0)
  4529. return target.copy( a );
  4530. }
  4531. _vbp.subVectors( p, b );
  4532. var d3 = _vab.dot( _vbp );
  4533. var d4 = _vac.dot( _vbp );
  4534. if ( d3 >= 0 && d4 <= d3 ) {
  4535. // vertex region of B; barycentric coords (0, 1, 0)
  4536. return target.copy( b );
  4537. }
  4538. var vc = d1 * d4 - d3 * d2;
  4539. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4540. v = d1 / ( d1 - d3 );
  4541. // edge region of AB; barycentric coords (1-v, v, 0)
  4542. return target.copy( a ).addScaledVector( _vab, v );
  4543. }
  4544. _vcp.subVectors( p, c );
  4545. var d5 = _vab.dot( _vcp );
  4546. var d6 = _vac.dot( _vcp );
  4547. if ( d6 >= 0 && d5 <= d6 ) {
  4548. // vertex region of C; barycentric coords (0, 0, 1)
  4549. return target.copy( c );
  4550. }
  4551. var vb = d5 * d2 - d1 * d6;
  4552. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4553. w = d2 / ( d2 - d6 );
  4554. // edge region of AC; barycentric coords (1-w, 0, w)
  4555. return target.copy( a ).addScaledVector( _vac, w );
  4556. }
  4557. var va = d3 * d6 - d5 * d4;
  4558. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4559. _vbc.subVectors( c, b );
  4560. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4561. // edge region of BC; barycentric coords (0, 1-w, w)
  4562. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4563. }
  4564. // face region
  4565. var denom = 1 / ( va + vb + vc );
  4566. // u = va * denom
  4567. v = vb * denom;
  4568. w = vc * denom;
  4569. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4570. },
  4571. equals: function ( triangle ) {
  4572. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4573. }
  4574. } );
  4575. /**
  4576. * @author mrdoob / http://mrdoob.com/
  4577. */
  4578. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4579. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4580. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4581. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4582. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4583. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4584. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4585. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4586. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4587. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4588. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4589. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4590. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4591. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4592. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4593. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4594. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4595. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4596. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4597. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4598. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4599. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4600. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4601. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4602. var _hslA = { h: 0, s: 0, l: 0 };
  4603. var _hslB = { h: 0, s: 0, l: 0 };
  4604. function Color( r, g, b ) {
  4605. if ( g === undefined && b === undefined ) {
  4606. // r is THREE.Color, hex or string
  4607. return this.set( r );
  4608. }
  4609. return this.setRGB( r, g, b );
  4610. }
  4611. function hue2rgb( p, q, t ) {
  4612. if ( t < 0 ) t += 1;
  4613. if ( t > 1 ) t -= 1;
  4614. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4615. if ( t < 1 / 2 ) return q;
  4616. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4617. return p;
  4618. }
  4619. function SRGBToLinear( c ) {
  4620. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4621. }
  4622. function LinearToSRGB( c ) {
  4623. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4624. }
  4625. Object.assign( Color.prototype, {
  4626. isColor: true,
  4627. r: 1, g: 1, b: 1,
  4628. set: function ( value ) {
  4629. if ( value && value.isColor ) {
  4630. this.copy( value );
  4631. } else if ( typeof value === 'number' ) {
  4632. this.setHex( value );
  4633. } else if ( typeof value === 'string' ) {
  4634. this.setStyle( value );
  4635. }
  4636. return this;
  4637. },
  4638. setScalar: function ( scalar ) {
  4639. this.r = scalar;
  4640. this.g = scalar;
  4641. this.b = scalar;
  4642. return this;
  4643. },
  4644. setHex: function ( hex ) {
  4645. hex = Math.floor( hex );
  4646. this.r = ( hex >> 16 & 255 ) / 255;
  4647. this.g = ( hex >> 8 & 255 ) / 255;
  4648. this.b = ( hex & 255 ) / 255;
  4649. return this;
  4650. },
  4651. setRGB: function ( r, g, b ) {
  4652. this.r = r;
  4653. this.g = g;
  4654. this.b = b;
  4655. return this;
  4656. },
  4657. setHSL: function ( h, s, l ) {
  4658. // h,s,l ranges are in 0.0 - 1.0
  4659. h = _Math.euclideanModulo( h, 1 );
  4660. s = _Math.clamp( s, 0, 1 );
  4661. l = _Math.clamp( l, 0, 1 );
  4662. if ( s === 0 ) {
  4663. this.r = this.g = this.b = l;
  4664. } else {
  4665. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4666. var q = ( 2 * l ) - p;
  4667. this.r = hue2rgb( q, p, h + 1 / 3 );
  4668. this.g = hue2rgb( q, p, h );
  4669. this.b = hue2rgb( q, p, h - 1 / 3 );
  4670. }
  4671. return this;
  4672. },
  4673. setStyle: function ( style ) {
  4674. function handleAlpha( string ) {
  4675. if ( string === undefined ) return;
  4676. if ( parseFloat( string ) < 1 ) {
  4677. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4678. }
  4679. }
  4680. var m;
  4681. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4682. // rgb / hsl
  4683. var color;
  4684. var name = m[ 1 ];
  4685. var components = m[ 2 ];
  4686. switch ( name ) {
  4687. case 'rgb':
  4688. case 'rgba':
  4689. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4690. // rgb(255,0,0) rgba(255,0,0,0.5)
  4691. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4692. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4693. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4694. handleAlpha( color[ 5 ] );
  4695. return this;
  4696. }
  4697. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4698. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4699. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4700. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4701. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4702. handleAlpha( color[ 5 ] );
  4703. return this;
  4704. }
  4705. break;
  4706. case 'hsl':
  4707. case 'hsla':
  4708. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4709. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4710. var h = parseFloat( color[ 1 ] ) / 360;
  4711. var s = parseInt( color[ 2 ], 10 ) / 100;
  4712. var l = parseInt( color[ 3 ], 10 ) / 100;
  4713. handleAlpha( color[ 5 ] );
  4714. return this.setHSL( h, s, l );
  4715. }
  4716. break;
  4717. }
  4718. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4719. // hex color
  4720. var hex = m[ 1 ];
  4721. var size = hex.length;
  4722. if ( size === 3 ) {
  4723. // #ff0
  4724. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4725. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4726. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4727. return this;
  4728. } else if ( size === 6 ) {
  4729. // #ff0000
  4730. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4731. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4732. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4733. return this;
  4734. }
  4735. }
  4736. if ( style && style.length > 0 ) {
  4737. // color keywords
  4738. var hex = _colorKeywords[ style ];
  4739. if ( hex !== undefined ) {
  4740. // red
  4741. this.setHex( hex );
  4742. } else {
  4743. // unknown color
  4744. console.warn( 'THREE.Color: Unknown color ' + style );
  4745. }
  4746. }
  4747. return this;
  4748. },
  4749. clone: function () {
  4750. return new this.constructor( this.r, this.g, this.b );
  4751. },
  4752. copy: function ( color ) {
  4753. this.r = color.r;
  4754. this.g = color.g;
  4755. this.b = color.b;
  4756. return this;
  4757. },
  4758. copyGammaToLinear: function ( color, gammaFactor ) {
  4759. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4760. this.r = Math.pow( color.r, gammaFactor );
  4761. this.g = Math.pow( color.g, gammaFactor );
  4762. this.b = Math.pow( color.b, gammaFactor );
  4763. return this;
  4764. },
  4765. copyLinearToGamma: function ( color, gammaFactor ) {
  4766. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4767. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4768. this.r = Math.pow( color.r, safeInverse );
  4769. this.g = Math.pow( color.g, safeInverse );
  4770. this.b = Math.pow( color.b, safeInverse );
  4771. return this;
  4772. },
  4773. convertGammaToLinear: function ( gammaFactor ) {
  4774. this.copyGammaToLinear( this, gammaFactor );
  4775. return this;
  4776. },
  4777. convertLinearToGamma: function ( gammaFactor ) {
  4778. this.copyLinearToGamma( this, gammaFactor );
  4779. return this;
  4780. },
  4781. copySRGBToLinear: function ( color ) {
  4782. this.r = SRGBToLinear( color.r );
  4783. this.g = SRGBToLinear( color.g );
  4784. this.b = SRGBToLinear( color.b );
  4785. return this;
  4786. },
  4787. copyLinearToSRGB: function ( color ) {
  4788. this.r = LinearToSRGB( color.r );
  4789. this.g = LinearToSRGB( color.g );
  4790. this.b = LinearToSRGB( color.b );
  4791. return this;
  4792. },
  4793. convertSRGBToLinear: function () {
  4794. this.copySRGBToLinear( this );
  4795. return this;
  4796. },
  4797. convertLinearToSRGB: function () {
  4798. this.copyLinearToSRGB( this );
  4799. return this;
  4800. },
  4801. getHex: function () {
  4802. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4803. },
  4804. getHexString: function () {
  4805. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4806. },
  4807. getHSL: function ( target ) {
  4808. // h,s,l ranges are in 0.0 - 1.0
  4809. if ( target === undefined ) {
  4810. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4811. target = { h: 0, s: 0, l: 0 };
  4812. }
  4813. var r = this.r, g = this.g, b = this.b;
  4814. var max = Math.max( r, g, b );
  4815. var min = Math.min( r, g, b );
  4816. var hue, saturation;
  4817. var lightness = ( min + max ) / 2.0;
  4818. if ( min === max ) {
  4819. hue = 0;
  4820. saturation = 0;
  4821. } else {
  4822. var delta = max - min;
  4823. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4824. switch ( max ) {
  4825. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4826. case g: hue = ( b - r ) / delta + 2; break;
  4827. case b: hue = ( r - g ) / delta + 4; break;
  4828. }
  4829. hue /= 6;
  4830. }
  4831. target.h = hue;
  4832. target.s = saturation;
  4833. target.l = lightness;
  4834. return target;
  4835. },
  4836. getStyle: function () {
  4837. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4838. },
  4839. offsetHSL: function ( h, s, l ) {
  4840. this.getHSL( _hslA );
  4841. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4842. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4843. return this;
  4844. },
  4845. add: function ( color ) {
  4846. this.r += color.r;
  4847. this.g += color.g;
  4848. this.b += color.b;
  4849. return this;
  4850. },
  4851. addColors: function ( color1, color2 ) {
  4852. this.r = color1.r + color2.r;
  4853. this.g = color1.g + color2.g;
  4854. this.b = color1.b + color2.b;
  4855. return this;
  4856. },
  4857. addScalar: function ( s ) {
  4858. this.r += s;
  4859. this.g += s;
  4860. this.b += s;
  4861. return this;
  4862. },
  4863. sub: function ( color ) {
  4864. this.r = Math.max( 0, this.r - color.r );
  4865. this.g = Math.max( 0, this.g - color.g );
  4866. this.b = Math.max( 0, this.b - color.b );
  4867. return this;
  4868. },
  4869. multiply: function ( color ) {
  4870. this.r *= color.r;
  4871. this.g *= color.g;
  4872. this.b *= color.b;
  4873. return this;
  4874. },
  4875. multiplyScalar: function ( s ) {
  4876. this.r *= s;
  4877. this.g *= s;
  4878. this.b *= s;
  4879. return this;
  4880. },
  4881. lerp: function ( color, alpha ) {
  4882. this.r += ( color.r - this.r ) * alpha;
  4883. this.g += ( color.g - this.g ) * alpha;
  4884. this.b += ( color.b - this.b ) * alpha;
  4885. return this;
  4886. },
  4887. lerpHSL: function ( color, alpha ) {
  4888. this.getHSL( _hslA );
  4889. color.getHSL( _hslB );
  4890. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4891. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4892. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4893. this.setHSL( h, s, l );
  4894. return this;
  4895. },
  4896. equals: function ( c ) {
  4897. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4898. },
  4899. fromArray: function ( array, offset ) {
  4900. if ( offset === undefined ) offset = 0;
  4901. this.r = array[ offset ];
  4902. this.g = array[ offset + 1 ];
  4903. this.b = array[ offset + 2 ];
  4904. return this;
  4905. },
  4906. toArray: function ( array, offset ) {
  4907. if ( array === undefined ) array = [];
  4908. if ( offset === undefined ) offset = 0;
  4909. array[ offset ] = this.r;
  4910. array[ offset + 1 ] = this.g;
  4911. array[ offset + 2 ] = this.b;
  4912. return array;
  4913. },
  4914. toJSON: function () {
  4915. return this.getHex();
  4916. }
  4917. } );
  4918. /**
  4919. * @author mrdoob / http://mrdoob.com/
  4920. * @author alteredq / http://alteredqualia.com/
  4921. */
  4922. function Face3( a, b, c, normal, color, materialIndex ) {
  4923. this.a = a;
  4924. this.b = b;
  4925. this.c = c;
  4926. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4927. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4928. this.color = ( color && color.isColor ) ? color : new Color();
  4929. this.vertexColors = Array.isArray( color ) ? color : [];
  4930. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4931. }
  4932. Object.assign( Face3.prototype, {
  4933. clone: function () {
  4934. return new this.constructor().copy( this );
  4935. },
  4936. copy: function ( source ) {
  4937. this.a = source.a;
  4938. this.b = source.b;
  4939. this.c = source.c;
  4940. this.normal.copy( source.normal );
  4941. this.color.copy( source.color );
  4942. this.materialIndex = source.materialIndex;
  4943. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4944. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4945. }
  4946. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4947. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4948. }
  4949. return this;
  4950. }
  4951. } );
  4952. /**
  4953. * @author mrdoob / http://mrdoob.com/
  4954. * @author alteredq / http://alteredqualia.com/
  4955. */
  4956. var materialId = 0;
  4957. function Material() {
  4958. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4959. this.uuid = _Math.generateUUID();
  4960. this.name = '';
  4961. this.type = 'Material';
  4962. this.fog = true;
  4963. this.lights = true;
  4964. this.blending = NormalBlending;
  4965. this.side = FrontSide;
  4966. this.flatShading = false;
  4967. this.vertexTangents = false;
  4968. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4969. this.opacity = 1;
  4970. this.transparent = false;
  4971. this.blendSrc = SrcAlphaFactor;
  4972. this.blendDst = OneMinusSrcAlphaFactor;
  4973. this.blendEquation = AddEquation;
  4974. this.blendSrcAlpha = null;
  4975. this.blendDstAlpha = null;
  4976. this.blendEquationAlpha = null;
  4977. this.depthFunc = LessEqualDepth;
  4978. this.depthTest = true;
  4979. this.depthWrite = true;
  4980. this.stencilFunc = AlwaysStencilFunc;
  4981. this.stencilRef = 0;
  4982. this.stencilMask = 0xff;
  4983. this.stencilFail = KeepStencilOp;
  4984. this.stencilZFail = KeepStencilOp;
  4985. this.stencilZPass = KeepStencilOp;
  4986. this.stencilWrite = false;
  4987. this.clippingPlanes = null;
  4988. this.clipIntersection = false;
  4989. this.clipShadows = false;
  4990. this.shadowSide = null;
  4991. this.colorWrite = true;
  4992. this.precision = null; // override the renderer's default precision for this material
  4993. this.polygonOffset = false;
  4994. this.polygonOffsetFactor = 0;
  4995. this.polygonOffsetUnits = 0;
  4996. this.dithering = false;
  4997. this.alphaTest = 0;
  4998. this.premultipliedAlpha = false;
  4999. this.visible = true;
  5000. this.userData = {};
  5001. this.needsUpdate = true;
  5002. }
  5003. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5004. constructor: Material,
  5005. isMaterial: true,
  5006. onBeforeCompile: function () {},
  5007. setValues: function ( values ) {
  5008. if ( values === undefined ) return;
  5009. for ( var key in values ) {
  5010. var newValue = values[ key ];
  5011. if ( newValue === undefined ) {
  5012. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5013. continue;
  5014. }
  5015. // for backward compatability if shading is set in the constructor
  5016. if ( key === 'shading' ) {
  5017. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5018. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5019. continue;
  5020. }
  5021. var currentValue = this[ key ];
  5022. if ( currentValue === undefined ) {
  5023. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5024. continue;
  5025. }
  5026. if ( currentValue && currentValue.isColor ) {
  5027. currentValue.set( newValue );
  5028. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5029. currentValue.copy( newValue );
  5030. } else {
  5031. this[ key ] = newValue;
  5032. }
  5033. }
  5034. },
  5035. toJSON: function ( meta ) {
  5036. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5037. if ( isRoot ) {
  5038. meta = {
  5039. textures: {},
  5040. images: {}
  5041. };
  5042. }
  5043. var data = {
  5044. metadata: {
  5045. version: 4.5,
  5046. type: 'Material',
  5047. generator: 'Material.toJSON'
  5048. }
  5049. };
  5050. // standard Material serialization
  5051. data.uuid = this.uuid;
  5052. data.type = this.type;
  5053. if ( this.name !== '' ) data.name = this.name;
  5054. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5055. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5056. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5057. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5058. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5059. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5060. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5061. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5062. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5063. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5064. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5065. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5066. }
  5067. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5068. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5069. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5070. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5071. if ( this.aoMap && this.aoMap.isTexture ) {
  5072. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5073. data.aoMapIntensity = this.aoMapIntensity;
  5074. }
  5075. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5076. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5077. data.bumpScale = this.bumpScale;
  5078. }
  5079. if ( this.normalMap && this.normalMap.isTexture ) {
  5080. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5081. data.normalMapType = this.normalMapType;
  5082. data.normalScale = this.normalScale.toArray();
  5083. }
  5084. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5085. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5086. data.displacementScale = this.displacementScale;
  5087. data.displacementBias = this.displacementBias;
  5088. }
  5089. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5090. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5091. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5092. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5093. if ( this.envMap && this.envMap.isTexture ) {
  5094. data.envMap = this.envMap.toJSON( meta ).uuid;
  5095. data.reflectivity = this.reflectivity; // Scale behind envMap
  5096. data.refractionRatio = this.refractionRatio;
  5097. if ( this.combine !== undefined ) data.combine = this.combine;
  5098. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5099. }
  5100. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5101. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5102. }
  5103. if ( this.size !== undefined ) data.size = this.size;
  5104. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5105. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5106. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5107. if ( this.side !== FrontSide ) data.side = this.side;
  5108. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5109. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5110. if ( this.transparent === true ) data.transparent = this.transparent;
  5111. data.depthFunc = this.depthFunc;
  5112. data.depthTest = this.depthTest;
  5113. data.depthWrite = this.depthWrite;
  5114. data.stencilWrite = this.stencilWrite;
  5115. data.stencilFunc = this.stencilFunc;
  5116. data.stencilRef = this.stencilRef;
  5117. data.stencilMask = this.stencilMask;
  5118. data.stencilFail = this.stencilFail;
  5119. data.stencilZFail = this.stencilZFail;
  5120. data.stencilZPass = this.stencilZPass;
  5121. // rotation (SpriteMaterial)
  5122. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5123. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5124. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5125. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5126. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5127. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5128. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5129. if ( this.scale !== undefined ) data.scale = this.scale;
  5130. if ( this.dithering === true ) data.dithering = true;
  5131. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5132. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5133. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5134. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5135. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5136. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5137. if ( this.morphTargets === true ) data.morphTargets = true;
  5138. if ( this.morphNormals === true ) data.morphNormals = true;
  5139. if ( this.skinning === true ) data.skinning = true;
  5140. if ( this.visible === false ) data.visible = false;
  5141. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5142. // TODO: Copied from Object3D.toJSON
  5143. function extractFromCache( cache ) {
  5144. var values = [];
  5145. for ( var key in cache ) {
  5146. var data = cache[ key ];
  5147. delete data.metadata;
  5148. values.push( data );
  5149. }
  5150. return values;
  5151. }
  5152. if ( isRoot ) {
  5153. var textures = extractFromCache( meta.textures );
  5154. var images = extractFromCache( meta.images );
  5155. if ( textures.length > 0 ) data.textures = textures;
  5156. if ( images.length > 0 ) data.images = images;
  5157. }
  5158. return data;
  5159. },
  5160. clone: function () {
  5161. return new this.constructor().copy( this );
  5162. },
  5163. copy: function ( source ) {
  5164. this.name = source.name;
  5165. this.fog = source.fog;
  5166. this.lights = source.lights;
  5167. this.blending = source.blending;
  5168. this.side = source.side;
  5169. this.flatShading = source.flatShading;
  5170. this.vertexColors = source.vertexColors;
  5171. this.opacity = source.opacity;
  5172. this.transparent = source.transparent;
  5173. this.blendSrc = source.blendSrc;
  5174. this.blendDst = source.blendDst;
  5175. this.blendEquation = source.blendEquation;
  5176. this.blendSrcAlpha = source.blendSrcAlpha;
  5177. this.blendDstAlpha = source.blendDstAlpha;
  5178. this.blendEquationAlpha = source.blendEquationAlpha;
  5179. this.depthFunc = source.depthFunc;
  5180. this.depthTest = source.depthTest;
  5181. this.depthWrite = source.depthWrite;
  5182. this.stencilWrite = source.stencilWrite;
  5183. this.stencilFunc = source.stencilFunc;
  5184. this.stencilRef = source.stencilRef;
  5185. this.stencilMask = source.stencilMask;
  5186. this.stencilFail = source.stencilFail;
  5187. this.stencilZFail = source.stencilZFail;
  5188. this.stencilZPass = source.stencilZPass;
  5189. this.colorWrite = source.colorWrite;
  5190. this.precision = source.precision;
  5191. this.polygonOffset = source.polygonOffset;
  5192. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5193. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5194. this.dithering = source.dithering;
  5195. this.alphaTest = source.alphaTest;
  5196. this.premultipliedAlpha = source.premultipliedAlpha;
  5197. this.visible = source.visible;
  5198. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5199. this.clipShadows = source.clipShadows;
  5200. this.clipIntersection = source.clipIntersection;
  5201. var srcPlanes = source.clippingPlanes,
  5202. dstPlanes = null;
  5203. if ( srcPlanes !== null ) {
  5204. var n = srcPlanes.length;
  5205. dstPlanes = new Array( n );
  5206. for ( var i = 0; i !== n; ++ i )
  5207. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5208. }
  5209. this.clippingPlanes = dstPlanes;
  5210. this.shadowSide = source.shadowSide;
  5211. return this;
  5212. },
  5213. dispose: function () {
  5214. this.dispatchEvent( { type: 'dispose' } );
  5215. }
  5216. } );
  5217. /**
  5218. * @author mrdoob / http://mrdoob.com/
  5219. * @author alteredq / http://alteredqualia.com/
  5220. *
  5221. * parameters = {
  5222. * color: <hex>,
  5223. * opacity: <float>,
  5224. * map: new THREE.Texture( <Image> ),
  5225. *
  5226. * lightMap: new THREE.Texture( <Image> ),
  5227. * lightMapIntensity: <float>
  5228. *
  5229. * aoMap: new THREE.Texture( <Image> ),
  5230. * aoMapIntensity: <float>
  5231. *
  5232. * specularMap: new THREE.Texture( <Image> ),
  5233. *
  5234. * alphaMap: new THREE.Texture( <Image> ),
  5235. *
  5236. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5237. * combine: THREE.Multiply,
  5238. * reflectivity: <float>,
  5239. * refractionRatio: <float>,
  5240. *
  5241. * depthTest: <bool>,
  5242. * depthWrite: <bool>,
  5243. *
  5244. * wireframe: <boolean>,
  5245. * wireframeLinewidth: <float>,
  5246. *
  5247. * skinning: <bool>,
  5248. * morphTargets: <bool>
  5249. * }
  5250. */
  5251. function MeshBasicMaterial( parameters ) {
  5252. Material.call( this );
  5253. this.type = 'MeshBasicMaterial';
  5254. this.color = new Color( 0xffffff ); // emissive
  5255. this.map = null;
  5256. this.lightMap = null;
  5257. this.lightMapIntensity = 1.0;
  5258. this.aoMap = null;
  5259. this.aoMapIntensity = 1.0;
  5260. this.specularMap = null;
  5261. this.alphaMap = null;
  5262. this.envMap = null;
  5263. this.combine = MultiplyOperation;
  5264. this.reflectivity = 1;
  5265. this.refractionRatio = 0.98;
  5266. this.wireframe = false;
  5267. this.wireframeLinewidth = 1;
  5268. this.wireframeLinecap = 'round';
  5269. this.wireframeLinejoin = 'round';
  5270. this.skinning = false;
  5271. this.morphTargets = false;
  5272. this.lights = false;
  5273. this.setValues( parameters );
  5274. }
  5275. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5276. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5277. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5278. MeshBasicMaterial.prototype.copy = function ( source ) {
  5279. Material.prototype.copy.call( this, source );
  5280. this.color.copy( source.color );
  5281. this.map = source.map;
  5282. this.lightMap = source.lightMap;
  5283. this.lightMapIntensity = source.lightMapIntensity;
  5284. this.aoMap = source.aoMap;
  5285. this.aoMapIntensity = source.aoMapIntensity;
  5286. this.specularMap = source.specularMap;
  5287. this.alphaMap = source.alphaMap;
  5288. this.envMap = source.envMap;
  5289. this.combine = source.combine;
  5290. this.reflectivity = source.reflectivity;
  5291. this.refractionRatio = source.refractionRatio;
  5292. this.wireframe = source.wireframe;
  5293. this.wireframeLinewidth = source.wireframeLinewidth;
  5294. this.wireframeLinecap = source.wireframeLinecap;
  5295. this.wireframeLinejoin = source.wireframeLinejoin;
  5296. this.skinning = source.skinning;
  5297. this.morphTargets = source.morphTargets;
  5298. return this;
  5299. };
  5300. /**
  5301. * @author mrdoob / http://mrdoob.com/
  5302. */
  5303. function BufferAttribute( array, itemSize, normalized ) {
  5304. if ( Array.isArray( array ) ) {
  5305. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5306. }
  5307. this.name = '';
  5308. this.array = array;
  5309. this.itemSize = itemSize;
  5310. this.count = array !== undefined ? array.length / itemSize : 0;
  5311. this.normalized = normalized === true;
  5312. this.dynamic = false;
  5313. this.updateRange = { offset: 0, count: - 1 };
  5314. this.version = 0;
  5315. }
  5316. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5317. set: function ( value ) {
  5318. if ( value === true ) this.version ++;
  5319. }
  5320. } );
  5321. Object.assign( BufferAttribute.prototype, {
  5322. isBufferAttribute: true,
  5323. onUploadCallback: function () {},
  5324. setArray: function ( array ) {
  5325. if ( Array.isArray( array ) ) {
  5326. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5327. }
  5328. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5329. this.array = array;
  5330. return this;
  5331. },
  5332. setDynamic: function ( value ) {
  5333. this.dynamic = value;
  5334. return this;
  5335. },
  5336. copy: function ( source ) {
  5337. this.name = source.name;
  5338. this.array = new source.array.constructor( source.array );
  5339. this.itemSize = source.itemSize;
  5340. this.count = source.count;
  5341. this.normalized = source.normalized;
  5342. this.dynamic = source.dynamic;
  5343. return this;
  5344. },
  5345. copyAt: function ( index1, attribute, index2 ) {
  5346. index1 *= this.itemSize;
  5347. index2 *= attribute.itemSize;
  5348. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5349. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5350. }
  5351. return this;
  5352. },
  5353. copyArray: function ( array ) {
  5354. this.array.set( array );
  5355. return this;
  5356. },
  5357. copyColorsArray: function ( colors ) {
  5358. var array = this.array, offset = 0;
  5359. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5360. var color = colors[ i ];
  5361. if ( color === undefined ) {
  5362. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5363. color = new Color();
  5364. }
  5365. array[ offset ++ ] = color.r;
  5366. array[ offset ++ ] = color.g;
  5367. array[ offset ++ ] = color.b;
  5368. }
  5369. return this;
  5370. },
  5371. copyVector2sArray: function ( vectors ) {
  5372. var array = this.array, offset = 0;
  5373. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5374. var vector = vectors[ i ];
  5375. if ( vector === undefined ) {
  5376. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5377. vector = new Vector2();
  5378. }
  5379. array[ offset ++ ] = vector.x;
  5380. array[ offset ++ ] = vector.y;
  5381. }
  5382. return this;
  5383. },
  5384. copyVector3sArray: function ( vectors ) {
  5385. var array = this.array, offset = 0;
  5386. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5387. var vector = vectors[ i ];
  5388. if ( vector === undefined ) {
  5389. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5390. vector = new Vector3();
  5391. }
  5392. array[ offset ++ ] = vector.x;
  5393. array[ offset ++ ] = vector.y;
  5394. array[ offset ++ ] = vector.z;
  5395. }
  5396. return this;
  5397. },
  5398. copyVector4sArray: function ( vectors ) {
  5399. var array = this.array, offset = 0;
  5400. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5401. var vector = vectors[ i ];
  5402. if ( vector === undefined ) {
  5403. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5404. vector = new Vector4();
  5405. }
  5406. array[ offset ++ ] = vector.x;
  5407. array[ offset ++ ] = vector.y;
  5408. array[ offset ++ ] = vector.z;
  5409. array[ offset ++ ] = vector.w;
  5410. }
  5411. return this;
  5412. },
  5413. set: function ( value, offset ) {
  5414. if ( offset === undefined ) offset = 0;
  5415. this.array.set( value, offset );
  5416. return this;
  5417. },
  5418. getX: function ( index ) {
  5419. return this.array[ index * this.itemSize ];
  5420. },
  5421. setX: function ( index, x ) {
  5422. this.array[ index * this.itemSize ] = x;
  5423. return this;
  5424. },
  5425. getY: function ( index ) {
  5426. return this.array[ index * this.itemSize + 1 ];
  5427. },
  5428. setY: function ( index, y ) {
  5429. this.array[ index * this.itemSize + 1 ] = y;
  5430. return this;
  5431. },
  5432. getZ: function ( index ) {
  5433. return this.array[ index * this.itemSize + 2 ];
  5434. },
  5435. setZ: function ( index, z ) {
  5436. this.array[ index * this.itemSize + 2 ] = z;
  5437. return this;
  5438. },
  5439. getW: function ( index ) {
  5440. return this.array[ index * this.itemSize + 3 ];
  5441. },
  5442. setW: function ( index, w ) {
  5443. this.array[ index * this.itemSize + 3 ] = w;
  5444. return this;
  5445. },
  5446. setXY: function ( index, x, y ) {
  5447. index *= this.itemSize;
  5448. this.array[ index + 0 ] = x;
  5449. this.array[ index + 1 ] = y;
  5450. return this;
  5451. },
  5452. setXYZ: function ( index, x, y, z ) {
  5453. index *= this.itemSize;
  5454. this.array[ index + 0 ] = x;
  5455. this.array[ index + 1 ] = y;
  5456. this.array[ index + 2 ] = z;
  5457. return this;
  5458. },
  5459. setXYZW: function ( index, x, y, z, w ) {
  5460. index *= this.itemSize;
  5461. this.array[ index + 0 ] = x;
  5462. this.array[ index + 1 ] = y;
  5463. this.array[ index + 2 ] = z;
  5464. this.array[ index + 3 ] = w;
  5465. return this;
  5466. },
  5467. onUpload: function ( callback ) {
  5468. this.onUploadCallback = callback;
  5469. return this;
  5470. },
  5471. clone: function () {
  5472. return new this.constructor( this.array, this.itemSize ).copy( this );
  5473. },
  5474. toJSON: function () {
  5475. return {
  5476. itemSize: this.itemSize,
  5477. type: this.array.constructor.name,
  5478. array: Array.prototype.slice.call( this.array ),
  5479. normalized: this.normalized
  5480. };
  5481. }
  5482. } );
  5483. //
  5484. function Int8BufferAttribute( array, itemSize, normalized ) {
  5485. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5486. }
  5487. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5488. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5489. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5490. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5491. }
  5492. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5493. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5494. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5495. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5496. }
  5497. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5498. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5499. function Int16BufferAttribute( array, itemSize, normalized ) {
  5500. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5501. }
  5502. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5503. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5504. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5505. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5506. }
  5507. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5508. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5509. function Int32BufferAttribute( array, itemSize, normalized ) {
  5510. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5511. }
  5512. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5513. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5514. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5515. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5516. }
  5517. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5518. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5519. function Float32BufferAttribute( array, itemSize, normalized ) {
  5520. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5521. }
  5522. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5523. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5524. function Float64BufferAttribute( array, itemSize, normalized ) {
  5525. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5526. }
  5527. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5528. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5529. /**
  5530. * @author mrdoob / http://mrdoob.com/
  5531. */
  5532. function DirectGeometry() {
  5533. this.vertices = [];
  5534. this.normals = [];
  5535. this.colors = [];
  5536. this.uvs = [];
  5537. this.uvs2 = [];
  5538. this.groups = [];
  5539. this.morphTargets = {};
  5540. this.skinWeights = [];
  5541. this.skinIndices = [];
  5542. // this.lineDistances = [];
  5543. this.boundingBox = null;
  5544. this.boundingSphere = null;
  5545. // update flags
  5546. this.verticesNeedUpdate = false;
  5547. this.normalsNeedUpdate = false;
  5548. this.colorsNeedUpdate = false;
  5549. this.uvsNeedUpdate = false;
  5550. this.groupsNeedUpdate = false;
  5551. }
  5552. Object.assign( DirectGeometry.prototype, {
  5553. computeGroups: function ( geometry ) {
  5554. var group;
  5555. var groups = [];
  5556. var materialIndex = undefined;
  5557. var faces = geometry.faces;
  5558. for ( var i = 0; i < faces.length; i ++ ) {
  5559. var face = faces[ i ];
  5560. // materials
  5561. if ( face.materialIndex !== materialIndex ) {
  5562. materialIndex = face.materialIndex;
  5563. if ( group !== undefined ) {
  5564. group.count = ( i * 3 ) - group.start;
  5565. groups.push( group );
  5566. }
  5567. group = {
  5568. start: i * 3,
  5569. materialIndex: materialIndex
  5570. };
  5571. }
  5572. }
  5573. if ( group !== undefined ) {
  5574. group.count = ( i * 3 ) - group.start;
  5575. groups.push( group );
  5576. }
  5577. this.groups = groups;
  5578. },
  5579. fromGeometry: function ( geometry ) {
  5580. var faces = geometry.faces;
  5581. var vertices = geometry.vertices;
  5582. var faceVertexUvs = geometry.faceVertexUvs;
  5583. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5584. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5585. // morphs
  5586. var morphTargets = geometry.morphTargets;
  5587. var morphTargetsLength = morphTargets.length;
  5588. var morphTargetsPosition;
  5589. if ( morphTargetsLength > 0 ) {
  5590. morphTargetsPosition = [];
  5591. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5592. morphTargetsPosition[ i ] = {
  5593. name: morphTargets[ i ].name,
  5594. data: []
  5595. };
  5596. }
  5597. this.morphTargets.position = morphTargetsPosition;
  5598. }
  5599. var morphNormals = geometry.morphNormals;
  5600. var morphNormalsLength = morphNormals.length;
  5601. var morphTargetsNormal;
  5602. if ( morphNormalsLength > 0 ) {
  5603. morphTargetsNormal = [];
  5604. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5605. morphTargetsNormal[ i ] = {
  5606. name: morphNormals[ i ].name,
  5607. data: []
  5608. };
  5609. }
  5610. this.morphTargets.normal = morphTargetsNormal;
  5611. }
  5612. // skins
  5613. var skinIndices = geometry.skinIndices;
  5614. var skinWeights = geometry.skinWeights;
  5615. var hasSkinIndices = skinIndices.length === vertices.length;
  5616. var hasSkinWeights = skinWeights.length === vertices.length;
  5617. //
  5618. if ( vertices.length > 0 && faces.length === 0 ) {
  5619. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5620. }
  5621. for ( var i = 0; i < faces.length; i ++ ) {
  5622. var face = faces[ i ];
  5623. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5624. var vertexNormals = face.vertexNormals;
  5625. if ( vertexNormals.length === 3 ) {
  5626. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5627. } else {
  5628. var normal = face.normal;
  5629. this.normals.push( normal, normal, normal );
  5630. }
  5631. var vertexColors = face.vertexColors;
  5632. if ( vertexColors.length === 3 ) {
  5633. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5634. } else {
  5635. var color = face.color;
  5636. this.colors.push( color, color, color );
  5637. }
  5638. if ( hasFaceVertexUv === true ) {
  5639. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5640. if ( vertexUvs !== undefined ) {
  5641. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5642. } else {
  5643. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5644. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5645. }
  5646. }
  5647. if ( hasFaceVertexUv2 === true ) {
  5648. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5649. if ( vertexUvs !== undefined ) {
  5650. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5651. } else {
  5652. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5653. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5654. }
  5655. }
  5656. // morphs
  5657. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5658. var morphTarget = morphTargets[ j ].vertices;
  5659. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5660. }
  5661. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5662. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5663. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5664. }
  5665. // skins
  5666. if ( hasSkinIndices ) {
  5667. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5668. }
  5669. if ( hasSkinWeights ) {
  5670. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5671. }
  5672. }
  5673. this.computeGroups( geometry );
  5674. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5675. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5676. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5677. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5678. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5679. if ( geometry.boundingSphere !== null ) {
  5680. this.boundingSphere = geometry.boundingSphere.clone();
  5681. }
  5682. if ( geometry.boundingBox !== null ) {
  5683. this.boundingBox = geometry.boundingBox.clone();
  5684. }
  5685. return this;
  5686. }
  5687. } );
  5688. /**
  5689. * @author mrdoob / http://mrdoob.com/
  5690. */
  5691. function arrayMax( array ) {
  5692. if ( array.length === 0 ) return - Infinity;
  5693. var max = array[ 0 ];
  5694. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5695. if ( array[ i ] > max ) max = array[ i ];
  5696. }
  5697. return max;
  5698. }
  5699. /**
  5700. * @author alteredq / http://alteredqualia.com/
  5701. * @author mrdoob / http://mrdoob.com/
  5702. */
  5703. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5704. var _m1$2 = new Matrix4();
  5705. var _obj = new Object3D();
  5706. var _offset = new Vector3();
  5707. var _box$1 = new Box3();
  5708. var _boxMorphTargets = new Box3();
  5709. var _vector$4 = new Vector3();
  5710. function BufferGeometry() {
  5711. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5712. this.uuid = _Math.generateUUID();
  5713. this.name = '';
  5714. this.type = 'BufferGeometry';
  5715. this.index = null;
  5716. this.attributes = {};
  5717. this.morphAttributes = {};
  5718. this.groups = [];
  5719. this.boundingBox = null;
  5720. this.boundingSphere = null;
  5721. this.drawRange = { start: 0, count: Infinity };
  5722. this.userData = {};
  5723. }
  5724. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5725. constructor: BufferGeometry,
  5726. isBufferGeometry: true,
  5727. getIndex: function () {
  5728. return this.index;
  5729. },
  5730. setIndex: function ( index ) {
  5731. if ( Array.isArray( index ) ) {
  5732. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5733. } else {
  5734. this.index = index;
  5735. }
  5736. },
  5737. addAttribute: function ( name, attribute ) {
  5738. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5739. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5740. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5741. }
  5742. if ( name === 'index' ) {
  5743. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5744. this.setIndex( attribute );
  5745. return this;
  5746. }
  5747. this.attributes[ name ] = attribute;
  5748. return this;
  5749. },
  5750. getAttribute: function ( name ) {
  5751. return this.attributes[ name ];
  5752. },
  5753. removeAttribute: function ( name ) {
  5754. delete this.attributes[ name ];
  5755. return this;
  5756. },
  5757. addGroup: function ( start, count, materialIndex ) {
  5758. this.groups.push( {
  5759. start: start,
  5760. count: count,
  5761. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5762. } );
  5763. },
  5764. clearGroups: function () {
  5765. this.groups = [];
  5766. },
  5767. setDrawRange: function ( start, count ) {
  5768. this.drawRange.start = start;
  5769. this.drawRange.count = count;
  5770. },
  5771. applyMatrix: function ( matrix ) {
  5772. var position = this.attributes.position;
  5773. if ( position !== undefined ) {
  5774. matrix.applyToBufferAttribute( position );
  5775. position.needsUpdate = true;
  5776. }
  5777. var normal = this.attributes.normal;
  5778. if ( normal !== undefined ) {
  5779. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5780. normalMatrix.applyToBufferAttribute( normal );
  5781. normal.needsUpdate = true;
  5782. }
  5783. var tangent = this.attributes.tangent;
  5784. if ( tangent !== undefined ) {
  5785. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5786. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5787. normalMatrix.applyToBufferAttribute( tangent );
  5788. tangent.needsUpdate = true;
  5789. }
  5790. if ( this.boundingBox !== null ) {
  5791. this.computeBoundingBox();
  5792. }
  5793. if ( this.boundingSphere !== null ) {
  5794. this.computeBoundingSphere();
  5795. }
  5796. return this;
  5797. },
  5798. rotateX: function ( angle ) {
  5799. // rotate geometry around world x-axis
  5800. _m1$2.makeRotationX( angle );
  5801. this.applyMatrix( _m1$2 );
  5802. return this;
  5803. },
  5804. rotateY: function ( angle ) {
  5805. // rotate geometry around world y-axis
  5806. _m1$2.makeRotationY( angle );
  5807. this.applyMatrix( _m1$2 );
  5808. return this;
  5809. },
  5810. rotateZ: function ( angle ) {
  5811. // rotate geometry around world z-axis
  5812. _m1$2.makeRotationZ( angle );
  5813. this.applyMatrix( _m1$2 );
  5814. return this;
  5815. },
  5816. translate: function ( x, y, z ) {
  5817. // translate geometry
  5818. _m1$2.makeTranslation( x, y, z );
  5819. this.applyMatrix( _m1$2 );
  5820. return this;
  5821. },
  5822. scale: function ( x, y, z ) {
  5823. // scale geometry
  5824. _m1$2.makeScale( x, y, z );
  5825. this.applyMatrix( _m1$2 );
  5826. return this;
  5827. },
  5828. lookAt: function ( vector ) {
  5829. _obj.lookAt( vector );
  5830. _obj.updateMatrix();
  5831. this.applyMatrix( _obj.matrix );
  5832. return this;
  5833. },
  5834. center: function () {
  5835. this.computeBoundingBox();
  5836. this.boundingBox.getCenter( _offset ).negate();
  5837. this.translate( _offset.x, _offset.y, _offset.z );
  5838. return this;
  5839. },
  5840. setFromObject: function ( object ) {
  5841. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5842. var geometry = object.geometry;
  5843. if ( object.isPoints || object.isLine ) {
  5844. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5845. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5846. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5847. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5848. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5849. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5850. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5851. }
  5852. if ( geometry.boundingSphere !== null ) {
  5853. this.boundingSphere = geometry.boundingSphere.clone();
  5854. }
  5855. if ( geometry.boundingBox !== null ) {
  5856. this.boundingBox = geometry.boundingBox.clone();
  5857. }
  5858. } else if ( object.isMesh ) {
  5859. if ( geometry && geometry.isGeometry ) {
  5860. this.fromGeometry( geometry );
  5861. }
  5862. }
  5863. return this;
  5864. },
  5865. setFromPoints: function ( points ) {
  5866. var position = [];
  5867. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5868. var point = points[ i ];
  5869. position.push( point.x, point.y, point.z || 0 );
  5870. }
  5871. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5872. return this;
  5873. },
  5874. updateFromObject: function ( object ) {
  5875. var geometry = object.geometry;
  5876. if ( object.isMesh ) {
  5877. var direct = geometry.__directGeometry;
  5878. if ( geometry.elementsNeedUpdate === true ) {
  5879. direct = undefined;
  5880. geometry.elementsNeedUpdate = false;
  5881. }
  5882. if ( direct === undefined ) {
  5883. return this.fromGeometry( geometry );
  5884. }
  5885. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5886. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5887. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5888. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5889. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5890. geometry.verticesNeedUpdate = false;
  5891. geometry.normalsNeedUpdate = false;
  5892. geometry.colorsNeedUpdate = false;
  5893. geometry.uvsNeedUpdate = false;
  5894. geometry.groupsNeedUpdate = false;
  5895. geometry = direct;
  5896. }
  5897. var attribute;
  5898. if ( geometry.verticesNeedUpdate === true ) {
  5899. attribute = this.attributes.position;
  5900. if ( attribute !== undefined ) {
  5901. attribute.copyVector3sArray( geometry.vertices );
  5902. attribute.needsUpdate = true;
  5903. }
  5904. geometry.verticesNeedUpdate = false;
  5905. }
  5906. if ( geometry.normalsNeedUpdate === true ) {
  5907. attribute = this.attributes.normal;
  5908. if ( attribute !== undefined ) {
  5909. attribute.copyVector3sArray( geometry.normals );
  5910. attribute.needsUpdate = true;
  5911. }
  5912. geometry.normalsNeedUpdate = false;
  5913. }
  5914. if ( geometry.colorsNeedUpdate === true ) {
  5915. attribute = this.attributes.color;
  5916. if ( attribute !== undefined ) {
  5917. attribute.copyColorsArray( geometry.colors );
  5918. attribute.needsUpdate = true;
  5919. }
  5920. geometry.colorsNeedUpdate = false;
  5921. }
  5922. if ( geometry.uvsNeedUpdate ) {
  5923. attribute = this.attributes.uv;
  5924. if ( attribute !== undefined ) {
  5925. attribute.copyVector2sArray( geometry.uvs );
  5926. attribute.needsUpdate = true;
  5927. }
  5928. geometry.uvsNeedUpdate = false;
  5929. }
  5930. if ( geometry.lineDistancesNeedUpdate ) {
  5931. attribute = this.attributes.lineDistance;
  5932. if ( attribute !== undefined ) {
  5933. attribute.copyArray( geometry.lineDistances );
  5934. attribute.needsUpdate = true;
  5935. }
  5936. geometry.lineDistancesNeedUpdate = false;
  5937. }
  5938. if ( geometry.groupsNeedUpdate ) {
  5939. geometry.computeGroups( object.geometry );
  5940. this.groups = geometry.groups;
  5941. geometry.groupsNeedUpdate = false;
  5942. }
  5943. return this;
  5944. },
  5945. fromGeometry: function ( geometry ) {
  5946. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5947. return this.fromDirectGeometry( geometry.__directGeometry );
  5948. },
  5949. fromDirectGeometry: function ( geometry ) {
  5950. var positions = new Float32Array( geometry.vertices.length * 3 );
  5951. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5952. if ( geometry.normals.length > 0 ) {
  5953. var normals = new Float32Array( geometry.normals.length * 3 );
  5954. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5955. }
  5956. if ( geometry.colors.length > 0 ) {
  5957. var colors = new Float32Array( geometry.colors.length * 3 );
  5958. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5959. }
  5960. if ( geometry.uvs.length > 0 ) {
  5961. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5962. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5963. }
  5964. if ( geometry.uvs2.length > 0 ) {
  5965. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5966. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5967. }
  5968. // groups
  5969. this.groups = geometry.groups;
  5970. // morphs
  5971. for ( var name in geometry.morphTargets ) {
  5972. var array = [];
  5973. var morphTargets = geometry.morphTargets[ name ];
  5974. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5975. var morphTarget = morphTargets[ i ];
  5976. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5977. attribute.name = morphTarget.name;
  5978. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5979. }
  5980. this.morphAttributes[ name ] = array;
  5981. }
  5982. // skinning
  5983. if ( geometry.skinIndices.length > 0 ) {
  5984. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5985. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5986. }
  5987. if ( geometry.skinWeights.length > 0 ) {
  5988. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  5989. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  5990. }
  5991. //
  5992. if ( geometry.boundingSphere !== null ) {
  5993. this.boundingSphere = geometry.boundingSphere.clone();
  5994. }
  5995. if ( geometry.boundingBox !== null ) {
  5996. this.boundingBox = geometry.boundingBox.clone();
  5997. }
  5998. return this;
  5999. },
  6000. computeBoundingBox: function () {
  6001. if ( this.boundingBox === null ) {
  6002. this.boundingBox = new Box3();
  6003. }
  6004. var position = this.attributes.position;
  6005. var morphAttributesPosition = this.morphAttributes.position;
  6006. if ( position !== undefined ) {
  6007. this.boundingBox.setFromBufferAttribute( position );
  6008. // process morph attributes if present
  6009. if ( morphAttributesPosition ) {
  6010. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6011. var morphAttribute = morphAttributesPosition[ i ];
  6012. _box$1.setFromBufferAttribute( morphAttribute );
  6013. this.boundingBox.expandByPoint( _box$1.min );
  6014. this.boundingBox.expandByPoint( _box$1.max );
  6015. }
  6016. }
  6017. } else {
  6018. this.boundingBox.makeEmpty();
  6019. }
  6020. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6021. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6022. }
  6023. },
  6024. computeBoundingSphere: function () {
  6025. if ( this.boundingSphere === null ) {
  6026. this.boundingSphere = new Sphere();
  6027. }
  6028. var position = this.attributes.position;
  6029. var morphAttributesPosition = this.morphAttributes.position;
  6030. if ( position ) {
  6031. // first, find the center of the bounding sphere
  6032. var center = this.boundingSphere.center;
  6033. _box$1.setFromBufferAttribute( position );
  6034. // process morph attributes if present
  6035. if ( morphAttributesPosition ) {
  6036. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6037. var morphAttribute = morphAttributesPosition[ i ];
  6038. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6039. _box$1.expandByPoint( _boxMorphTargets.min );
  6040. _box$1.expandByPoint( _boxMorphTargets.max );
  6041. }
  6042. }
  6043. _box$1.getCenter( center );
  6044. // second, try to find a boundingSphere with a radius smaller than the
  6045. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6046. var maxRadiusSq = 0;
  6047. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6048. _vector$4.fromBufferAttribute( position, i );
  6049. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6050. }
  6051. // process morph attributes if present
  6052. if ( morphAttributesPosition ) {
  6053. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6054. var morphAttribute = morphAttributesPosition[ i ];
  6055. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6056. _vector$4.fromBufferAttribute( morphAttribute, j );
  6057. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6058. }
  6059. }
  6060. }
  6061. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6062. if ( isNaN( this.boundingSphere.radius ) ) {
  6063. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6064. }
  6065. }
  6066. },
  6067. computeFaceNormals: function () {
  6068. // backwards compatibility
  6069. },
  6070. computeVertexNormals: function () {
  6071. var index = this.index;
  6072. var attributes = this.attributes;
  6073. if ( attributes.position ) {
  6074. var positions = attributes.position.array;
  6075. if ( attributes.normal === undefined ) {
  6076. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6077. } else {
  6078. // reset existing normals to zero
  6079. var array = attributes.normal.array;
  6080. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6081. array[ i ] = 0;
  6082. }
  6083. }
  6084. var normals = attributes.normal.array;
  6085. var vA, vB, vC;
  6086. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6087. var cb = new Vector3(), ab = new Vector3();
  6088. // indexed elements
  6089. if ( index ) {
  6090. var indices = index.array;
  6091. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6092. vA = indices[ i + 0 ] * 3;
  6093. vB = indices[ i + 1 ] * 3;
  6094. vC = indices[ i + 2 ] * 3;
  6095. pA.fromArray( positions, vA );
  6096. pB.fromArray( positions, vB );
  6097. pC.fromArray( positions, vC );
  6098. cb.subVectors( pC, pB );
  6099. ab.subVectors( pA, pB );
  6100. cb.cross( ab );
  6101. normals[ vA ] += cb.x;
  6102. normals[ vA + 1 ] += cb.y;
  6103. normals[ vA + 2 ] += cb.z;
  6104. normals[ vB ] += cb.x;
  6105. normals[ vB + 1 ] += cb.y;
  6106. normals[ vB + 2 ] += cb.z;
  6107. normals[ vC ] += cb.x;
  6108. normals[ vC + 1 ] += cb.y;
  6109. normals[ vC + 2 ] += cb.z;
  6110. }
  6111. } else {
  6112. // non-indexed elements (unconnected triangle soup)
  6113. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6114. pA.fromArray( positions, i );
  6115. pB.fromArray( positions, i + 3 );
  6116. pC.fromArray( positions, i + 6 );
  6117. cb.subVectors( pC, pB );
  6118. ab.subVectors( pA, pB );
  6119. cb.cross( ab );
  6120. normals[ i ] = cb.x;
  6121. normals[ i + 1 ] = cb.y;
  6122. normals[ i + 2 ] = cb.z;
  6123. normals[ i + 3 ] = cb.x;
  6124. normals[ i + 4 ] = cb.y;
  6125. normals[ i + 5 ] = cb.z;
  6126. normals[ i + 6 ] = cb.x;
  6127. normals[ i + 7 ] = cb.y;
  6128. normals[ i + 8 ] = cb.z;
  6129. }
  6130. }
  6131. this.normalizeNormals();
  6132. attributes.normal.needsUpdate = true;
  6133. }
  6134. },
  6135. merge: function ( geometry, offset ) {
  6136. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6137. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6138. return;
  6139. }
  6140. if ( offset === undefined ) {
  6141. offset = 0;
  6142. console.warn(
  6143. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6144. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6145. );
  6146. }
  6147. var attributes = this.attributes;
  6148. for ( var key in attributes ) {
  6149. if ( geometry.attributes[ key ] === undefined ) continue;
  6150. var attribute1 = attributes[ key ];
  6151. var attributeArray1 = attribute1.array;
  6152. var attribute2 = geometry.attributes[ key ];
  6153. var attributeArray2 = attribute2.array;
  6154. var attributeOffset = attribute2.itemSize * offset;
  6155. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6156. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6157. attributeArray1[ j ] = attributeArray2[ i ];
  6158. }
  6159. }
  6160. return this;
  6161. },
  6162. normalizeNormals: function () {
  6163. var normals = this.attributes.normal;
  6164. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6165. _vector$4.x = normals.getX( i );
  6166. _vector$4.y = normals.getY( i );
  6167. _vector$4.z = normals.getZ( i );
  6168. _vector$4.normalize();
  6169. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6170. }
  6171. },
  6172. toNonIndexed: function () {
  6173. function convertBufferAttribute( attribute, indices ) {
  6174. var array = attribute.array;
  6175. var itemSize = attribute.itemSize;
  6176. var array2 = new array.constructor( indices.length * itemSize );
  6177. var index = 0, index2 = 0;
  6178. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6179. index = indices[ i ] * itemSize;
  6180. for ( var j = 0; j < itemSize; j ++ ) {
  6181. array2[ index2 ++ ] = array[ index ++ ];
  6182. }
  6183. }
  6184. return new BufferAttribute( array2, itemSize );
  6185. }
  6186. //
  6187. if ( this.index === null ) {
  6188. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6189. return this;
  6190. }
  6191. var geometry2 = new BufferGeometry();
  6192. var indices = this.index.array;
  6193. var attributes = this.attributes;
  6194. // attributes
  6195. for ( var name in attributes ) {
  6196. var attribute = attributes[ name ];
  6197. var newAttribute = convertBufferAttribute( attribute, indices );
  6198. geometry2.addAttribute( name, newAttribute );
  6199. }
  6200. // morph attributes
  6201. var morphAttributes = this.morphAttributes;
  6202. for ( name in morphAttributes ) {
  6203. var morphArray = [];
  6204. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6205. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6206. var attribute = morphAttribute[ i ];
  6207. var newAttribute = convertBufferAttribute( attribute, indices );
  6208. morphArray.push( newAttribute );
  6209. }
  6210. geometry2.morphAttributes[ name ] = morphArray;
  6211. }
  6212. // groups
  6213. var groups = this.groups;
  6214. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6215. var group = groups[ i ];
  6216. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6217. }
  6218. return geometry2;
  6219. },
  6220. toJSON: function () {
  6221. var data = {
  6222. metadata: {
  6223. version: 4.5,
  6224. type: 'BufferGeometry',
  6225. generator: 'BufferGeometry.toJSON'
  6226. }
  6227. };
  6228. // standard BufferGeometry serialization
  6229. data.uuid = this.uuid;
  6230. data.type = this.type;
  6231. if ( this.name !== '' ) data.name = this.name;
  6232. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6233. if ( this.parameters !== undefined ) {
  6234. var parameters = this.parameters;
  6235. for ( var key in parameters ) {
  6236. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6237. }
  6238. return data;
  6239. }
  6240. data.data = { attributes: {} };
  6241. var index = this.index;
  6242. if ( index !== null ) {
  6243. data.data.index = {
  6244. type: index.array.constructor.name,
  6245. array: Array.prototype.slice.call( index.array )
  6246. };
  6247. }
  6248. var attributes = this.attributes;
  6249. for ( var key in attributes ) {
  6250. var attribute = attributes[ key ];
  6251. var attributeData = attribute.toJSON();
  6252. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6253. data.data.attributes[ key ] = attributeData;
  6254. }
  6255. var morphAttributes = {};
  6256. var hasMorphAttributes = false;
  6257. for ( var key in this.morphAttributes ) {
  6258. var attributeArray = this.morphAttributes[ key ];
  6259. var array = [];
  6260. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6261. var attribute = attributeArray[ i ];
  6262. var attributeData = attribute.toJSON();
  6263. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6264. array.push( attributeData );
  6265. }
  6266. if ( array.length > 0 ) {
  6267. morphAttributes[ key ] = array;
  6268. hasMorphAttributes = true;
  6269. }
  6270. }
  6271. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6272. var groups = this.groups;
  6273. if ( groups.length > 0 ) {
  6274. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6275. }
  6276. var boundingSphere = this.boundingSphere;
  6277. if ( boundingSphere !== null ) {
  6278. data.data.boundingSphere = {
  6279. center: boundingSphere.center.toArray(),
  6280. radius: boundingSphere.radius
  6281. };
  6282. }
  6283. return data;
  6284. },
  6285. clone: function () {
  6286. /*
  6287. // Handle primitives
  6288. var parameters = this.parameters;
  6289. if ( parameters !== undefined ) {
  6290. var values = [];
  6291. for ( var key in parameters ) {
  6292. values.push( parameters[ key ] );
  6293. }
  6294. var geometry = Object.create( this.constructor.prototype );
  6295. this.constructor.apply( geometry, values );
  6296. return geometry;
  6297. }
  6298. return new this.constructor().copy( this );
  6299. */
  6300. return new BufferGeometry().copy( this );
  6301. },
  6302. copy: function ( source ) {
  6303. var name, i, l;
  6304. // reset
  6305. this.index = null;
  6306. this.attributes = {};
  6307. this.morphAttributes = {};
  6308. this.groups = [];
  6309. this.boundingBox = null;
  6310. this.boundingSphere = null;
  6311. // name
  6312. this.name = source.name;
  6313. // index
  6314. var index = source.index;
  6315. if ( index !== null ) {
  6316. this.setIndex( index.clone() );
  6317. }
  6318. // attributes
  6319. var attributes = source.attributes;
  6320. for ( name in attributes ) {
  6321. var attribute = attributes[ name ];
  6322. this.addAttribute( name, attribute.clone() );
  6323. }
  6324. // morph attributes
  6325. var morphAttributes = source.morphAttributes;
  6326. for ( name in morphAttributes ) {
  6327. var array = [];
  6328. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6329. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6330. array.push( morphAttribute[ i ].clone() );
  6331. }
  6332. this.morphAttributes[ name ] = array;
  6333. }
  6334. // groups
  6335. var groups = source.groups;
  6336. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6337. var group = groups[ i ];
  6338. this.addGroup( group.start, group.count, group.materialIndex );
  6339. }
  6340. // bounding box
  6341. var boundingBox = source.boundingBox;
  6342. if ( boundingBox !== null ) {
  6343. this.boundingBox = boundingBox.clone();
  6344. }
  6345. // bounding sphere
  6346. var boundingSphere = source.boundingSphere;
  6347. if ( boundingSphere !== null ) {
  6348. this.boundingSphere = boundingSphere.clone();
  6349. }
  6350. // draw range
  6351. this.drawRange.start = source.drawRange.start;
  6352. this.drawRange.count = source.drawRange.count;
  6353. // user data
  6354. this.userData = source.userData;
  6355. return this;
  6356. },
  6357. dispose: function () {
  6358. this.dispatchEvent( { type: 'dispose' } );
  6359. }
  6360. } );
  6361. /**
  6362. * @author mrdoob / http://mrdoob.com/
  6363. * @author alteredq / http://alteredqualia.com/
  6364. * @author mikael emtinger / http://gomo.se/
  6365. * @author jonobr1 / http://jonobr1.com/
  6366. */
  6367. var _inverseMatrix = new Matrix4();
  6368. var _ray = new Ray();
  6369. var _sphere = new Sphere();
  6370. var _vA = new Vector3();
  6371. var _vB = new Vector3();
  6372. var _vC = new Vector3();
  6373. var _tempA = new Vector3();
  6374. var _tempB = new Vector3();
  6375. var _tempC = new Vector3();
  6376. var _morphA = new Vector3();
  6377. var _morphB = new Vector3();
  6378. var _morphC = new Vector3();
  6379. var _uvA = new Vector2();
  6380. var _uvB = new Vector2();
  6381. var _uvC = new Vector2();
  6382. var _intersectionPoint = new Vector3();
  6383. var _intersectionPointWorld = new Vector3();
  6384. function Mesh( geometry, material ) {
  6385. Object3D.call( this );
  6386. this.type = 'Mesh';
  6387. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6388. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6389. this.drawMode = TrianglesDrawMode;
  6390. this.updateMorphTargets();
  6391. }
  6392. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6393. constructor: Mesh,
  6394. isMesh: true,
  6395. setDrawMode: function ( value ) {
  6396. this.drawMode = value;
  6397. },
  6398. copy: function ( source ) {
  6399. Object3D.prototype.copy.call( this, source );
  6400. this.drawMode = source.drawMode;
  6401. if ( source.morphTargetInfluences !== undefined ) {
  6402. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6403. }
  6404. if ( source.morphTargetDictionary !== undefined ) {
  6405. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6406. }
  6407. return this;
  6408. },
  6409. updateMorphTargets: function () {
  6410. var geometry = this.geometry;
  6411. var m, ml, name;
  6412. if ( geometry.isBufferGeometry ) {
  6413. var morphAttributes = geometry.morphAttributes;
  6414. var keys = Object.keys( morphAttributes );
  6415. if ( keys.length > 0 ) {
  6416. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6417. if ( morphAttribute !== undefined ) {
  6418. this.morphTargetInfluences = [];
  6419. this.morphTargetDictionary = {};
  6420. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6421. name = morphAttribute[ m ].name || String( m );
  6422. this.morphTargetInfluences.push( 0 );
  6423. this.morphTargetDictionary[ name ] = m;
  6424. }
  6425. }
  6426. }
  6427. } else {
  6428. var morphTargets = geometry.morphTargets;
  6429. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6430. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6431. }
  6432. }
  6433. },
  6434. raycast: function ( raycaster, intersects ) {
  6435. var geometry = this.geometry;
  6436. var material = this.material;
  6437. var matrixWorld = this.matrixWorld;
  6438. if ( material === undefined ) return;
  6439. // Checking boundingSphere distance to ray
  6440. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6441. _sphere.copy( geometry.boundingSphere );
  6442. _sphere.applyMatrix4( matrixWorld );
  6443. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  6444. //
  6445. _inverseMatrix.getInverse( matrixWorld );
  6446. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6447. // Check boundingBox before continuing
  6448. if ( geometry.boundingBox !== null ) {
  6449. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6450. }
  6451. var intersection;
  6452. if ( geometry.isBufferGeometry ) {
  6453. var a, b, c;
  6454. var index = geometry.index;
  6455. var position = geometry.attributes.position;
  6456. var morphPosition = geometry.morphAttributes.position;
  6457. var uv = geometry.attributes.uv;
  6458. var uv2 = geometry.attributes.uv2;
  6459. var groups = geometry.groups;
  6460. var drawRange = geometry.drawRange;
  6461. var i, j, il, jl;
  6462. var group, groupMaterial;
  6463. var start, end;
  6464. if ( index !== null ) {
  6465. // indexed buffer geometry
  6466. if ( Array.isArray( material ) ) {
  6467. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6468. group = groups[ i ];
  6469. groupMaterial = material[ group.materialIndex ];
  6470. start = Math.max( group.start, drawRange.start );
  6471. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6472. for ( j = start, jl = end; j < jl; j += 3 ) {
  6473. a = index.getX( j );
  6474. b = index.getX( j + 1 );
  6475. c = index.getX( j + 2 );
  6476. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6477. if ( intersection ) {
  6478. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6479. intersection.face.materialIndex = group.materialIndex;
  6480. intersects.push( intersection );
  6481. }
  6482. }
  6483. }
  6484. } else {
  6485. start = Math.max( 0, drawRange.start );
  6486. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6487. for ( i = start, il = end; i < il; i += 3 ) {
  6488. a = index.getX( i );
  6489. b = index.getX( i + 1 );
  6490. c = index.getX( i + 2 );
  6491. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6492. if ( intersection ) {
  6493. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6494. intersects.push( intersection );
  6495. }
  6496. }
  6497. }
  6498. } else if ( position !== undefined ) {
  6499. // non-indexed buffer geometry
  6500. if ( Array.isArray( material ) ) {
  6501. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6502. group = groups[ i ];
  6503. groupMaterial = material[ group.materialIndex ];
  6504. start = Math.max( group.start, drawRange.start );
  6505. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6506. for ( j = start, jl = end; j < jl; j += 3 ) {
  6507. a = j;
  6508. b = j + 1;
  6509. c = j + 2;
  6510. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6511. if ( intersection ) {
  6512. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6513. intersection.face.materialIndex = group.materialIndex;
  6514. intersects.push( intersection );
  6515. }
  6516. }
  6517. }
  6518. } else {
  6519. start = Math.max( 0, drawRange.start );
  6520. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6521. for ( i = start, il = end; i < il; i += 3 ) {
  6522. a = i;
  6523. b = i + 1;
  6524. c = i + 2;
  6525. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6526. if ( intersection ) {
  6527. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6528. intersects.push( intersection );
  6529. }
  6530. }
  6531. }
  6532. }
  6533. } else if ( geometry.isGeometry ) {
  6534. var fvA, fvB, fvC;
  6535. var isMultiMaterial = Array.isArray( material );
  6536. var vertices = geometry.vertices;
  6537. var faces = geometry.faces;
  6538. var uvs;
  6539. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6540. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6541. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6542. var face = faces[ f ];
  6543. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6544. if ( faceMaterial === undefined ) continue;
  6545. fvA = vertices[ face.a ];
  6546. fvB = vertices[ face.b ];
  6547. fvC = vertices[ face.c ];
  6548. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6549. if ( intersection ) {
  6550. if ( uvs && uvs[ f ] ) {
  6551. var uvs_f = uvs[ f ];
  6552. _uvA.copy( uvs_f[ 0 ] );
  6553. _uvB.copy( uvs_f[ 1 ] );
  6554. _uvC.copy( uvs_f[ 2 ] );
  6555. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6556. }
  6557. intersection.face = face;
  6558. intersection.faceIndex = f;
  6559. intersects.push( intersection );
  6560. }
  6561. }
  6562. }
  6563. },
  6564. clone: function () {
  6565. return new this.constructor( this.geometry, this.material ).copy( this );
  6566. }
  6567. } );
  6568. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6569. var intersect;
  6570. if ( material.side === BackSide ) {
  6571. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6572. } else {
  6573. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6574. }
  6575. if ( intersect === null ) return null;
  6576. _intersectionPointWorld.copy( point );
  6577. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6578. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6579. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6580. return {
  6581. distance: distance,
  6582. point: _intersectionPointWorld.clone(),
  6583. object: object
  6584. };
  6585. }
  6586. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6587. _vA.fromBufferAttribute( position, a );
  6588. _vB.fromBufferAttribute( position, b );
  6589. _vC.fromBufferAttribute( position, c );
  6590. var morphInfluences = object.morphTargetInfluences;
  6591. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6592. _morphA.set( 0, 0, 0 );
  6593. _morphB.set( 0, 0, 0 );
  6594. _morphC.set( 0, 0, 0 );
  6595. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6596. var influence = morphInfluences[ i ];
  6597. var morphAttribute = morphPosition[ i ];
  6598. if ( influence === 0 ) continue;
  6599. _tempA.fromBufferAttribute( morphAttribute, a );
  6600. _tempB.fromBufferAttribute( morphAttribute, b );
  6601. _tempC.fromBufferAttribute( morphAttribute, c );
  6602. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6603. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6604. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6605. }
  6606. _vA.add( _morphA );
  6607. _vB.add( _morphB );
  6608. _vC.add( _morphC );
  6609. }
  6610. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6611. if ( intersection ) {
  6612. if ( uv ) {
  6613. _uvA.fromBufferAttribute( uv, a );
  6614. _uvB.fromBufferAttribute( uv, b );
  6615. _uvC.fromBufferAttribute( uv, c );
  6616. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6617. }
  6618. if ( uv2 ) {
  6619. _uvA.fromBufferAttribute( uv2, a );
  6620. _uvB.fromBufferAttribute( uv2, b );
  6621. _uvC.fromBufferAttribute( uv2, c );
  6622. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6623. }
  6624. var face = new Face3( a, b, c );
  6625. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6626. intersection.face = face;
  6627. }
  6628. return intersection;
  6629. }
  6630. /**
  6631. * @author mrdoob / http://mrdoob.com/
  6632. * @author kile / http://kile.stravaganza.org/
  6633. * @author alteredq / http://alteredqualia.com/
  6634. * @author mikael emtinger / http://gomo.se/
  6635. * @author zz85 / http://www.lab4games.net/zz85/blog
  6636. * @author bhouston / http://clara.io
  6637. */
  6638. var _geometryId = 0; // Geometry uses even numbers as Id
  6639. var _m1$3 = new Matrix4();
  6640. var _obj$1 = new Object3D();
  6641. var _offset$1 = new Vector3();
  6642. function Geometry() {
  6643. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6644. this.uuid = _Math.generateUUID();
  6645. this.name = '';
  6646. this.type = 'Geometry';
  6647. this.vertices = [];
  6648. this.colors = [];
  6649. this.faces = [];
  6650. this.faceVertexUvs = [[]];
  6651. this.morphTargets = [];
  6652. this.morphNormals = [];
  6653. this.skinWeights = [];
  6654. this.skinIndices = [];
  6655. this.lineDistances = [];
  6656. this.boundingBox = null;
  6657. this.boundingSphere = null;
  6658. // update flags
  6659. this.elementsNeedUpdate = false;
  6660. this.verticesNeedUpdate = false;
  6661. this.uvsNeedUpdate = false;
  6662. this.normalsNeedUpdate = false;
  6663. this.colorsNeedUpdate = false;
  6664. this.lineDistancesNeedUpdate = false;
  6665. this.groupsNeedUpdate = false;
  6666. }
  6667. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6668. constructor: Geometry,
  6669. isGeometry: true,
  6670. applyMatrix: function ( matrix ) {
  6671. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6672. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6673. var vertex = this.vertices[ i ];
  6674. vertex.applyMatrix4( matrix );
  6675. }
  6676. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6677. var face = this.faces[ i ];
  6678. face.normal.applyMatrix3( normalMatrix ).normalize();
  6679. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6680. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6681. }
  6682. }
  6683. if ( this.boundingBox !== null ) {
  6684. this.computeBoundingBox();
  6685. }
  6686. if ( this.boundingSphere !== null ) {
  6687. this.computeBoundingSphere();
  6688. }
  6689. this.verticesNeedUpdate = true;
  6690. this.normalsNeedUpdate = true;
  6691. return this;
  6692. },
  6693. rotateX: function ( angle ) {
  6694. // rotate geometry around world x-axis
  6695. _m1$3.makeRotationX( angle );
  6696. this.applyMatrix( _m1$3 );
  6697. return this;
  6698. },
  6699. rotateY: function ( angle ) {
  6700. // rotate geometry around world y-axis
  6701. _m1$3.makeRotationY( angle );
  6702. this.applyMatrix( _m1$3 );
  6703. return this;
  6704. },
  6705. rotateZ: function ( angle ) {
  6706. // rotate geometry around world z-axis
  6707. _m1$3.makeRotationZ( angle );
  6708. this.applyMatrix( _m1$3 );
  6709. return this;
  6710. },
  6711. translate: function ( x, y, z ) {
  6712. // translate geometry
  6713. _m1$3.makeTranslation( x, y, z );
  6714. this.applyMatrix( _m1$3 );
  6715. return this;
  6716. },
  6717. scale: function ( x, y, z ) {
  6718. // scale geometry
  6719. _m1$3.makeScale( x, y, z );
  6720. this.applyMatrix( _m1$3 );
  6721. return this;
  6722. },
  6723. lookAt: function ( vector ) {
  6724. _obj$1.lookAt( vector );
  6725. _obj$1.updateMatrix();
  6726. this.applyMatrix( _obj$1.matrix );
  6727. return this;
  6728. },
  6729. fromBufferGeometry: function ( geometry ) {
  6730. var scope = this;
  6731. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6732. var attributes = geometry.attributes;
  6733. var positions = attributes.position.array;
  6734. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6735. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6736. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6737. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6738. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6739. for ( var i = 0; i < positions.length; i += 3 ) {
  6740. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6741. if ( colors !== undefined ) {
  6742. scope.colors.push( new Color().fromArray( colors, i ) );
  6743. }
  6744. }
  6745. function addFace( a, b, c, materialIndex ) {
  6746. var vertexColors = ( colors === undefined ) ? [] : [
  6747. scope.colors[ a ].clone(),
  6748. scope.colors[ b ].clone(),
  6749. scope.colors[ c ].clone() ];
  6750. var vertexNormals = ( normals === undefined ) ? [] : [
  6751. new Vector3().fromArray( normals, a * 3 ),
  6752. new Vector3().fromArray( normals, b * 3 ),
  6753. new Vector3().fromArray( normals, c * 3 )
  6754. ];
  6755. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6756. scope.faces.push( face );
  6757. if ( uvs !== undefined ) {
  6758. scope.faceVertexUvs[ 0 ].push( [
  6759. new Vector2().fromArray( uvs, a * 2 ),
  6760. new Vector2().fromArray( uvs, b * 2 ),
  6761. new Vector2().fromArray( uvs, c * 2 )
  6762. ] );
  6763. }
  6764. if ( uvs2 !== undefined ) {
  6765. scope.faceVertexUvs[ 1 ].push( [
  6766. new Vector2().fromArray( uvs2, a * 2 ),
  6767. new Vector2().fromArray( uvs2, b * 2 ),
  6768. new Vector2().fromArray( uvs2, c * 2 )
  6769. ] );
  6770. }
  6771. }
  6772. var groups = geometry.groups;
  6773. if ( groups.length > 0 ) {
  6774. for ( var i = 0; i < groups.length; i ++ ) {
  6775. var group = groups[ i ];
  6776. var start = group.start;
  6777. var count = group.count;
  6778. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6779. if ( indices !== undefined ) {
  6780. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6781. } else {
  6782. addFace( j, j + 1, j + 2, group.materialIndex );
  6783. }
  6784. }
  6785. }
  6786. } else {
  6787. if ( indices !== undefined ) {
  6788. for ( var i = 0; i < indices.length; i += 3 ) {
  6789. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6790. }
  6791. } else {
  6792. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6793. addFace( i, i + 1, i + 2 );
  6794. }
  6795. }
  6796. }
  6797. this.computeFaceNormals();
  6798. if ( geometry.boundingBox !== null ) {
  6799. this.boundingBox = geometry.boundingBox.clone();
  6800. }
  6801. if ( geometry.boundingSphere !== null ) {
  6802. this.boundingSphere = geometry.boundingSphere.clone();
  6803. }
  6804. return this;
  6805. },
  6806. center: function () {
  6807. this.computeBoundingBox();
  6808. this.boundingBox.getCenter( _offset$1 ).negate();
  6809. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6810. return this;
  6811. },
  6812. normalize: function () {
  6813. this.computeBoundingSphere();
  6814. var center = this.boundingSphere.center;
  6815. var radius = this.boundingSphere.radius;
  6816. var s = radius === 0 ? 1 : 1.0 / radius;
  6817. var matrix = new Matrix4();
  6818. matrix.set(
  6819. s, 0, 0, - s * center.x,
  6820. 0, s, 0, - s * center.y,
  6821. 0, 0, s, - s * center.z,
  6822. 0, 0, 0, 1
  6823. );
  6824. this.applyMatrix( matrix );
  6825. return this;
  6826. },
  6827. computeFaceNormals: function () {
  6828. var cb = new Vector3(), ab = new Vector3();
  6829. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6830. var face = this.faces[ f ];
  6831. var vA = this.vertices[ face.a ];
  6832. var vB = this.vertices[ face.b ];
  6833. var vC = this.vertices[ face.c ];
  6834. cb.subVectors( vC, vB );
  6835. ab.subVectors( vA, vB );
  6836. cb.cross( ab );
  6837. cb.normalize();
  6838. face.normal.copy( cb );
  6839. }
  6840. },
  6841. computeVertexNormals: function ( areaWeighted ) {
  6842. if ( areaWeighted === undefined ) areaWeighted = true;
  6843. var v, vl, f, fl, face, vertices;
  6844. vertices = new Array( this.vertices.length );
  6845. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6846. vertices[ v ] = new Vector3();
  6847. }
  6848. if ( areaWeighted ) {
  6849. // vertex normals weighted by triangle areas
  6850. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6851. var vA, vB, vC;
  6852. var cb = new Vector3(), ab = new Vector3();
  6853. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6854. face = this.faces[ f ];
  6855. vA = this.vertices[ face.a ];
  6856. vB = this.vertices[ face.b ];
  6857. vC = this.vertices[ face.c ];
  6858. cb.subVectors( vC, vB );
  6859. ab.subVectors( vA, vB );
  6860. cb.cross( ab );
  6861. vertices[ face.a ].add( cb );
  6862. vertices[ face.b ].add( cb );
  6863. vertices[ face.c ].add( cb );
  6864. }
  6865. } else {
  6866. this.computeFaceNormals();
  6867. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6868. face = this.faces[ f ];
  6869. vertices[ face.a ].add( face.normal );
  6870. vertices[ face.b ].add( face.normal );
  6871. vertices[ face.c ].add( face.normal );
  6872. }
  6873. }
  6874. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6875. vertices[ v ].normalize();
  6876. }
  6877. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6878. face = this.faces[ f ];
  6879. var vertexNormals = face.vertexNormals;
  6880. if ( vertexNormals.length === 3 ) {
  6881. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6882. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6883. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6884. } else {
  6885. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6886. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6887. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6888. }
  6889. }
  6890. if ( this.faces.length > 0 ) {
  6891. this.normalsNeedUpdate = true;
  6892. }
  6893. },
  6894. computeFlatVertexNormals: function () {
  6895. var f, fl, face;
  6896. this.computeFaceNormals();
  6897. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6898. face = this.faces[ f ];
  6899. var vertexNormals = face.vertexNormals;
  6900. if ( vertexNormals.length === 3 ) {
  6901. vertexNormals[ 0 ].copy( face.normal );
  6902. vertexNormals[ 1 ].copy( face.normal );
  6903. vertexNormals[ 2 ].copy( face.normal );
  6904. } else {
  6905. vertexNormals[ 0 ] = face.normal.clone();
  6906. vertexNormals[ 1 ] = face.normal.clone();
  6907. vertexNormals[ 2 ] = face.normal.clone();
  6908. }
  6909. }
  6910. if ( this.faces.length > 0 ) {
  6911. this.normalsNeedUpdate = true;
  6912. }
  6913. },
  6914. computeMorphNormals: function () {
  6915. var i, il, f, fl, face;
  6916. // save original normals
  6917. // - create temp variables on first access
  6918. // otherwise just copy (for faster repeated calls)
  6919. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6920. face = this.faces[ f ];
  6921. if ( ! face.__originalFaceNormal ) {
  6922. face.__originalFaceNormal = face.normal.clone();
  6923. } else {
  6924. face.__originalFaceNormal.copy( face.normal );
  6925. }
  6926. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  6927. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6928. if ( ! face.__originalVertexNormals[ i ] ) {
  6929. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6930. } else {
  6931. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6932. }
  6933. }
  6934. }
  6935. // use temp geometry to compute face and vertex normals for each morph
  6936. var tmpGeo = new Geometry();
  6937. tmpGeo.faces = this.faces;
  6938. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6939. // create on first access
  6940. if ( ! this.morphNormals[ i ] ) {
  6941. this.morphNormals[ i ] = {};
  6942. this.morphNormals[ i ].faceNormals = [];
  6943. this.morphNormals[ i ].vertexNormals = [];
  6944. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6945. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6946. var faceNormal, vertexNormals;
  6947. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6948. faceNormal = new Vector3();
  6949. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6950. dstNormalsFace.push( faceNormal );
  6951. dstNormalsVertex.push( vertexNormals );
  6952. }
  6953. }
  6954. var morphNormals = this.morphNormals[ i ];
  6955. // set vertices to morph target
  6956. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6957. // compute morph normals
  6958. tmpGeo.computeFaceNormals();
  6959. tmpGeo.computeVertexNormals();
  6960. // store morph normals
  6961. var faceNormal, vertexNormals;
  6962. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6963. face = this.faces[ f ];
  6964. faceNormal = morphNormals.faceNormals[ f ];
  6965. vertexNormals = morphNormals.vertexNormals[ f ];
  6966. faceNormal.copy( face.normal );
  6967. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6968. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6969. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6970. }
  6971. }
  6972. // restore original normals
  6973. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6974. face = this.faces[ f ];
  6975. face.normal = face.__originalFaceNormal;
  6976. face.vertexNormals = face.__originalVertexNormals;
  6977. }
  6978. },
  6979. computeBoundingBox: function () {
  6980. if ( this.boundingBox === null ) {
  6981. this.boundingBox = new Box3();
  6982. }
  6983. this.boundingBox.setFromPoints( this.vertices );
  6984. },
  6985. computeBoundingSphere: function () {
  6986. if ( this.boundingSphere === null ) {
  6987. this.boundingSphere = new Sphere();
  6988. }
  6989. this.boundingSphere.setFromPoints( this.vertices );
  6990. },
  6991. merge: function ( geometry, matrix, materialIndexOffset ) {
  6992. if ( ! ( geometry && geometry.isGeometry ) ) {
  6993. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6994. return;
  6995. }
  6996. var normalMatrix,
  6997. vertexOffset = this.vertices.length,
  6998. vertices1 = this.vertices,
  6999. vertices2 = geometry.vertices,
  7000. faces1 = this.faces,
  7001. faces2 = geometry.faces,
  7002. colors1 = this.colors,
  7003. colors2 = geometry.colors;
  7004. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7005. if ( matrix !== undefined ) {
  7006. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7007. }
  7008. // vertices
  7009. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7010. var vertex = vertices2[ i ];
  7011. var vertexCopy = vertex.clone();
  7012. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7013. vertices1.push( vertexCopy );
  7014. }
  7015. // colors
  7016. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7017. colors1.push( colors2[ i ].clone() );
  7018. }
  7019. // faces
  7020. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7021. var face = faces2[ i ], faceCopy, normal, color,
  7022. faceVertexNormals = face.vertexNormals,
  7023. faceVertexColors = face.vertexColors;
  7024. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7025. faceCopy.normal.copy( face.normal );
  7026. if ( normalMatrix !== undefined ) {
  7027. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7028. }
  7029. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7030. normal = faceVertexNormals[ j ].clone();
  7031. if ( normalMatrix !== undefined ) {
  7032. normal.applyMatrix3( normalMatrix ).normalize();
  7033. }
  7034. faceCopy.vertexNormals.push( normal );
  7035. }
  7036. faceCopy.color.copy( face.color );
  7037. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7038. color = faceVertexColors[ j ];
  7039. faceCopy.vertexColors.push( color.clone() );
  7040. }
  7041. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7042. faces1.push( faceCopy );
  7043. }
  7044. // uvs
  7045. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7046. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7047. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7048. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7049. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7050. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7051. uvsCopy.push( uvs2[ k ].clone() );
  7052. }
  7053. this.faceVertexUvs[ i ].push( uvsCopy );
  7054. }
  7055. }
  7056. },
  7057. mergeMesh: function ( mesh ) {
  7058. if ( ! ( mesh && mesh.isMesh ) ) {
  7059. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7060. return;
  7061. }
  7062. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7063. this.merge( mesh.geometry, mesh.matrix );
  7064. },
  7065. /*
  7066. * Checks for duplicate vertices with hashmap.
  7067. * Duplicated vertices are removed
  7068. * and faces' vertices are updated.
  7069. */
  7070. mergeVertices: function () {
  7071. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7072. var unique = [], changes = [];
  7073. var v, key;
  7074. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7075. var precision = Math.pow( 10, precisionPoints );
  7076. var i, il, face;
  7077. var indices, j, jl;
  7078. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7079. v = this.vertices[ i ];
  7080. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7081. if ( verticesMap[ key ] === undefined ) {
  7082. verticesMap[ key ] = i;
  7083. unique.push( this.vertices[ i ] );
  7084. changes[ i ] = unique.length - 1;
  7085. } else {
  7086. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7087. changes[ i ] = changes[ verticesMap[ key ] ];
  7088. }
  7089. }
  7090. // if faces are completely degenerate after merging vertices, we
  7091. // have to remove them from the geometry.
  7092. var faceIndicesToRemove = [];
  7093. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7094. face = this.faces[ i ];
  7095. face.a = changes[ face.a ];
  7096. face.b = changes[ face.b ];
  7097. face.c = changes[ face.c ];
  7098. indices = [ face.a, face.b, face.c ];
  7099. // if any duplicate vertices are found in a Face3
  7100. // we have to remove the face as nothing can be saved
  7101. for ( var n = 0; n < 3; n ++ ) {
  7102. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7103. faceIndicesToRemove.push( i );
  7104. break;
  7105. }
  7106. }
  7107. }
  7108. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7109. var idx = faceIndicesToRemove[ i ];
  7110. this.faces.splice( idx, 1 );
  7111. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7112. this.faceVertexUvs[ j ].splice( idx, 1 );
  7113. }
  7114. }
  7115. // Use unique set of vertices
  7116. var diff = this.vertices.length - unique.length;
  7117. this.vertices = unique;
  7118. return diff;
  7119. },
  7120. setFromPoints: function ( points ) {
  7121. this.vertices = [];
  7122. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7123. var point = points[ i ];
  7124. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7125. }
  7126. return this;
  7127. },
  7128. sortFacesByMaterialIndex: function () {
  7129. var faces = this.faces;
  7130. var length = faces.length;
  7131. // tag faces
  7132. for ( var i = 0; i < length; i ++ ) {
  7133. faces[ i ]._id = i;
  7134. }
  7135. // sort faces
  7136. function materialIndexSort( a, b ) {
  7137. return a.materialIndex - b.materialIndex;
  7138. }
  7139. faces.sort( materialIndexSort );
  7140. // sort uvs
  7141. var uvs1 = this.faceVertexUvs[ 0 ];
  7142. var uvs2 = this.faceVertexUvs[ 1 ];
  7143. var newUvs1, newUvs2;
  7144. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7145. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7146. for ( var i = 0; i < length; i ++ ) {
  7147. var id = faces[ i ]._id;
  7148. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7149. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7150. }
  7151. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7152. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7153. },
  7154. toJSON: function () {
  7155. var data = {
  7156. metadata: {
  7157. version: 4.5,
  7158. type: 'Geometry',
  7159. generator: 'Geometry.toJSON'
  7160. }
  7161. };
  7162. // standard Geometry serialization
  7163. data.uuid = this.uuid;
  7164. data.type = this.type;
  7165. if ( this.name !== '' ) data.name = this.name;
  7166. if ( this.parameters !== undefined ) {
  7167. var parameters = this.parameters;
  7168. for ( var key in parameters ) {
  7169. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7170. }
  7171. return data;
  7172. }
  7173. var vertices = [];
  7174. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7175. var vertex = this.vertices[ i ];
  7176. vertices.push( vertex.x, vertex.y, vertex.z );
  7177. }
  7178. var faces = [];
  7179. var normals = [];
  7180. var normalsHash = {};
  7181. var colors = [];
  7182. var colorsHash = {};
  7183. var uvs = [];
  7184. var uvsHash = {};
  7185. for ( var i = 0; i < this.faces.length; i ++ ) {
  7186. var face = this.faces[ i ];
  7187. var hasMaterial = true;
  7188. var hasFaceUv = false; // deprecated
  7189. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7190. var hasFaceNormal = face.normal.length() > 0;
  7191. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7192. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7193. var hasFaceVertexColor = face.vertexColors.length > 0;
  7194. var faceType = 0;
  7195. faceType = setBit( faceType, 0, 0 ); // isQuad
  7196. faceType = setBit( faceType, 1, hasMaterial );
  7197. faceType = setBit( faceType, 2, hasFaceUv );
  7198. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7199. faceType = setBit( faceType, 4, hasFaceNormal );
  7200. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7201. faceType = setBit( faceType, 6, hasFaceColor );
  7202. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7203. faces.push( faceType );
  7204. faces.push( face.a, face.b, face.c );
  7205. faces.push( face.materialIndex );
  7206. if ( hasFaceVertexUv ) {
  7207. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7208. faces.push(
  7209. getUvIndex( faceVertexUvs[ 0 ] ),
  7210. getUvIndex( faceVertexUvs[ 1 ] ),
  7211. getUvIndex( faceVertexUvs[ 2 ] )
  7212. );
  7213. }
  7214. if ( hasFaceNormal ) {
  7215. faces.push( getNormalIndex( face.normal ) );
  7216. }
  7217. if ( hasFaceVertexNormal ) {
  7218. var vertexNormals = face.vertexNormals;
  7219. faces.push(
  7220. getNormalIndex( vertexNormals[ 0 ] ),
  7221. getNormalIndex( vertexNormals[ 1 ] ),
  7222. getNormalIndex( vertexNormals[ 2 ] )
  7223. );
  7224. }
  7225. if ( hasFaceColor ) {
  7226. faces.push( getColorIndex( face.color ) );
  7227. }
  7228. if ( hasFaceVertexColor ) {
  7229. var vertexColors = face.vertexColors;
  7230. faces.push(
  7231. getColorIndex( vertexColors[ 0 ] ),
  7232. getColorIndex( vertexColors[ 1 ] ),
  7233. getColorIndex( vertexColors[ 2 ] )
  7234. );
  7235. }
  7236. }
  7237. function setBit( value, position, enabled ) {
  7238. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7239. }
  7240. function getNormalIndex( normal ) {
  7241. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7242. if ( normalsHash[ hash ] !== undefined ) {
  7243. return normalsHash[ hash ];
  7244. }
  7245. normalsHash[ hash ] = normals.length / 3;
  7246. normals.push( normal.x, normal.y, normal.z );
  7247. return normalsHash[ hash ];
  7248. }
  7249. function getColorIndex( color ) {
  7250. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7251. if ( colorsHash[ hash ] !== undefined ) {
  7252. return colorsHash[ hash ];
  7253. }
  7254. colorsHash[ hash ] = colors.length;
  7255. colors.push( color.getHex() );
  7256. return colorsHash[ hash ];
  7257. }
  7258. function getUvIndex( uv ) {
  7259. var hash = uv.x.toString() + uv.y.toString();
  7260. if ( uvsHash[ hash ] !== undefined ) {
  7261. return uvsHash[ hash ];
  7262. }
  7263. uvsHash[ hash ] = uvs.length / 2;
  7264. uvs.push( uv.x, uv.y );
  7265. return uvsHash[ hash ];
  7266. }
  7267. data.data = {};
  7268. data.data.vertices = vertices;
  7269. data.data.normals = normals;
  7270. if ( colors.length > 0 ) data.data.colors = colors;
  7271. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7272. data.data.faces = faces;
  7273. return data;
  7274. },
  7275. clone: function () {
  7276. /*
  7277. // Handle primitives
  7278. var parameters = this.parameters;
  7279. if ( parameters !== undefined ) {
  7280. var values = [];
  7281. for ( var key in parameters ) {
  7282. values.push( parameters[ key ] );
  7283. }
  7284. var geometry = Object.create( this.constructor.prototype );
  7285. this.constructor.apply( geometry, values );
  7286. return geometry;
  7287. }
  7288. return new this.constructor().copy( this );
  7289. */
  7290. return new Geometry().copy( this );
  7291. },
  7292. copy: function ( source ) {
  7293. var i, il, j, jl, k, kl;
  7294. // reset
  7295. this.vertices = [];
  7296. this.colors = [];
  7297. this.faces = [];
  7298. this.faceVertexUvs = [[]];
  7299. this.morphTargets = [];
  7300. this.morphNormals = [];
  7301. this.skinWeights = [];
  7302. this.skinIndices = [];
  7303. this.lineDistances = [];
  7304. this.boundingBox = null;
  7305. this.boundingSphere = null;
  7306. // name
  7307. this.name = source.name;
  7308. // vertices
  7309. var vertices = source.vertices;
  7310. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7311. this.vertices.push( vertices[ i ].clone() );
  7312. }
  7313. // colors
  7314. var colors = source.colors;
  7315. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7316. this.colors.push( colors[ i ].clone() );
  7317. }
  7318. // faces
  7319. var faces = source.faces;
  7320. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7321. this.faces.push( faces[ i ].clone() );
  7322. }
  7323. // face vertex uvs
  7324. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7325. var faceVertexUvs = source.faceVertexUvs[ i ];
  7326. if ( this.faceVertexUvs[ i ] === undefined ) {
  7327. this.faceVertexUvs[ i ] = [];
  7328. }
  7329. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7330. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7331. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7332. var uv = uvs[ k ];
  7333. uvsCopy.push( uv.clone() );
  7334. }
  7335. this.faceVertexUvs[ i ].push( uvsCopy );
  7336. }
  7337. }
  7338. // morph targets
  7339. var morphTargets = source.morphTargets;
  7340. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7341. var morphTarget = {};
  7342. morphTarget.name = morphTargets[ i ].name;
  7343. // vertices
  7344. if ( morphTargets[ i ].vertices !== undefined ) {
  7345. morphTarget.vertices = [];
  7346. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7347. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7348. }
  7349. }
  7350. // normals
  7351. if ( morphTargets[ i ].normals !== undefined ) {
  7352. morphTarget.normals = [];
  7353. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7354. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7355. }
  7356. }
  7357. this.morphTargets.push( morphTarget );
  7358. }
  7359. // morph normals
  7360. var morphNormals = source.morphNormals;
  7361. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7362. var morphNormal = {};
  7363. // vertex normals
  7364. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7365. morphNormal.vertexNormals = [];
  7366. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7367. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7368. var destVertexNormal = {};
  7369. destVertexNormal.a = srcVertexNormal.a.clone();
  7370. destVertexNormal.b = srcVertexNormal.b.clone();
  7371. destVertexNormal.c = srcVertexNormal.c.clone();
  7372. morphNormal.vertexNormals.push( destVertexNormal );
  7373. }
  7374. }
  7375. // face normals
  7376. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7377. morphNormal.faceNormals = [];
  7378. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7379. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7380. }
  7381. }
  7382. this.morphNormals.push( morphNormal );
  7383. }
  7384. // skin weights
  7385. var skinWeights = source.skinWeights;
  7386. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7387. this.skinWeights.push( skinWeights[ i ].clone() );
  7388. }
  7389. // skin indices
  7390. var skinIndices = source.skinIndices;
  7391. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7392. this.skinIndices.push( skinIndices[ i ].clone() );
  7393. }
  7394. // line distances
  7395. var lineDistances = source.lineDistances;
  7396. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7397. this.lineDistances.push( lineDistances[ i ] );
  7398. }
  7399. // bounding box
  7400. var boundingBox = source.boundingBox;
  7401. if ( boundingBox !== null ) {
  7402. this.boundingBox = boundingBox.clone();
  7403. }
  7404. // bounding sphere
  7405. var boundingSphere = source.boundingSphere;
  7406. if ( boundingSphere !== null ) {
  7407. this.boundingSphere = boundingSphere.clone();
  7408. }
  7409. // update flags
  7410. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7411. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7412. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7413. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7414. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7415. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7416. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7417. return this;
  7418. },
  7419. dispose: function () {
  7420. this.dispatchEvent( { type: 'dispose' } );
  7421. }
  7422. } );
  7423. /**
  7424. * @author mrdoob / http://mrdoob.com/
  7425. * @author Mugen87 / https://github.com/Mugen87
  7426. */
  7427. // BoxGeometry
  7428. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7429. Geometry.call( this );
  7430. this.type = 'BoxGeometry';
  7431. this.parameters = {
  7432. width: width,
  7433. height: height,
  7434. depth: depth,
  7435. widthSegments: widthSegments,
  7436. heightSegments: heightSegments,
  7437. depthSegments: depthSegments
  7438. };
  7439. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7440. this.mergeVertices();
  7441. }
  7442. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7443. BoxGeometry.prototype.constructor = BoxGeometry;
  7444. // BoxBufferGeometry
  7445. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7446. BufferGeometry.call( this );
  7447. this.type = 'BoxBufferGeometry';
  7448. this.parameters = {
  7449. width: width,
  7450. height: height,
  7451. depth: depth,
  7452. widthSegments: widthSegments,
  7453. heightSegments: heightSegments,
  7454. depthSegments: depthSegments
  7455. };
  7456. var scope = this;
  7457. width = width || 1;
  7458. height = height || 1;
  7459. depth = depth || 1;
  7460. // segments
  7461. widthSegments = Math.floor( widthSegments ) || 1;
  7462. heightSegments = Math.floor( heightSegments ) || 1;
  7463. depthSegments = Math.floor( depthSegments ) || 1;
  7464. // buffers
  7465. var indices = [];
  7466. var vertices = [];
  7467. var normals = [];
  7468. var uvs = [];
  7469. // helper variables
  7470. var numberOfVertices = 0;
  7471. var groupStart = 0;
  7472. // build each side of the box geometry
  7473. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7474. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7475. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7476. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7477. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7478. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7479. // build geometry
  7480. this.setIndex( indices );
  7481. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7482. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7483. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7484. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7485. var segmentWidth = width / gridX;
  7486. var segmentHeight = height / gridY;
  7487. var widthHalf = width / 2;
  7488. var heightHalf = height / 2;
  7489. var depthHalf = depth / 2;
  7490. var gridX1 = gridX + 1;
  7491. var gridY1 = gridY + 1;
  7492. var vertexCounter = 0;
  7493. var groupCount = 0;
  7494. var ix, iy;
  7495. var vector = new Vector3();
  7496. // generate vertices, normals and uvs
  7497. for ( iy = 0; iy < gridY1; iy ++ ) {
  7498. var y = iy * segmentHeight - heightHalf;
  7499. for ( ix = 0; ix < gridX1; ix ++ ) {
  7500. var x = ix * segmentWidth - widthHalf;
  7501. // set values to correct vector component
  7502. vector[ u ] = x * udir;
  7503. vector[ v ] = y * vdir;
  7504. vector[ w ] = depthHalf;
  7505. // now apply vector to vertex buffer
  7506. vertices.push( vector.x, vector.y, vector.z );
  7507. // set values to correct vector component
  7508. vector[ u ] = 0;
  7509. vector[ v ] = 0;
  7510. vector[ w ] = depth > 0 ? 1 : - 1;
  7511. // now apply vector to normal buffer
  7512. normals.push( vector.x, vector.y, vector.z );
  7513. // uvs
  7514. uvs.push( ix / gridX );
  7515. uvs.push( 1 - ( iy / gridY ) );
  7516. // counters
  7517. vertexCounter += 1;
  7518. }
  7519. }
  7520. // indices
  7521. // 1. you need three indices to draw a single face
  7522. // 2. a single segment consists of two faces
  7523. // 3. so we need to generate six (2*3) indices per segment
  7524. for ( iy = 0; iy < gridY; iy ++ ) {
  7525. for ( ix = 0; ix < gridX; ix ++ ) {
  7526. var a = numberOfVertices + ix + gridX1 * iy;
  7527. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7528. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7529. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7530. // faces
  7531. indices.push( a, b, d );
  7532. indices.push( b, c, d );
  7533. // increase counter
  7534. groupCount += 6;
  7535. }
  7536. }
  7537. // add a group to the geometry. this will ensure multi material support
  7538. scope.addGroup( groupStart, groupCount, materialIndex );
  7539. // calculate new start value for groups
  7540. groupStart += groupCount;
  7541. // update total number of vertices
  7542. numberOfVertices += vertexCounter;
  7543. }
  7544. }
  7545. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7546. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7547. /**
  7548. * Uniform Utilities
  7549. */
  7550. function cloneUniforms( src ) {
  7551. var dst = {};
  7552. for ( var u in src ) {
  7553. dst[ u ] = {};
  7554. for ( var p in src[ u ] ) {
  7555. var property = src[ u ][ p ];
  7556. if ( property && ( property.isColor ||
  7557. property.isMatrix3 || property.isMatrix4 ||
  7558. property.isVector2 || property.isVector3 || property.isVector4 ||
  7559. property.isTexture ) ) {
  7560. dst[ u ][ p ] = property.clone();
  7561. } else if ( Array.isArray( property ) ) {
  7562. dst[ u ][ p ] = property.slice();
  7563. } else {
  7564. dst[ u ][ p ] = property;
  7565. }
  7566. }
  7567. }
  7568. return dst;
  7569. }
  7570. function mergeUniforms( uniforms ) {
  7571. var merged = {};
  7572. for ( var u = 0; u < uniforms.length; u ++ ) {
  7573. var tmp = cloneUniforms( uniforms[ u ] );
  7574. for ( var p in tmp ) {
  7575. merged[ p ] = tmp[ p ];
  7576. }
  7577. }
  7578. return merged;
  7579. }
  7580. // Legacy
  7581. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7582. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7583. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7584. /**
  7585. * @author alteredq / http://alteredqualia.com/
  7586. *
  7587. * parameters = {
  7588. * defines: { "label" : "value" },
  7589. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7590. *
  7591. * fragmentShader: <string>,
  7592. * vertexShader: <string>,
  7593. *
  7594. * wireframe: <boolean>,
  7595. * wireframeLinewidth: <float>,
  7596. *
  7597. * lights: <bool>,
  7598. *
  7599. * skinning: <bool>,
  7600. * morphTargets: <bool>,
  7601. * morphNormals: <bool>
  7602. * }
  7603. */
  7604. function ShaderMaterial( parameters ) {
  7605. Material.call( this );
  7606. this.type = 'ShaderMaterial';
  7607. this.defines = {};
  7608. this.uniforms = {};
  7609. this.vertexShader = default_vertex;
  7610. this.fragmentShader = default_fragment;
  7611. this.linewidth = 1;
  7612. this.wireframe = false;
  7613. this.wireframeLinewidth = 1;
  7614. this.fog = false; // set to use scene fog
  7615. this.lights = false; // set to use scene lights
  7616. this.clipping = false; // set to use user-defined clipping planes
  7617. this.skinning = false; // set to use skinning attribute streams
  7618. this.morphTargets = false; // set to use morph targets
  7619. this.morphNormals = false; // set to use morph normals
  7620. this.extensions = {
  7621. derivatives: false, // set to use derivatives
  7622. fragDepth: false, // set to use fragment depth values
  7623. drawBuffers: false, // set to use draw buffers
  7624. shaderTextureLOD: false // set to use shader texture LOD
  7625. };
  7626. // When rendered geometry doesn't include these attributes but the material does,
  7627. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7628. this.defaultAttributeValues = {
  7629. 'color': [ 1, 1, 1 ],
  7630. 'uv': [ 0, 0 ],
  7631. 'uv2': [ 0, 0 ]
  7632. };
  7633. this.index0AttributeName = undefined;
  7634. this.uniformsNeedUpdate = false;
  7635. if ( parameters !== undefined ) {
  7636. if ( parameters.attributes !== undefined ) {
  7637. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7638. }
  7639. this.setValues( parameters );
  7640. }
  7641. }
  7642. ShaderMaterial.prototype = Object.create( Material.prototype );
  7643. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7644. ShaderMaterial.prototype.isShaderMaterial = true;
  7645. ShaderMaterial.prototype.copy = function ( source ) {
  7646. Material.prototype.copy.call( this, source );
  7647. this.fragmentShader = source.fragmentShader;
  7648. this.vertexShader = source.vertexShader;
  7649. this.uniforms = cloneUniforms( source.uniforms );
  7650. this.defines = Object.assign( {}, source.defines );
  7651. this.wireframe = source.wireframe;
  7652. this.wireframeLinewidth = source.wireframeLinewidth;
  7653. this.lights = source.lights;
  7654. this.clipping = source.clipping;
  7655. this.skinning = source.skinning;
  7656. this.morphTargets = source.morphTargets;
  7657. this.morphNormals = source.morphNormals;
  7658. this.extensions = source.extensions;
  7659. return this;
  7660. };
  7661. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7662. var data = Material.prototype.toJSON.call( this, meta );
  7663. data.uniforms = {};
  7664. for ( var name in this.uniforms ) {
  7665. var uniform = this.uniforms[ name ];
  7666. var value = uniform.value;
  7667. if ( value && value.isTexture ) {
  7668. data.uniforms[ name ] = {
  7669. type: 't',
  7670. value: value.toJSON( meta ).uuid
  7671. };
  7672. } else if ( value && value.isColor ) {
  7673. data.uniforms[ name ] = {
  7674. type: 'c',
  7675. value: value.getHex()
  7676. };
  7677. } else if ( value && value.isVector2 ) {
  7678. data.uniforms[ name ] = {
  7679. type: 'v2',
  7680. value: value.toArray()
  7681. };
  7682. } else if ( value && value.isVector3 ) {
  7683. data.uniforms[ name ] = {
  7684. type: 'v3',
  7685. value: value.toArray()
  7686. };
  7687. } else if ( value && value.isVector4 ) {
  7688. data.uniforms[ name ] = {
  7689. type: 'v4',
  7690. value: value.toArray()
  7691. };
  7692. } else if ( value && value.isMatrix3 ) {
  7693. data.uniforms[ name ] = {
  7694. type: 'm3',
  7695. value: value.toArray()
  7696. };
  7697. } else if ( value && value.isMatrix4 ) {
  7698. data.uniforms[ name ] = {
  7699. type: 'm4',
  7700. value: value.toArray()
  7701. };
  7702. } else {
  7703. data.uniforms[ name ] = {
  7704. value: value
  7705. };
  7706. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7707. }
  7708. }
  7709. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7710. data.vertexShader = this.vertexShader;
  7711. data.fragmentShader = this.fragmentShader;
  7712. var extensions = {};
  7713. for ( var key in this.extensions ) {
  7714. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7715. }
  7716. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7717. return data;
  7718. };
  7719. /**
  7720. * @author mrdoob / http://mrdoob.com/
  7721. * @author mikael emtinger / http://gomo.se/
  7722. * @author WestLangley / http://github.com/WestLangley
  7723. */
  7724. function Camera() {
  7725. Object3D.call( this );
  7726. this.type = 'Camera';
  7727. this.matrixWorldInverse = new Matrix4();
  7728. this.projectionMatrix = new Matrix4();
  7729. this.projectionMatrixInverse = new Matrix4();
  7730. }
  7731. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7732. constructor: Camera,
  7733. isCamera: true,
  7734. copy: function ( source, recursive ) {
  7735. Object3D.prototype.copy.call( this, source, recursive );
  7736. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7737. this.projectionMatrix.copy( source.projectionMatrix );
  7738. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7739. return this;
  7740. },
  7741. getWorldDirection: function ( target ) {
  7742. if ( target === undefined ) {
  7743. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7744. target = new Vector3();
  7745. }
  7746. this.updateMatrixWorld( true );
  7747. var e = this.matrixWorld.elements;
  7748. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7749. },
  7750. updateMatrixWorld: function ( force ) {
  7751. Object3D.prototype.updateMatrixWorld.call( this, force );
  7752. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7753. },
  7754. clone: function () {
  7755. return new this.constructor().copy( this );
  7756. }
  7757. } );
  7758. /**
  7759. * @author mrdoob / http://mrdoob.com/
  7760. * @author greggman / http://games.greggman.com/
  7761. * @author zz85 / http://www.lab4games.net/zz85/blog
  7762. * @author tschw
  7763. */
  7764. function PerspectiveCamera( fov, aspect, near, far ) {
  7765. Camera.call( this );
  7766. this.type = 'PerspectiveCamera';
  7767. this.fov = fov !== undefined ? fov : 50;
  7768. this.zoom = 1;
  7769. this.near = near !== undefined ? near : 0.1;
  7770. this.far = far !== undefined ? far : 2000;
  7771. this.focus = 10;
  7772. this.aspect = aspect !== undefined ? aspect : 1;
  7773. this.view = null;
  7774. this.filmGauge = 35; // width of the film (default in millimeters)
  7775. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7776. this.updateProjectionMatrix();
  7777. }
  7778. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7779. constructor: PerspectiveCamera,
  7780. isPerspectiveCamera: true,
  7781. copy: function ( source, recursive ) {
  7782. Camera.prototype.copy.call( this, source, recursive );
  7783. this.fov = source.fov;
  7784. this.zoom = source.zoom;
  7785. this.near = source.near;
  7786. this.far = source.far;
  7787. this.focus = source.focus;
  7788. this.aspect = source.aspect;
  7789. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7790. this.filmGauge = source.filmGauge;
  7791. this.filmOffset = source.filmOffset;
  7792. return this;
  7793. },
  7794. /**
  7795. * Sets the FOV by focal length in respect to the current .filmGauge.
  7796. *
  7797. * The default film gauge is 35, so that the focal length can be specified for
  7798. * a 35mm (full frame) camera.
  7799. *
  7800. * Values for focal length and film gauge must have the same unit.
  7801. */
  7802. setFocalLength: function ( focalLength ) {
  7803. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7804. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7805. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7806. this.updateProjectionMatrix();
  7807. },
  7808. /**
  7809. * Calculates the focal length from the current .fov and .filmGauge.
  7810. */
  7811. getFocalLength: function () {
  7812. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7813. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7814. },
  7815. getEffectiveFOV: function () {
  7816. return _Math.RAD2DEG * 2 * Math.atan(
  7817. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7818. },
  7819. getFilmWidth: function () {
  7820. // film not completely covered in portrait format (aspect < 1)
  7821. return this.filmGauge * Math.min( this.aspect, 1 );
  7822. },
  7823. getFilmHeight: function () {
  7824. // film not completely covered in landscape format (aspect > 1)
  7825. return this.filmGauge / Math.max( this.aspect, 1 );
  7826. },
  7827. /**
  7828. * Sets an offset in a larger frustum. This is useful for multi-window or
  7829. * multi-monitor/multi-machine setups.
  7830. *
  7831. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7832. * the monitors are in grid like this
  7833. *
  7834. * +---+---+---+
  7835. * | A | B | C |
  7836. * +---+---+---+
  7837. * | D | E | F |
  7838. * +---+---+---+
  7839. *
  7840. * then for each monitor you would call it like this
  7841. *
  7842. * var w = 1920;
  7843. * var h = 1080;
  7844. * var fullWidth = w * 3;
  7845. * var fullHeight = h * 2;
  7846. *
  7847. * --A--
  7848. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7849. * --B--
  7850. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7851. * --C--
  7852. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7853. * --D--
  7854. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7855. * --E--
  7856. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7857. * --F--
  7858. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7859. *
  7860. * Note there is no reason monitors have to be the same size or in a grid.
  7861. */
  7862. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7863. this.aspect = fullWidth / fullHeight;
  7864. if ( this.view === null ) {
  7865. this.view = {
  7866. enabled: true,
  7867. fullWidth: 1,
  7868. fullHeight: 1,
  7869. offsetX: 0,
  7870. offsetY: 0,
  7871. width: 1,
  7872. height: 1
  7873. };
  7874. }
  7875. this.view.enabled = true;
  7876. this.view.fullWidth = fullWidth;
  7877. this.view.fullHeight = fullHeight;
  7878. this.view.offsetX = x;
  7879. this.view.offsetY = y;
  7880. this.view.width = width;
  7881. this.view.height = height;
  7882. this.updateProjectionMatrix();
  7883. },
  7884. clearViewOffset: function () {
  7885. if ( this.view !== null ) {
  7886. this.view.enabled = false;
  7887. }
  7888. this.updateProjectionMatrix();
  7889. },
  7890. updateProjectionMatrix: function () {
  7891. var near = this.near,
  7892. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7893. height = 2 * top,
  7894. width = this.aspect * height,
  7895. left = - 0.5 * width,
  7896. view = this.view;
  7897. if ( this.view !== null && this.view.enabled ) {
  7898. var fullWidth = view.fullWidth,
  7899. fullHeight = view.fullHeight;
  7900. left += view.offsetX * width / fullWidth;
  7901. top -= view.offsetY * height / fullHeight;
  7902. width *= view.width / fullWidth;
  7903. height *= view.height / fullHeight;
  7904. }
  7905. var skew = this.filmOffset;
  7906. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7907. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7908. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7909. },
  7910. toJSON: function ( meta ) {
  7911. var data = Object3D.prototype.toJSON.call( this, meta );
  7912. data.object.fov = this.fov;
  7913. data.object.zoom = this.zoom;
  7914. data.object.near = this.near;
  7915. data.object.far = this.far;
  7916. data.object.focus = this.focus;
  7917. data.object.aspect = this.aspect;
  7918. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7919. data.object.filmGauge = this.filmGauge;
  7920. data.object.filmOffset = this.filmOffset;
  7921. return data;
  7922. }
  7923. } );
  7924. /**
  7925. * Camera for rendering cube maps
  7926. * - renders scene into axis-aligned cube
  7927. *
  7928. * @author alteredq / http://alteredqualia.com/
  7929. */
  7930. var fov = 90, aspect = 1;
  7931. function CubeCamera( near, far, cubeResolution, options ) {
  7932. Object3D.call( this );
  7933. this.type = 'CubeCamera';
  7934. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7935. cameraPX.up.set( 0, - 1, 0 );
  7936. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7937. this.add( cameraPX );
  7938. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7939. cameraNX.up.set( 0, - 1, 0 );
  7940. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7941. this.add( cameraNX );
  7942. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7943. cameraPY.up.set( 0, 0, 1 );
  7944. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7945. this.add( cameraPY );
  7946. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7947. cameraNY.up.set( 0, 0, - 1 );
  7948. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7949. this.add( cameraNY );
  7950. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7951. cameraPZ.up.set( 0, - 1, 0 );
  7952. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7953. this.add( cameraPZ );
  7954. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7955. cameraNZ.up.set( 0, - 1, 0 );
  7956. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7957. this.add( cameraNZ );
  7958. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7959. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7960. this.renderTarget.texture.name = "CubeCamera";
  7961. this.update = function ( renderer, scene ) {
  7962. if ( this.parent === null ) this.updateMatrixWorld();
  7963. var currentRenderTarget = renderer.getRenderTarget();
  7964. var renderTarget = this.renderTarget;
  7965. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7966. renderTarget.texture.generateMipmaps = false;
  7967. renderer.setRenderTarget( renderTarget, 0 );
  7968. renderer.render( scene, cameraPX );
  7969. renderer.setRenderTarget( renderTarget, 1 );
  7970. renderer.render( scene, cameraNX );
  7971. renderer.setRenderTarget( renderTarget, 2 );
  7972. renderer.render( scene, cameraPY );
  7973. renderer.setRenderTarget( renderTarget, 3 );
  7974. renderer.render( scene, cameraNY );
  7975. renderer.setRenderTarget( renderTarget, 4 );
  7976. renderer.render( scene, cameraPZ );
  7977. renderTarget.texture.generateMipmaps = generateMipmaps;
  7978. renderer.setRenderTarget( renderTarget, 5 );
  7979. renderer.render( scene, cameraNZ );
  7980. renderer.setRenderTarget( currentRenderTarget );
  7981. };
  7982. this.clear = function ( renderer, color, depth, stencil ) {
  7983. var currentRenderTarget = renderer.getRenderTarget();
  7984. var renderTarget = this.renderTarget;
  7985. for ( var i = 0; i < 6; i ++ ) {
  7986. renderer.setRenderTarget( renderTarget, i );
  7987. renderer.clear( color, depth, stencil );
  7988. }
  7989. renderer.setRenderTarget( currentRenderTarget );
  7990. };
  7991. }
  7992. CubeCamera.prototype = Object.create( Object3D.prototype );
  7993. CubeCamera.prototype.constructor = CubeCamera;
  7994. /**
  7995. * @author alteredq / http://alteredqualia.com
  7996. * @author WestLangley / http://github.com/WestLangley
  7997. */
  7998. function WebGLRenderTargetCube( width, height, options ) {
  7999. WebGLRenderTarget.call( this, width, height, options );
  8000. }
  8001. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8002. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8003. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8004. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8005. this.texture.type = texture.type;
  8006. this.texture.format = texture.format;
  8007. this.texture.encoding = texture.encoding;
  8008. var scene = new Scene();
  8009. var shader = {
  8010. uniforms: {
  8011. tEquirect: { value: null },
  8012. },
  8013. vertexShader: [
  8014. "varying vec3 vWorldDirection;",
  8015. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8016. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8017. "}",
  8018. "void main() {",
  8019. " vWorldDirection = transformDirection( position, modelMatrix );",
  8020. " #include <begin_vertex>",
  8021. " #include <project_vertex>",
  8022. "}"
  8023. ].join( '\n' ),
  8024. fragmentShader: [
  8025. "uniform sampler2D tEquirect;",
  8026. "varying vec3 vWorldDirection;",
  8027. "#define RECIPROCAL_PI 0.31830988618",
  8028. "#define RECIPROCAL_PI2 0.15915494",
  8029. "void main() {",
  8030. " vec3 direction = normalize( vWorldDirection );",
  8031. " vec2 sampleUV;",
  8032. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8033. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8034. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8035. "}"
  8036. ].join( '\n' ),
  8037. };
  8038. var material = new ShaderMaterial( {
  8039. type: 'CubemapFromEquirect',
  8040. uniforms: cloneUniforms( shader.uniforms ),
  8041. vertexShader: shader.vertexShader,
  8042. fragmentShader: shader.fragmentShader,
  8043. side: BackSide,
  8044. blending: NoBlending
  8045. } );
  8046. material.uniforms.tEquirect.value = texture;
  8047. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8048. scene.add( mesh );
  8049. var camera = new CubeCamera( 1, 10, 1 );
  8050. camera.renderTarget = this;
  8051. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8052. camera.update( renderer, scene );
  8053. mesh.geometry.dispose();
  8054. mesh.material.dispose();
  8055. return this;
  8056. };
  8057. /**
  8058. * @author alteredq / http://alteredqualia.com/
  8059. */
  8060. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8061. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8062. this.image = { data: data, width: width, height: height };
  8063. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8064. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8065. this.generateMipmaps = false;
  8066. this.flipY = false;
  8067. this.unpackAlignment = 1;
  8068. }
  8069. DataTexture.prototype = Object.create( Texture.prototype );
  8070. DataTexture.prototype.constructor = DataTexture;
  8071. DataTexture.prototype.isDataTexture = true;
  8072. /**
  8073. * @author bhouston / http://clara.io
  8074. */
  8075. var _vector1 = new Vector3();
  8076. var _vector2 = new Vector3();
  8077. var _normalMatrix = new Matrix3();
  8078. function Plane( normal, constant ) {
  8079. // normal is assumed to be normalized
  8080. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8081. this.constant = ( constant !== undefined ) ? constant : 0;
  8082. }
  8083. Object.assign( Plane.prototype, {
  8084. isPlane: true,
  8085. set: function ( normal, constant ) {
  8086. this.normal.copy( normal );
  8087. this.constant = constant;
  8088. return this;
  8089. },
  8090. setComponents: function ( x, y, z, w ) {
  8091. this.normal.set( x, y, z );
  8092. this.constant = w;
  8093. return this;
  8094. },
  8095. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8096. this.normal.copy( normal );
  8097. this.constant = - point.dot( this.normal );
  8098. return this;
  8099. },
  8100. setFromCoplanarPoints: function ( a, b, c ) {
  8101. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8102. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8103. this.setFromNormalAndCoplanarPoint( normal, a );
  8104. return this;
  8105. },
  8106. clone: function () {
  8107. return new this.constructor().copy( this );
  8108. },
  8109. copy: function ( plane ) {
  8110. this.normal.copy( plane.normal );
  8111. this.constant = plane.constant;
  8112. return this;
  8113. },
  8114. normalize: function () {
  8115. // Note: will lead to a divide by zero if the plane is invalid.
  8116. var inverseNormalLength = 1.0 / this.normal.length();
  8117. this.normal.multiplyScalar( inverseNormalLength );
  8118. this.constant *= inverseNormalLength;
  8119. return this;
  8120. },
  8121. negate: function () {
  8122. this.constant *= - 1;
  8123. this.normal.negate();
  8124. return this;
  8125. },
  8126. distanceToPoint: function ( point ) {
  8127. return this.normal.dot( point ) + this.constant;
  8128. },
  8129. distanceToSphere: function ( sphere ) {
  8130. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8131. },
  8132. projectPoint: function ( point, target ) {
  8133. if ( target === undefined ) {
  8134. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8135. target = new Vector3();
  8136. }
  8137. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8138. },
  8139. intersectLine: function ( line, target ) {
  8140. if ( target === undefined ) {
  8141. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8142. target = new Vector3();
  8143. }
  8144. var direction = line.delta( _vector1 );
  8145. var denominator = this.normal.dot( direction );
  8146. if ( denominator === 0 ) {
  8147. // line is coplanar, return origin
  8148. if ( this.distanceToPoint( line.start ) === 0 ) {
  8149. return target.copy( line.start );
  8150. }
  8151. // Unsure if this is the correct method to handle this case.
  8152. return undefined;
  8153. }
  8154. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8155. if ( t < 0 || t > 1 ) {
  8156. return undefined;
  8157. }
  8158. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8159. },
  8160. intersectsLine: function ( line ) {
  8161. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8162. var startSign = this.distanceToPoint( line.start );
  8163. var endSign = this.distanceToPoint( line.end );
  8164. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8165. },
  8166. intersectsBox: function ( box ) {
  8167. return box.intersectsPlane( this );
  8168. },
  8169. intersectsSphere: function ( sphere ) {
  8170. return sphere.intersectsPlane( this );
  8171. },
  8172. coplanarPoint: function ( target ) {
  8173. if ( target === undefined ) {
  8174. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8175. target = new Vector3();
  8176. }
  8177. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8178. },
  8179. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8180. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8181. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8182. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8183. this.constant = - referencePoint.dot( normal );
  8184. return this;
  8185. },
  8186. translate: function ( offset ) {
  8187. this.constant -= offset.dot( this.normal );
  8188. return this;
  8189. },
  8190. equals: function ( plane ) {
  8191. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8192. }
  8193. } );
  8194. /**
  8195. * @author mrdoob / http://mrdoob.com/
  8196. * @author alteredq / http://alteredqualia.com/
  8197. * @author bhouston / http://clara.io
  8198. */
  8199. var _sphere$1 = new Sphere();
  8200. var _vector$5 = new Vector3();
  8201. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8202. this.planes = [
  8203. ( p0 !== undefined ) ? p0 : new Plane(),
  8204. ( p1 !== undefined ) ? p1 : new Plane(),
  8205. ( p2 !== undefined ) ? p2 : new Plane(),
  8206. ( p3 !== undefined ) ? p3 : new Plane(),
  8207. ( p4 !== undefined ) ? p4 : new Plane(),
  8208. ( p5 !== undefined ) ? p5 : new Plane()
  8209. ];
  8210. }
  8211. Object.assign( Frustum.prototype, {
  8212. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8213. var planes = this.planes;
  8214. planes[ 0 ].copy( p0 );
  8215. planes[ 1 ].copy( p1 );
  8216. planes[ 2 ].copy( p2 );
  8217. planes[ 3 ].copy( p3 );
  8218. planes[ 4 ].copy( p4 );
  8219. planes[ 5 ].copy( p5 );
  8220. return this;
  8221. },
  8222. clone: function () {
  8223. return new this.constructor().copy( this );
  8224. },
  8225. copy: function ( frustum ) {
  8226. var planes = this.planes;
  8227. for ( var i = 0; i < 6; i ++ ) {
  8228. planes[ i ].copy( frustum.planes[ i ] );
  8229. }
  8230. return this;
  8231. },
  8232. setFromMatrix: function ( m ) {
  8233. var planes = this.planes;
  8234. var me = m.elements;
  8235. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8236. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8237. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8238. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8239. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8240. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8241. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8242. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8243. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8244. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8245. return this;
  8246. },
  8247. intersectsObject: function ( object ) {
  8248. var geometry = object.geometry;
  8249. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8250. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8251. return this.intersectsSphere( _sphere$1 );
  8252. },
  8253. intersectsSprite: function ( sprite ) {
  8254. _sphere$1.center.set( 0, 0, 0 );
  8255. _sphere$1.radius = 0.7071067811865476;
  8256. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8257. return this.intersectsSphere( _sphere$1 );
  8258. },
  8259. intersectsSphere: function ( sphere ) {
  8260. var planes = this.planes;
  8261. var center = sphere.center;
  8262. var negRadius = - sphere.radius;
  8263. for ( var i = 0; i < 6; i ++ ) {
  8264. var distance = planes[ i ].distanceToPoint( center );
  8265. if ( distance < negRadius ) {
  8266. return false;
  8267. }
  8268. }
  8269. return true;
  8270. },
  8271. intersectsBox: function ( box ) {
  8272. var planes = this.planes;
  8273. for ( var i = 0; i < 6; i ++ ) {
  8274. var plane = planes[ i ];
  8275. // corner at max distance
  8276. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8277. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8278. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8279. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8280. return false;
  8281. }
  8282. }
  8283. return true;
  8284. },
  8285. containsPoint: function ( point ) {
  8286. var planes = this.planes;
  8287. for ( var i = 0; i < 6; i ++ ) {
  8288. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8289. return false;
  8290. }
  8291. }
  8292. return true;
  8293. }
  8294. } );
  8295. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8296. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8297. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8298. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8299. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8300. var begin_vertex = "vec3 transformed = vec3( position );";
  8301. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8302. 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";
  8303. 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";
  8304. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8305. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8306. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8307. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8308. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8309. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8310. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8311. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8312. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define 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}\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 PHYSICAL\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}";
  8313. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8314. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8315. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8316. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8317. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8318. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8319. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8320. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8321. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8322. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8323. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8324. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8325. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8326. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8327. 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";
  8328. 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";
  8329. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8330. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8331. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8332. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8333. var lights_pars_begin = "uniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8334. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8335. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8336. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8337. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8338. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifdef PHYSICAL\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef PHYSICAL\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}\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 PHYSICAL\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_Clearcoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearcoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8339. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef PHYSICAL\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8340. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifdef PHYSICAL\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, Material_Clearcoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  8341. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, irradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8342. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8343. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8344. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8345. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  8346. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8347. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8348. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8349. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8350. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8351. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8352. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8353. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8354. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8355. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8356. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8357. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#endif\n#endif\n#if ( defined ( USE_NORMALMAP ) && !defined ( OBJECTSPACE_NORMALMAP )) || defined ( USE_CLEARCOAT_NORMALMAP )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8358. var clearcoat_normal_fragment_begin = "#ifdef PHYSICAL\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8359. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8360. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8361. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8362. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8363. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8364. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8365. 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";
  8366. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8367. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8368. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8369. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8370. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8371. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8372. 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";
  8373. 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";
  8374. 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";
  8375. 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";
  8376. 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";
  8377. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8378. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8379. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8380. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8381. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8382. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8383. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8384. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8385. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8386. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8387. 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}";
  8388. 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}";
  8389. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8390. 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}";
  8391. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8392. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  8393. 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}";
  8394. 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}";
  8395. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8396. 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}";
  8397. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8398. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8399. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8400. 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}";
  8401. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8402. 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}";
  8403. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8404. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8405. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8406. 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}";
  8407. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef PHYSICAL\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8408. var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8409. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8410. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8411. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8412. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8413. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8414. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8415. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8416. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8417. var ShaderChunk = {
  8418. alphamap_fragment: alphamap_fragment,
  8419. alphamap_pars_fragment: alphamap_pars_fragment,
  8420. alphatest_fragment: alphatest_fragment,
  8421. aomap_fragment: aomap_fragment,
  8422. aomap_pars_fragment: aomap_pars_fragment,
  8423. begin_vertex: begin_vertex,
  8424. beginnormal_vertex: beginnormal_vertex,
  8425. bsdfs: bsdfs,
  8426. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8427. clipping_planes_fragment: clipping_planes_fragment,
  8428. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8429. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8430. clipping_planes_vertex: clipping_planes_vertex,
  8431. color_fragment: color_fragment,
  8432. color_pars_fragment: color_pars_fragment,
  8433. color_pars_vertex: color_pars_vertex,
  8434. color_vertex: color_vertex,
  8435. common: common,
  8436. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8437. defaultnormal_vertex: defaultnormal_vertex,
  8438. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8439. displacementmap_vertex: displacementmap_vertex,
  8440. emissivemap_fragment: emissivemap_fragment,
  8441. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8442. encodings_fragment: encodings_fragment,
  8443. encodings_pars_fragment: encodings_pars_fragment,
  8444. envmap_fragment: envmap_fragment,
  8445. envmap_pars_fragment: envmap_pars_fragment,
  8446. envmap_pars_vertex: envmap_pars_vertex,
  8447. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8448. envmap_vertex: envmap_vertex,
  8449. fog_vertex: fog_vertex,
  8450. fog_pars_vertex: fog_pars_vertex,
  8451. fog_fragment: fog_fragment,
  8452. fog_pars_fragment: fog_pars_fragment,
  8453. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8454. lightmap_fragment: lightmap_fragment,
  8455. lightmap_pars_fragment: lightmap_pars_fragment,
  8456. lights_lambert_vertex: lights_lambert_vertex,
  8457. lights_pars_begin: lights_pars_begin,
  8458. lights_phong_fragment: lights_phong_fragment,
  8459. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8460. lights_physical_fragment: lights_physical_fragment,
  8461. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8462. lights_fragment_begin: lights_fragment_begin,
  8463. lights_fragment_maps: lights_fragment_maps,
  8464. lights_fragment_end: lights_fragment_end,
  8465. logdepthbuf_fragment: logdepthbuf_fragment,
  8466. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8467. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8468. logdepthbuf_vertex: logdepthbuf_vertex,
  8469. map_fragment: map_fragment,
  8470. map_pars_fragment: map_pars_fragment,
  8471. map_particle_fragment: map_particle_fragment,
  8472. map_particle_pars_fragment: map_particle_pars_fragment,
  8473. metalnessmap_fragment: metalnessmap_fragment,
  8474. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8475. morphnormal_vertex: morphnormal_vertex,
  8476. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8477. morphtarget_vertex: morphtarget_vertex,
  8478. normal_fragment_begin: normal_fragment_begin,
  8479. normal_fragment_maps: normal_fragment_maps,
  8480. normalmap_pars_fragment: normalmap_pars_fragment,
  8481. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8482. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8483. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8484. packing: packing,
  8485. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8486. project_vertex: project_vertex,
  8487. dithering_fragment: dithering_fragment,
  8488. dithering_pars_fragment: dithering_pars_fragment,
  8489. roughnessmap_fragment: roughnessmap_fragment,
  8490. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8491. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8492. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8493. shadowmap_vertex: shadowmap_vertex,
  8494. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8495. skinbase_vertex: skinbase_vertex,
  8496. skinning_pars_vertex: skinning_pars_vertex,
  8497. skinning_vertex: skinning_vertex,
  8498. skinnormal_vertex: skinnormal_vertex,
  8499. specularmap_fragment: specularmap_fragment,
  8500. specularmap_pars_fragment: specularmap_pars_fragment,
  8501. tonemapping_fragment: tonemapping_fragment,
  8502. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8503. uv_pars_fragment: uv_pars_fragment,
  8504. uv_pars_vertex: uv_pars_vertex,
  8505. uv_vertex: uv_vertex,
  8506. uv2_pars_fragment: uv2_pars_fragment,
  8507. uv2_pars_vertex: uv2_pars_vertex,
  8508. uv2_vertex: uv2_vertex,
  8509. worldpos_vertex: worldpos_vertex,
  8510. background_frag: background_frag,
  8511. background_vert: background_vert,
  8512. cube_frag: cube_frag,
  8513. cube_vert: cube_vert,
  8514. depth_frag: depth_frag,
  8515. depth_vert: depth_vert,
  8516. distanceRGBA_frag: distanceRGBA_frag,
  8517. distanceRGBA_vert: distanceRGBA_vert,
  8518. equirect_frag: equirect_frag,
  8519. equirect_vert: equirect_vert,
  8520. linedashed_frag: linedashed_frag,
  8521. linedashed_vert: linedashed_vert,
  8522. meshbasic_frag: meshbasic_frag,
  8523. meshbasic_vert: meshbasic_vert,
  8524. meshlambert_frag: meshlambert_frag,
  8525. meshlambert_vert: meshlambert_vert,
  8526. meshmatcap_frag: meshmatcap_frag,
  8527. meshmatcap_vert: meshmatcap_vert,
  8528. meshphong_frag: meshphong_frag,
  8529. meshphong_vert: meshphong_vert,
  8530. meshphysical_frag: meshphysical_frag,
  8531. meshphysical_vert: meshphysical_vert,
  8532. normal_frag: normal_frag,
  8533. normal_vert: normal_vert,
  8534. points_frag: points_frag,
  8535. points_vert: points_vert,
  8536. shadow_frag: shadow_frag,
  8537. shadow_vert: shadow_vert,
  8538. sprite_frag: sprite_frag,
  8539. sprite_vert: sprite_vert
  8540. };
  8541. /**
  8542. * Uniforms library for shared webgl shaders
  8543. */
  8544. var UniformsLib = {
  8545. common: {
  8546. diffuse: { value: new Color( 0xeeeeee ) },
  8547. opacity: { value: 1.0 },
  8548. map: { value: null },
  8549. uvTransform: { value: new Matrix3() },
  8550. alphaMap: { value: null },
  8551. },
  8552. specularmap: {
  8553. specularMap: { value: null },
  8554. },
  8555. envmap: {
  8556. envMap: { value: null },
  8557. flipEnvMap: { value: - 1 },
  8558. reflectivity: { value: 1.0 },
  8559. refractionRatio: { value: 0.98 },
  8560. maxMipLevel: { value: 0 }
  8561. },
  8562. aomap: {
  8563. aoMap: { value: null },
  8564. aoMapIntensity: { value: 1 }
  8565. },
  8566. lightmap: {
  8567. lightMap: { value: null },
  8568. lightMapIntensity: { value: 1 }
  8569. },
  8570. emissivemap: {
  8571. emissiveMap: { value: null }
  8572. },
  8573. bumpmap: {
  8574. bumpMap: { value: null },
  8575. bumpScale: { value: 1 }
  8576. },
  8577. normalmap: {
  8578. normalMap: { value: null },
  8579. normalScale: { value: new Vector2( 1, 1 ) }
  8580. },
  8581. displacementmap: {
  8582. displacementMap: { value: null },
  8583. displacementScale: { value: 1 },
  8584. displacementBias: { value: 0 }
  8585. },
  8586. roughnessmap: {
  8587. roughnessMap: { value: null }
  8588. },
  8589. metalnessmap: {
  8590. metalnessMap: { value: null }
  8591. },
  8592. gradientmap: {
  8593. gradientMap: { value: null }
  8594. },
  8595. fog: {
  8596. fogDensity: { value: 0.00025 },
  8597. fogNear: { value: 1 },
  8598. fogFar: { value: 2000 },
  8599. fogColor: { value: new Color( 0xffffff ) }
  8600. },
  8601. lights: {
  8602. ambientLightColor: { value: [] },
  8603. lightProbe: { value: [] },
  8604. directionalLights: { value: [], properties: {
  8605. direction: {},
  8606. color: {},
  8607. shadow: {},
  8608. shadowBias: {},
  8609. shadowRadius: {},
  8610. shadowMapSize: {}
  8611. } },
  8612. directionalShadowMap: { value: [] },
  8613. directionalShadowMatrix: { value: [] },
  8614. spotLights: { value: [], properties: {
  8615. color: {},
  8616. position: {},
  8617. direction: {},
  8618. distance: {},
  8619. coneCos: {},
  8620. penumbraCos: {},
  8621. decay: {},
  8622. shadow: {},
  8623. shadowBias: {},
  8624. shadowRadius: {},
  8625. shadowMapSize: {}
  8626. } },
  8627. spotShadowMap: { value: [] },
  8628. spotShadowMatrix: { value: [] },
  8629. pointLights: { value: [], properties: {
  8630. color: {},
  8631. position: {},
  8632. decay: {},
  8633. distance: {},
  8634. shadow: {},
  8635. shadowBias: {},
  8636. shadowRadius: {},
  8637. shadowMapSize: {},
  8638. shadowCameraNear: {},
  8639. shadowCameraFar: {}
  8640. } },
  8641. pointShadowMap: { value: [] },
  8642. pointShadowMatrix: { value: [] },
  8643. hemisphereLights: { value: [], properties: {
  8644. direction: {},
  8645. skyColor: {},
  8646. groundColor: {}
  8647. } },
  8648. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8649. rectAreaLights: { value: [], properties: {
  8650. color: {},
  8651. position: {},
  8652. width: {},
  8653. height: {}
  8654. } }
  8655. },
  8656. points: {
  8657. diffuse: { value: new Color( 0xeeeeee ) },
  8658. opacity: { value: 1.0 },
  8659. size: { value: 1.0 },
  8660. scale: { value: 1.0 },
  8661. map: { value: null },
  8662. uvTransform: { value: new Matrix3() }
  8663. },
  8664. sprite: {
  8665. diffuse: { value: new Color( 0xeeeeee ) },
  8666. opacity: { value: 1.0 },
  8667. center: { value: new Vector2( 0.5, 0.5 ) },
  8668. rotation: { value: 0.0 },
  8669. map: { value: null },
  8670. uvTransform: { value: new Matrix3() }
  8671. }
  8672. };
  8673. /**
  8674. * @author alteredq / http://alteredqualia.com/
  8675. * @author mrdoob / http://mrdoob.com/
  8676. * @author mikael emtinger / http://gomo.se/
  8677. */
  8678. var ShaderLib = {
  8679. basic: {
  8680. uniforms: mergeUniforms( [
  8681. UniformsLib.common,
  8682. UniformsLib.specularmap,
  8683. UniformsLib.envmap,
  8684. UniformsLib.aomap,
  8685. UniformsLib.lightmap,
  8686. UniformsLib.fog
  8687. ] ),
  8688. vertexShader: ShaderChunk.meshbasic_vert,
  8689. fragmentShader: ShaderChunk.meshbasic_frag
  8690. },
  8691. lambert: {
  8692. uniforms: mergeUniforms( [
  8693. UniformsLib.common,
  8694. UniformsLib.specularmap,
  8695. UniformsLib.envmap,
  8696. UniformsLib.aomap,
  8697. UniformsLib.lightmap,
  8698. UniformsLib.emissivemap,
  8699. UniformsLib.fog,
  8700. UniformsLib.lights,
  8701. {
  8702. emissive: { value: new Color( 0x000000 ) }
  8703. }
  8704. ] ),
  8705. vertexShader: ShaderChunk.meshlambert_vert,
  8706. fragmentShader: ShaderChunk.meshlambert_frag
  8707. },
  8708. phong: {
  8709. uniforms: mergeUniforms( [
  8710. UniformsLib.common,
  8711. UniformsLib.specularmap,
  8712. UniformsLib.envmap,
  8713. UniformsLib.aomap,
  8714. UniformsLib.lightmap,
  8715. UniformsLib.emissivemap,
  8716. UniformsLib.bumpmap,
  8717. UniformsLib.normalmap,
  8718. UniformsLib.displacementmap,
  8719. UniformsLib.gradientmap,
  8720. UniformsLib.fog,
  8721. UniformsLib.lights,
  8722. {
  8723. emissive: { value: new Color( 0x000000 ) },
  8724. specular: { value: new Color( 0x111111 ) },
  8725. shininess: { value: 30 }
  8726. }
  8727. ] ),
  8728. vertexShader: ShaderChunk.meshphong_vert,
  8729. fragmentShader: ShaderChunk.meshphong_frag
  8730. },
  8731. standard: {
  8732. uniforms: mergeUniforms( [
  8733. UniformsLib.common,
  8734. UniformsLib.envmap,
  8735. UniformsLib.aomap,
  8736. UniformsLib.lightmap,
  8737. UniformsLib.emissivemap,
  8738. UniformsLib.bumpmap,
  8739. UniformsLib.normalmap,
  8740. UniformsLib.displacementmap,
  8741. UniformsLib.roughnessmap,
  8742. UniformsLib.metalnessmap,
  8743. UniformsLib.fog,
  8744. UniformsLib.lights,
  8745. {
  8746. emissive: { value: new Color( 0x000000 ) },
  8747. roughness: { value: 0.5 },
  8748. metalness: { value: 0.5 },
  8749. envMapIntensity: { value: 1 } // temporary
  8750. }
  8751. ] ),
  8752. vertexShader: ShaderChunk.meshphysical_vert,
  8753. fragmentShader: ShaderChunk.meshphysical_frag
  8754. },
  8755. matcap: {
  8756. uniforms: mergeUniforms( [
  8757. UniformsLib.common,
  8758. UniformsLib.bumpmap,
  8759. UniformsLib.normalmap,
  8760. UniformsLib.displacementmap,
  8761. UniformsLib.fog,
  8762. {
  8763. matcap: { value: null }
  8764. }
  8765. ] ),
  8766. vertexShader: ShaderChunk.meshmatcap_vert,
  8767. fragmentShader: ShaderChunk.meshmatcap_frag
  8768. },
  8769. points: {
  8770. uniforms: mergeUniforms( [
  8771. UniformsLib.points,
  8772. UniformsLib.fog
  8773. ] ),
  8774. vertexShader: ShaderChunk.points_vert,
  8775. fragmentShader: ShaderChunk.points_frag
  8776. },
  8777. dashed: {
  8778. uniforms: mergeUniforms( [
  8779. UniformsLib.common,
  8780. UniformsLib.fog,
  8781. {
  8782. scale: { value: 1 },
  8783. dashSize: { value: 1 },
  8784. totalSize: { value: 2 }
  8785. }
  8786. ] ),
  8787. vertexShader: ShaderChunk.linedashed_vert,
  8788. fragmentShader: ShaderChunk.linedashed_frag
  8789. },
  8790. depth: {
  8791. uniforms: mergeUniforms( [
  8792. UniformsLib.common,
  8793. UniformsLib.displacementmap
  8794. ] ),
  8795. vertexShader: ShaderChunk.depth_vert,
  8796. fragmentShader: ShaderChunk.depth_frag
  8797. },
  8798. normal: {
  8799. uniforms: mergeUniforms( [
  8800. UniformsLib.common,
  8801. UniformsLib.bumpmap,
  8802. UniformsLib.normalmap,
  8803. UniformsLib.displacementmap,
  8804. {
  8805. opacity: { value: 1.0 }
  8806. }
  8807. ] ),
  8808. vertexShader: ShaderChunk.normal_vert,
  8809. fragmentShader: ShaderChunk.normal_frag
  8810. },
  8811. sprite: {
  8812. uniforms: mergeUniforms( [
  8813. UniformsLib.sprite,
  8814. UniformsLib.fog
  8815. ] ),
  8816. vertexShader: ShaderChunk.sprite_vert,
  8817. fragmentShader: ShaderChunk.sprite_frag
  8818. },
  8819. background: {
  8820. uniforms: {
  8821. uvTransform: { value: new Matrix3() },
  8822. t2D: { value: null },
  8823. },
  8824. vertexShader: ShaderChunk.background_vert,
  8825. fragmentShader: ShaderChunk.background_frag
  8826. },
  8827. /* -------------------------------------------------------------------------
  8828. // Cube map shader
  8829. ------------------------------------------------------------------------- */
  8830. cube: {
  8831. uniforms: {
  8832. tCube: { value: null },
  8833. tFlip: { value: - 1 },
  8834. opacity: { value: 1.0 }
  8835. },
  8836. vertexShader: ShaderChunk.cube_vert,
  8837. fragmentShader: ShaderChunk.cube_frag
  8838. },
  8839. equirect: {
  8840. uniforms: {
  8841. tEquirect: { value: null },
  8842. },
  8843. vertexShader: ShaderChunk.equirect_vert,
  8844. fragmentShader: ShaderChunk.equirect_frag
  8845. },
  8846. distanceRGBA: {
  8847. uniforms: mergeUniforms( [
  8848. UniformsLib.common,
  8849. UniformsLib.displacementmap,
  8850. {
  8851. referencePosition: { value: new Vector3() },
  8852. nearDistance: { value: 1 },
  8853. farDistance: { value: 1000 }
  8854. }
  8855. ] ),
  8856. vertexShader: ShaderChunk.distanceRGBA_vert,
  8857. fragmentShader: ShaderChunk.distanceRGBA_frag
  8858. },
  8859. shadow: {
  8860. uniforms: mergeUniforms( [
  8861. UniformsLib.lights,
  8862. UniformsLib.fog,
  8863. {
  8864. color: { value: new Color( 0x00000 ) },
  8865. opacity: { value: 1.0 }
  8866. },
  8867. ] ),
  8868. vertexShader: ShaderChunk.shadow_vert,
  8869. fragmentShader: ShaderChunk.shadow_frag
  8870. }
  8871. };
  8872. ShaderLib.physical = {
  8873. uniforms: mergeUniforms( [
  8874. ShaderLib.standard.uniforms,
  8875. {
  8876. clearcoat: { value: 0 },
  8877. clearcoatRoughness: { value: 0 },
  8878. sheen: { value: new Color( 0x000000 ) },
  8879. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8880. clearcoatNormalMap: { value: null },
  8881. }
  8882. ] ),
  8883. vertexShader: ShaderChunk.meshphysical_vert,
  8884. fragmentShader: ShaderChunk.meshphysical_frag
  8885. };
  8886. /**
  8887. * @author mrdoob / http://mrdoob.com/
  8888. */
  8889. function WebGLAnimation() {
  8890. var context = null;
  8891. var isAnimating = false;
  8892. var animationLoop = null;
  8893. function onAnimationFrame( time, frame ) {
  8894. if ( isAnimating === false ) return;
  8895. animationLoop( time, frame );
  8896. context.requestAnimationFrame( onAnimationFrame );
  8897. }
  8898. return {
  8899. start: function () {
  8900. if ( isAnimating === true ) return;
  8901. if ( animationLoop === null ) return;
  8902. context.requestAnimationFrame( onAnimationFrame );
  8903. isAnimating = true;
  8904. },
  8905. stop: function () {
  8906. isAnimating = false;
  8907. },
  8908. setAnimationLoop: function ( callback ) {
  8909. animationLoop = callback;
  8910. },
  8911. setContext: function ( value ) {
  8912. context = value;
  8913. }
  8914. };
  8915. }
  8916. /**
  8917. * @author mrdoob / http://mrdoob.com/
  8918. */
  8919. function WebGLAttributes( gl ) {
  8920. var buffers = new WeakMap();
  8921. function createBuffer( attribute, bufferType ) {
  8922. var array = attribute.array;
  8923. var usage = attribute.dynamic ? 35048 : 35044;
  8924. var buffer = gl.createBuffer();
  8925. gl.bindBuffer( bufferType, buffer );
  8926. gl.bufferData( bufferType, array, usage );
  8927. attribute.onUploadCallback();
  8928. var type = 5126;
  8929. if ( array instanceof Float32Array ) {
  8930. type = 5126;
  8931. } else if ( array instanceof Float64Array ) {
  8932. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8933. } else if ( array instanceof Uint16Array ) {
  8934. type = 5123;
  8935. } else if ( array instanceof Int16Array ) {
  8936. type = 5122;
  8937. } else if ( array instanceof Uint32Array ) {
  8938. type = 5125;
  8939. } else if ( array instanceof Int32Array ) {
  8940. type = 5124;
  8941. } else if ( array instanceof Int8Array ) {
  8942. type = 5120;
  8943. } else if ( array instanceof Uint8Array ) {
  8944. type = 5121;
  8945. }
  8946. return {
  8947. buffer: buffer,
  8948. type: type,
  8949. bytesPerElement: array.BYTES_PER_ELEMENT,
  8950. version: attribute.version
  8951. };
  8952. }
  8953. function updateBuffer( buffer, attribute, bufferType ) {
  8954. var array = attribute.array;
  8955. var updateRange = attribute.updateRange;
  8956. gl.bindBuffer( bufferType, buffer );
  8957. if ( attribute.dynamic === false ) {
  8958. gl.bufferData( bufferType, array, 35044 );
  8959. } else if ( updateRange.count === - 1 ) {
  8960. // Not using update ranges
  8961. gl.bufferSubData( bufferType, 0, array );
  8962. } else if ( updateRange.count === 0 ) {
  8963. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  8964. } else {
  8965. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8966. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8967. updateRange.count = - 1; // reset range
  8968. }
  8969. }
  8970. //
  8971. function get( attribute ) {
  8972. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8973. return buffers.get( attribute );
  8974. }
  8975. function remove( attribute ) {
  8976. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8977. var data = buffers.get( attribute );
  8978. if ( data ) {
  8979. gl.deleteBuffer( data.buffer );
  8980. buffers.delete( attribute );
  8981. }
  8982. }
  8983. function update( attribute, bufferType ) {
  8984. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8985. var data = buffers.get( attribute );
  8986. if ( data === undefined ) {
  8987. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8988. } else if ( data.version < attribute.version ) {
  8989. updateBuffer( data.buffer, attribute, bufferType );
  8990. data.version = attribute.version;
  8991. }
  8992. }
  8993. return {
  8994. get: get,
  8995. remove: remove,
  8996. update: update
  8997. };
  8998. }
  8999. /**
  9000. * @author mrdoob / http://mrdoob.com/
  9001. * @author Mugen87 / https://github.com/Mugen87
  9002. */
  9003. // PlaneGeometry
  9004. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9005. Geometry.call( this );
  9006. this.type = 'PlaneGeometry';
  9007. this.parameters = {
  9008. width: width,
  9009. height: height,
  9010. widthSegments: widthSegments,
  9011. heightSegments: heightSegments
  9012. };
  9013. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9014. this.mergeVertices();
  9015. }
  9016. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9017. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9018. // PlaneBufferGeometry
  9019. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9020. BufferGeometry.call( this );
  9021. this.type = 'PlaneBufferGeometry';
  9022. this.parameters = {
  9023. width: width,
  9024. height: height,
  9025. widthSegments: widthSegments,
  9026. heightSegments: heightSegments
  9027. };
  9028. width = width || 1;
  9029. height = height || 1;
  9030. var width_half = width / 2;
  9031. var height_half = height / 2;
  9032. var gridX = Math.floor( widthSegments ) || 1;
  9033. var gridY = Math.floor( heightSegments ) || 1;
  9034. var gridX1 = gridX + 1;
  9035. var gridY1 = gridY + 1;
  9036. var segment_width = width / gridX;
  9037. var segment_height = height / gridY;
  9038. var ix, iy;
  9039. // buffers
  9040. var indices = [];
  9041. var vertices = [];
  9042. var normals = [];
  9043. var uvs = [];
  9044. // generate vertices, normals and uvs
  9045. for ( iy = 0; iy < gridY1; iy ++ ) {
  9046. var y = iy * segment_height - height_half;
  9047. for ( ix = 0; ix < gridX1; ix ++ ) {
  9048. var x = ix * segment_width - width_half;
  9049. vertices.push( x, - y, 0 );
  9050. normals.push( 0, 0, 1 );
  9051. uvs.push( ix / gridX );
  9052. uvs.push( 1 - ( iy / gridY ) );
  9053. }
  9054. }
  9055. // indices
  9056. for ( iy = 0; iy < gridY; iy ++ ) {
  9057. for ( ix = 0; ix < gridX; ix ++ ) {
  9058. var a = ix + gridX1 * iy;
  9059. var b = ix + gridX1 * ( iy + 1 );
  9060. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9061. var d = ( ix + 1 ) + gridX1 * iy;
  9062. // faces
  9063. indices.push( a, b, d );
  9064. indices.push( b, c, d );
  9065. }
  9066. }
  9067. // build geometry
  9068. this.setIndex( indices );
  9069. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9070. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9071. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9072. }
  9073. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9074. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9075. /**
  9076. * @author mrdoob / http://mrdoob.com/
  9077. */
  9078. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9079. var clearColor = new Color( 0x000000 );
  9080. var clearAlpha = 0;
  9081. var planeMesh;
  9082. var boxMesh;
  9083. // Store the current background texture and its `version`
  9084. // so we can recompile the material accordingly.
  9085. var currentBackground = null;
  9086. var currentBackgroundVersion = 0;
  9087. function render( renderList, scene, camera, forceClear ) {
  9088. var background = scene.background;
  9089. // Ignore background in AR
  9090. // TODO: Reconsider this.
  9091. var vr = renderer.vr;
  9092. var session = vr.getSession && vr.getSession();
  9093. if ( session && session.environmentBlendMode === 'additive' ) {
  9094. background = null;
  9095. }
  9096. if ( background === null ) {
  9097. setClear( clearColor, clearAlpha );
  9098. currentBackground = null;
  9099. currentBackgroundVersion = 0;
  9100. } else if ( background && background.isColor ) {
  9101. setClear( background, 1 );
  9102. forceClear = true;
  9103. currentBackground = null;
  9104. currentBackgroundVersion = 0;
  9105. }
  9106. if ( renderer.autoClear || forceClear ) {
  9107. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9108. }
  9109. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9110. if ( boxMesh === undefined ) {
  9111. boxMesh = new Mesh(
  9112. new BoxBufferGeometry( 1, 1, 1 ),
  9113. new ShaderMaterial( {
  9114. type: 'BackgroundCubeMaterial',
  9115. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9116. vertexShader: ShaderLib.cube.vertexShader,
  9117. fragmentShader: ShaderLib.cube.fragmentShader,
  9118. side: BackSide,
  9119. depthTest: false,
  9120. depthWrite: false,
  9121. fog: false
  9122. } )
  9123. );
  9124. boxMesh.geometry.removeAttribute( 'normal' );
  9125. boxMesh.geometry.removeAttribute( 'uv' );
  9126. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9127. this.matrixWorld.copyPosition( camera.matrixWorld );
  9128. };
  9129. // enable code injection for non-built-in material
  9130. Object.defineProperty( boxMesh.material, 'map', {
  9131. get: function () {
  9132. return this.uniforms.tCube.value;
  9133. }
  9134. } );
  9135. objects.update( boxMesh );
  9136. }
  9137. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9138. boxMesh.material.uniforms.tCube.value = texture;
  9139. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9140. if ( currentBackground !== background ||
  9141. currentBackgroundVersion !== texture.version ) {
  9142. boxMesh.material.needsUpdate = true;
  9143. currentBackground = background;
  9144. currentBackgroundVersion = texture.version;
  9145. }
  9146. // push to the pre-sorted opaque render list
  9147. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9148. } else if ( background && background.isTexture ) {
  9149. if ( planeMesh === undefined ) {
  9150. planeMesh = new Mesh(
  9151. new PlaneBufferGeometry( 2, 2 ),
  9152. new ShaderMaterial( {
  9153. type: 'BackgroundMaterial',
  9154. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9155. vertexShader: ShaderLib.background.vertexShader,
  9156. fragmentShader: ShaderLib.background.fragmentShader,
  9157. side: FrontSide,
  9158. depthTest: false,
  9159. depthWrite: false,
  9160. fog: false
  9161. } )
  9162. );
  9163. planeMesh.geometry.removeAttribute( 'normal' );
  9164. // enable code injection for non-built-in material
  9165. Object.defineProperty( planeMesh.material, 'map', {
  9166. get: function () {
  9167. return this.uniforms.t2D.value;
  9168. }
  9169. } );
  9170. objects.update( planeMesh );
  9171. }
  9172. planeMesh.material.uniforms.t2D.value = background;
  9173. if ( background.matrixAutoUpdate === true ) {
  9174. background.updateMatrix();
  9175. }
  9176. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9177. if ( currentBackground !== background ||
  9178. currentBackgroundVersion !== background.version ) {
  9179. planeMesh.material.needsUpdate = true;
  9180. currentBackground = background;
  9181. currentBackgroundVersion = background.version;
  9182. }
  9183. // push to the pre-sorted opaque render list
  9184. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9185. }
  9186. }
  9187. function setClear( color, alpha ) {
  9188. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9189. }
  9190. return {
  9191. getClearColor: function () {
  9192. return clearColor;
  9193. },
  9194. setClearColor: function ( color, alpha ) {
  9195. clearColor.set( color );
  9196. clearAlpha = alpha !== undefined ? alpha : 1;
  9197. setClear( clearColor, clearAlpha );
  9198. },
  9199. getClearAlpha: function () {
  9200. return clearAlpha;
  9201. },
  9202. setClearAlpha: function ( alpha ) {
  9203. clearAlpha = alpha;
  9204. setClear( clearColor, clearAlpha );
  9205. },
  9206. render: render
  9207. };
  9208. }
  9209. /**
  9210. * @author mrdoob / http://mrdoob.com/
  9211. */
  9212. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9213. var mode;
  9214. function setMode( value ) {
  9215. mode = value;
  9216. }
  9217. function render( start, count ) {
  9218. gl.drawArrays( mode, start, count );
  9219. info.update( count, mode );
  9220. }
  9221. function renderInstances( geometry, start, count ) {
  9222. var extension, methodName;
  9223. if ( capabilities.isWebGL2 ) {
  9224. extension = gl;
  9225. methodName = 'drawArraysInstanced';
  9226. } else {
  9227. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9228. methodName = 'drawArraysInstancedANGLE';
  9229. if ( extension === null ) {
  9230. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9231. return;
  9232. }
  9233. }
  9234. extension[ methodName ]( mode, start, count, geometry.maxInstancedCount );
  9235. info.update( count, mode, geometry.maxInstancedCount );
  9236. }
  9237. //
  9238. this.setMode = setMode;
  9239. this.render = render;
  9240. this.renderInstances = renderInstances;
  9241. }
  9242. /**
  9243. * @author mrdoob / http://mrdoob.com/
  9244. */
  9245. function WebGLCapabilities( gl, extensions, parameters ) {
  9246. var maxAnisotropy;
  9247. function getMaxAnisotropy() {
  9248. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9249. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9250. if ( extension !== null ) {
  9251. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9252. } else {
  9253. maxAnisotropy = 0;
  9254. }
  9255. return maxAnisotropy;
  9256. }
  9257. function getMaxPrecision( precision ) {
  9258. if ( precision === 'highp' ) {
  9259. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9260. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9261. return 'highp';
  9262. }
  9263. precision = 'mediump';
  9264. }
  9265. if ( precision === 'mediump' ) {
  9266. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9267. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9268. return 'mediump';
  9269. }
  9270. }
  9271. return 'lowp';
  9272. }
  9273. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9274. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9275. var maxPrecision = getMaxPrecision( precision );
  9276. if ( maxPrecision !== precision ) {
  9277. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9278. precision = maxPrecision;
  9279. }
  9280. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9281. var maxTextures = gl.getParameter( 34930 );
  9282. var maxVertexTextures = gl.getParameter( 35660 );
  9283. var maxTextureSize = gl.getParameter( 3379 );
  9284. var maxCubemapSize = gl.getParameter( 34076 );
  9285. var maxAttributes = gl.getParameter( 34921 );
  9286. var maxVertexUniforms = gl.getParameter( 36347 );
  9287. var maxVaryings = gl.getParameter( 36348 );
  9288. var maxFragmentUniforms = gl.getParameter( 36349 );
  9289. var vertexTextures = maxVertexTextures > 0;
  9290. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9291. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9292. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9293. return {
  9294. isWebGL2: isWebGL2,
  9295. getMaxAnisotropy: getMaxAnisotropy,
  9296. getMaxPrecision: getMaxPrecision,
  9297. precision: precision,
  9298. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9299. maxTextures: maxTextures,
  9300. maxVertexTextures: maxVertexTextures,
  9301. maxTextureSize: maxTextureSize,
  9302. maxCubemapSize: maxCubemapSize,
  9303. maxAttributes: maxAttributes,
  9304. maxVertexUniforms: maxVertexUniforms,
  9305. maxVaryings: maxVaryings,
  9306. maxFragmentUniforms: maxFragmentUniforms,
  9307. vertexTextures: vertexTextures,
  9308. floatFragmentTextures: floatFragmentTextures,
  9309. floatVertexTextures: floatVertexTextures,
  9310. maxSamples: maxSamples
  9311. };
  9312. }
  9313. /**
  9314. * @author tschw
  9315. */
  9316. function WebGLClipping() {
  9317. var scope = this,
  9318. globalState = null,
  9319. numGlobalPlanes = 0,
  9320. localClippingEnabled = false,
  9321. renderingShadows = false,
  9322. plane = new Plane(),
  9323. viewNormalMatrix = new Matrix3(),
  9324. uniform = { value: null, needsUpdate: false };
  9325. this.uniform = uniform;
  9326. this.numPlanes = 0;
  9327. this.numIntersection = 0;
  9328. this.init = function ( planes, enableLocalClipping, camera ) {
  9329. var enabled =
  9330. planes.length !== 0 ||
  9331. enableLocalClipping ||
  9332. // enable state of previous frame - the clipping code has to
  9333. // run another frame in order to reset the state:
  9334. numGlobalPlanes !== 0 ||
  9335. localClippingEnabled;
  9336. localClippingEnabled = enableLocalClipping;
  9337. globalState = projectPlanes( planes, camera, 0 );
  9338. numGlobalPlanes = planes.length;
  9339. return enabled;
  9340. };
  9341. this.beginShadows = function () {
  9342. renderingShadows = true;
  9343. projectPlanes( null );
  9344. };
  9345. this.endShadows = function () {
  9346. renderingShadows = false;
  9347. resetGlobalState();
  9348. };
  9349. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9350. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9351. // there's no local clipping
  9352. if ( renderingShadows ) {
  9353. // there's no global clipping
  9354. projectPlanes( null );
  9355. } else {
  9356. resetGlobalState();
  9357. }
  9358. } else {
  9359. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9360. lGlobal = nGlobal * 4,
  9361. dstArray = cache.clippingState || null;
  9362. uniform.value = dstArray; // ensure unique state
  9363. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9364. for ( var i = 0; i !== lGlobal; ++ i ) {
  9365. dstArray[ i ] = globalState[ i ];
  9366. }
  9367. cache.clippingState = dstArray;
  9368. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9369. this.numPlanes += nGlobal;
  9370. }
  9371. };
  9372. function resetGlobalState() {
  9373. if ( uniform.value !== globalState ) {
  9374. uniform.value = globalState;
  9375. uniform.needsUpdate = numGlobalPlanes > 0;
  9376. }
  9377. scope.numPlanes = numGlobalPlanes;
  9378. scope.numIntersection = 0;
  9379. }
  9380. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9381. var nPlanes = planes !== null ? planes.length : 0,
  9382. dstArray = null;
  9383. if ( nPlanes !== 0 ) {
  9384. dstArray = uniform.value;
  9385. if ( skipTransform !== true || dstArray === null ) {
  9386. var flatSize = dstOffset + nPlanes * 4,
  9387. viewMatrix = camera.matrixWorldInverse;
  9388. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9389. if ( dstArray === null || dstArray.length < flatSize ) {
  9390. dstArray = new Float32Array( flatSize );
  9391. }
  9392. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9393. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9394. plane.normal.toArray( dstArray, i4 );
  9395. dstArray[ i4 + 3 ] = plane.constant;
  9396. }
  9397. }
  9398. uniform.value = dstArray;
  9399. uniform.needsUpdate = true;
  9400. }
  9401. scope.numPlanes = nPlanes;
  9402. return dstArray;
  9403. }
  9404. }
  9405. /**
  9406. * @author mrdoob / http://mrdoob.com/
  9407. */
  9408. function WebGLExtensions( gl ) {
  9409. var extensions = {};
  9410. return {
  9411. get: function ( name ) {
  9412. if ( extensions[ name ] !== undefined ) {
  9413. return extensions[ name ];
  9414. }
  9415. var extension;
  9416. switch ( name ) {
  9417. case 'WEBGL_depth_texture':
  9418. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9419. break;
  9420. case 'EXT_texture_filter_anisotropic':
  9421. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9422. break;
  9423. case 'WEBGL_compressed_texture_s3tc':
  9424. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9425. break;
  9426. case 'WEBGL_compressed_texture_pvrtc':
  9427. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9428. break;
  9429. default:
  9430. extension = gl.getExtension( name );
  9431. }
  9432. if ( extension === null ) {
  9433. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9434. }
  9435. extensions[ name ] = extension;
  9436. return extension;
  9437. }
  9438. };
  9439. }
  9440. /**
  9441. * @author mrdoob / http://mrdoob.com/
  9442. */
  9443. function WebGLGeometries( gl, attributes, info ) {
  9444. var geometries = new WeakMap();
  9445. var wireframeAttributes = new WeakMap();
  9446. function onGeometryDispose( event ) {
  9447. var geometry = event.target;
  9448. var buffergeometry = geometries.get( geometry );
  9449. if ( buffergeometry.index !== null ) {
  9450. attributes.remove( buffergeometry.index );
  9451. }
  9452. for ( var name in buffergeometry.attributes ) {
  9453. attributes.remove( buffergeometry.attributes[ name ] );
  9454. }
  9455. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9456. geometries.delete( geometry );
  9457. var attribute = wireframeAttributes.get( buffergeometry );
  9458. if ( attribute ) {
  9459. attributes.remove( attribute );
  9460. wireframeAttributes.delete( buffergeometry );
  9461. }
  9462. //
  9463. info.memory.geometries --;
  9464. }
  9465. function get( object, geometry ) {
  9466. var buffergeometry = geometries.get( geometry );
  9467. if ( buffergeometry ) return buffergeometry;
  9468. geometry.addEventListener( 'dispose', onGeometryDispose );
  9469. if ( geometry.isBufferGeometry ) {
  9470. buffergeometry = geometry;
  9471. } else if ( geometry.isGeometry ) {
  9472. if ( geometry._bufferGeometry === undefined ) {
  9473. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9474. }
  9475. buffergeometry = geometry._bufferGeometry;
  9476. }
  9477. geometries.set( geometry, buffergeometry );
  9478. info.memory.geometries ++;
  9479. return buffergeometry;
  9480. }
  9481. function update( geometry ) {
  9482. var index = geometry.index;
  9483. var geometryAttributes = geometry.attributes;
  9484. if ( index !== null ) {
  9485. attributes.update( index, 34963 );
  9486. }
  9487. for ( var name in geometryAttributes ) {
  9488. attributes.update( geometryAttributes[ name ], 34962 );
  9489. }
  9490. // morph targets
  9491. var morphAttributes = geometry.morphAttributes;
  9492. for ( var name in morphAttributes ) {
  9493. var array = morphAttributes[ name ];
  9494. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9495. attributes.update( array[ i ], 34962 );
  9496. }
  9497. }
  9498. }
  9499. function updateWireframeAttribute( geometry ) {
  9500. var indices = [];
  9501. var geometryIndex = geometry.index;
  9502. var geometryPosition = geometry.attributes.position;
  9503. var version = 0;
  9504. if ( geometryIndex !== null ) {
  9505. var array = geometryIndex.array;
  9506. version = geometryIndex.version;
  9507. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9508. var a = array[ i + 0 ];
  9509. var b = array[ i + 1 ];
  9510. var c = array[ i + 2 ];
  9511. indices.push( a, b, b, c, c, a );
  9512. }
  9513. } else {
  9514. var array = geometryPosition.array;
  9515. version = geometryPosition.version;
  9516. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9517. var a = i + 0;
  9518. var b = i + 1;
  9519. var c = i + 2;
  9520. indices.push( a, b, b, c, c, a );
  9521. }
  9522. }
  9523. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9524. attribute.version = version;
  9525. attributes.update( attribute, 34963 );
  9526. //
  9527. var previousAttribute = wireframeAttributes.get( geometry );
  9528. if ( previousAttribute ) attributes.remove( previousAttribute );
  9529. //
  9530. wireframeAttributes.set( geometry, attribute );
  9531. }
  9532. function getWireframeAttribute( geometry ) {
  9533. var currentAttribute = wireframeAttributes.get( geometry );
  9534. if ( currentAttribute ) {
  9535. var geometryIndex = geometry.index;
  9536. if ( geometryIndex !== null ) {
  9537. // if the attribute is obsolete, create a new one
  9538. if ( currentAttribute.version < geometryIndex.version ) {
  9539. updateWireframeAttribute( geometry );
  9540. }
  9541. }
  9542. } else {
  9543. updateWireframeAttribute( geometry );
  9544. }
  9545. return wireframeAttributes.get( geometry );
  9546. }
  9547. return {
  9548. get: get,
  9549. update: update,
  9550. getWireframeAttribute: getWireframeAttribute
  9551. };
  9552. }
  9553. /**
  9554. * @author mrdoob / http://mrdoob.com/
  9555. */
  9556. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9557. var mode;
  9558. function setMode( value ) {
  9559. mode = value;
  9560. }
  9561. var type, bytesPerElement;
  9562. function setIndex( value ) {
  9563. type = value.type;
  9564. bytesPerElement = value.bytesPerElement;
  9565. }
  9566. function render( start, count ) {
  9567. gl.drawElements( mode, count, type, start * bytesPerElement );
  9568. info.update( count, mode );
  9569. }
  9570. function renderInstances( geometry, start, count ) {
  9571. var extension, methodName;
  9572. if ( capabilities.isWebGL2 ) {
  9573. extension = gl;
  9574. methodName = 'drawElementsInstanced';
  9575. } else {
  9576. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9577. methodName = 'drawElementsInstancedANGLE';
  9578. if ( extension === null ) {
  9579. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9580. return;
  9581. }
  9582. }
  9583. extension[ methodName ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9584. info.update( count, mode, geometry.maxInstancedCount );
  9585. }
  9586. //
  9587. this.setMode = setMode;
  9588. this.setIndex = setIndex;
  9589. this.render = render;
  9590. this.renderInstances = renderInstances;
  9591. }
  9592. /**
  9593. * @author Mugen87 / https://github.com/Mugen87
  9594. */
  9595. function WebGLInfo( gl ) {
  9596. var memory = {
  9597. geometries: 0,
  9598. textures: 0
  9599. };
  9600. var render = {
  9601. frame: 0,
  9602. calls: 0,
  9603. triangles: 0,
  9604. points: 0,
  9605. lines: 0
  9606. };
  9607. function update( count, mode, instanceCount ) {
  9608. instanceCount = instanceCount || 1;
  9609. render.calls ++;
  9610. switch ( mode ) {
  9611. case 4:
  9612. render.triangles += instanceCount * ( count / 3 );
  9613. break;
  9614. case 5:
  9615. case 6:
  9616. render.triangles += instanceCount * ( count - 2 );
  9617. break;
  9618. case 1:
  9619. render.lines += instanceCount * ( count / 2 );
  9620. break;
  9621. case 3:
  9622. render.lines += instanceCount * ( count - 1 );
  9623. break;
  9624. case 2:
  9625. render.lines += instanceCount * count;
  9626. break;
  9627. case 0:
  9628. render.points += instanceCount * count;
  9629. break;
  9630. default:
  9631. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9632. break;
  9633. }
  9634. }
  9635. function reset() {
  9636. render.frame ++;
  9637. render.calls = 0;
  9638. render.triangles = 0;
  9639. render.points = 0;
  9640. render.lines = 0;
  9641. }
  9642. return {
  9643. memory: memory,
  9644. render: render,
  9645. programs: null,
  9646. autoReset: true,
  9647. reset: reset,
  9648. update: update
  9649. };
  9650. }
  9651. /**
  9652. * @author mrdoob / http://mrdoob.com/
  9653. */
  9654. function absNumericalSort( a, b ) {
  9655. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9656. }
  9657. function WebGLMorphtargets( gl ) {
  9658. var influencesList = {};
  9659. var morphInfluences = new Float32Array( 8 );
  9660. function update( object, geometry, material, program ) {
  9661. var objectInfluences = object.morphTargetInfluences;
  9662. var length = objectInfluences.length;
  9663. var influences = influencesList[ geometry.id ];
  9664. if ( influences === undefined ) {
  9665. // initialise list
  9666. influences = [];
  9667. for ( var i = 0; i < length; i ++ ) {
  9668. influences[ i ] = [ i, 0 ];
  9669. }
  9670. influencesList[ geometry.id ] = influences;
  9671. }
  9672. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9673. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9674. // Remove current morphAttributes
  9675. for ( var i = 0; i < length; i ++ ) {
  9676. var influence = influences[ i ];
  9677. if ( influence[ 1 ] !== 0 ) {
  9678. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9679. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9680. }
  9681. }
  9682. // Collect influences
  9683. for ( var i = 0; i < length; i ++ ) {
  9684. var influence = influences[ i ];
  9685. influence[ 0 ] = i;
  9686. influence[ 1 ] = objectInfluences[ i ];
  9687. }
  9688. influences.sort( absNumericalSort );
  9689. // Add morphAttributes
  9690. for ( var i = 0; i < 8; i ++ ) {
  9691. var influence = influences[ i ];
  9692. if ( influence ) {
  9693. var index = influence[ 0 ];
  9694. var value = influence[ 1 ];
  9695. if ( value ) {
  9696. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9697. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9698. morphInfluences[ i ] = value;
  9699. continue;
  9700. }
  9701. }
  9702. morphInfluences[ i ] = 0;
  9703. }
  9704. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9705. }
  9706. return {
  9707. update: update
  9708. };
  9709. }
  9710. /**
  9711. * @author mrdoob / http://mrdoob.com/
  9712. */
  9713. function WebGLObjects( geometries, info ) {
  9714. var updateList = {};
  9715. function update( object ) {
  9716. var frame = info.render.frame;
  9717. var geometry = object.geometry;
  9718. var buffergeometry = geometries.get( object, geometry );
  9719. // Update once per frame
  9720. if ( updateList[ buffergeometry.id ] !== frame ) {
  9721. if ( geometry.isGeometry ) {
  9722. buffergeometry.updateFromObject( object );
  9723. }
  9724. geometries.update( buffergeometry );
  9725. updateList[ buffergeometry.id ] = frame;
  9726. }
  9727. return buffergeometry;
  9728. }
  9729. function dispose() {
  9730. updateList = {};
  9731. }
  9732. return {
  9733. update: update,
  9734. dispose: dispose
  9735. };
  9736. }
  9737. /**
  9738. * @author mrdoob / http://mrdoob.com/
  9739. */
  9740. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9741. images = images !== undefined ? images : [];
  9742. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9743. format = format !== undefined ? format : RGBFormat;
  9744. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9745. this.flipY = false;
  9746. }
  9747. CubeTexture.prototype = Object.create( Texture.prototype );
  9748. CubeTexture.prototype.constructor = CubeTexture;
  9749. CubeTexture.prototype.isCubeTexture = true;
  9750. Object.defineProperty( CubeTexture.prototype, 'images', {
  9751. get: function () {
  9752. return this.image;
  9753. },
  9754. set: function ( value ) {
  9755. this.image = value;
  9756. }
  9757. } );
  9758. /**
  9759. * @author Takahiro https://github.com/takahirox
  9760. */
  9761. function DataTexture2DArray( data, width, height, depth ) {
  9762. Texture.call( this, null );
  9763. this.image = { data: data, width: width, height: height, depth: depth };
  9764. this.magFilter = NearestFilter;
  9765. this.minFilter = NearestFilter;
  9766. this.wrapR = ClampToEdgeWrapping;
  9767. this.generateMipmaps = false;
  9768. this.flipY = false;
  9769. }
  9770. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9771. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9772. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9773. /**
  9774. * @author Artur Trzesiok
  9775. */
  9776. function DataTexture3D( data, width, height, depth ) {
  9777. // We're going to add .setXXX() methods for setting properties later.
  9778. // Users can still set in DataTexture3D directly.
  9779. //
  9780. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9781. // texture.anisotropy = 16;
  9782. //
  9783. // See #14839
  9784. Texture.call( this, null );
  9785. this.image = { data: data, width: width, height: height, depth: depth };
  9786. this.magFilter = NearestFilter;
  9787. this.minFilter = NearestFilter;
  9788. this.wrapR = ClampToEdgeWrapping;
  9789. this.generateMipmaps = false;
  9790. this.flipY = false;
  9791. }
  9792. DataTexture3D.prototype = Object.create( Texture.prototype );
  9793. DataTexture3D.prototype.constructor = DataTexture3D;
  9794. DataTexture3D.prototype.isDataTexture3D = true;
  9795. /**
  9796. * @author tschw
  9797. * @author Mugen87 / https://github.com/Mugen87
  9798. * @author mrdoob / http://mrdoob.com/
  9799. *
  9800. * Uniforms of a program.
  9801. * Those form a tree structure with a special top-level container for the root,
  9802. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9803. *
  9804. *
  9805. * Properties of inner nodes including the top-level container:
  9806. *
  9807. * .seq - array of nested uniforms
  9808. * .map - nested uniforms by name
  9809. *
  9810. *
  9811. * Methods of all nodes except the top-level container:
  9812. *
  9813. * .setValue( gl, value, [textures] )
  9814. *
  9815. * uploads a uniform value(s)
  9816. * the 'textures' parameter is needed for sampler uniforms
  9817. *
  9818. *
  9819. * Static methods of the top-level container (textures factorizations):
  9820. *
  9821. * .upload( gl, seq, values, textures )
  9822. *
  9823. * sets uniforms in 'seq' to 'values[id].value'
  9824. *
  9825. * .seqWithValue( seq, values ) : filteredSeq
  9826. *
  9827. * filters 'seq' entries with corresponding entry in values
  9828. *
  9829. *
  9830. * Methods of the top-level container (textures factorizations):
  9831. *
  9832. * .setValue( gl, name, value, textures )
  9833. *
  9834. * sets uniform with name 'name' to 'value'
  9835. *
  9836. * .setOptional( gl, obj, prop )
  9837. *
  9838. * like .set for an optional property of the object
  9839. *
  9840. */
  9841. var emptyTexture = new Texture();
  9842. var emptyTexture2dArray = new DataTexture2DArray();
  9843. var emptyTexture3d = new DataTexture3D();
  9844. var emptyCubeTexture = new CubeTexture();
  9845. // --- Utilities ---
  9846. // Array Caches (provide typed arrays for temporary by size)
  9847. var arrayCacheF32 = [];
  9848. var arrayCacheI32 = [];
  9849. // Float32Array caches used for uploading Matrix uniforms
  9850. var mat4array = new Float32Array( 16 );
  9851. var mat3array = new Float32Array( 9 );
  9852. var mat2array = new Float32Array( 4 );
  9853. // Flattening for arrays of vectors and matrices
  9854. function flatten( array, nBlocks, blockSize ) {
  9855. var firstElem = array[ 0 ];
  9856. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9857. // unoptimized: ! isNaN( firstElem )
  9858. // see http://jacksondunstan.com/articles/983
  9859. var n = nBlocks * blockSize,
  9860. r = arrayCacheF32[ n ];
  9861. if ( r === undefined ) {
  9862. r = new Float32Array( n );
  9863. arrayCacheF32[ n ] = r;
  9864. }
  9865. if ( nBlocks !== 0 ) {
  9866. firstElem.toArray( r, 0 );
  9867. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9868. offset += blockSize;
  9869. array[ i ].toArray( r, offset );
  9870. }
  9871. }
  9872. return r;
  9873. }
  9874. function arraysEqual( a, b ) {
  9875. if ( a.length !== b.length ) return false;
  9876. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9877. if ( a[ i ] !== b[ i ] ) return false;
  9878. }
  9879. return true;
  9880. }
  9881. function copyArray( a, b ) {
  9882. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9883. a[ i ] = b[ i ];
  9884. }
  9885. }
  9886. // Texture unit allocation
  9887. function allocTexUnits( textures, n ) {
  9888. var r = arrayCacheI32[ n ];
  9889. if ( r === undefined ) {
  9890. r = new Int32Array( n );
  9891. arrayCacheI32[ n ] = r;
  9892. }
  9893. for ( var i = 0; i !== n; ++ i )
  9894. r[ i ] = textures.allocateTextureUnit();
  9895. return r;
  9896. }
  9897. // --- Setters ---
  9898. // Note: Defining these methods externally, because they come in a bunch
  9899. // and this way their names minify.
  9900. // Single scalar
  9901. function setValueV1f( gl, v ) {
  9902. var cache = this.cache;
  9903. if ( cache[ 0 ] === v ) return;
  9904. gl.uniform1f( this.addr, v );
  9905. cache[ 0 ] = v;
  9906. }
  9907. // Single float vector (from flat array or THREE.VectorN)
  9908. function setValueV2f( gl, v ) {
  9909. var cache = this.cache;
  9910. if ( v.x !== undefined ) {
  9911. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9912. gl.uniform2f( this.addr, v.x, v.y );
  9913. cache[ 0 ] = v.x;
  9914. cache[ 1 ] = v.y;
  9915. }
  9916. } else {
  9917. if ( arraysEqual( cache, v ) ) return;
  9918. gl.uniform2fv( this.addr, v );
  9919. copyArray( cache, v );
  9920. }
  9921. }
  9922. function setValueV3f( gl, v ) {
  9923. var cache = this.cache;
  9924. if ( v.x !== undefined ) {
  9925. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9926. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9927. cache[ 0 ] = v.x;
  9928. cache[ 1 ] = v.y;
  9929. cache[ 2 ] = v.z;
  9930. }
  9931. } else if ( v.r !== undefined ) {
  9932. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9933. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9934. cache[ 0 ] = v.r;
  9935. cache[ 1 ] = v.g;
  9936. cache[ 2 ] = v.b;
  9937. }
  9938. } else {
  9939. if ( arraysEqual( cache, v ) ) return;
  9940. gl.uniform3fv( this.addr, v );
  9941. copyArray( cache, v );
  9942. }
  9943. }
  9944. function setValueV4f( gl, v ) {
  9945. var cache = this.cache;
  9946. if ( v.x !== undefined ) {
  9947. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9948. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9949. cache[ 0 ] = v.x;
  9950. cache[ 1 ] = v.y;
  9951. cache[ 2 ] = v.z;
  9952. cache[ 3 ] = v.w;
  9953. }
  9954. } else {
  9955. if ( arraysEqual( cache, v ) ) return;
  9956. gl.uniform4fv( this.addr, v );
  9957. copyArray( cache, v );
  9958. }
  9959. }
  9960. // Single matrix (from flat array or MatrixN)
  9961. function setValueM2( gl, v ) {
  9962. var cache = this.cache;
  9963. var elements = v.elements;
  9964. if ( elements === undefined ) {
  9965. if ( arraysEqual( cache, v ) ) return;
  9966. gl.uniformMatrix2fv( this.addr, false, v );
  9967. copyArray( cache, v );
  9968. } else {
  9969. if ( arraysEqual( cache, elements ) ) return;
  9970. mat2array.set( elements );
  9971. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9972. copyArray( cache, elements );
  9973. }
  9974. }
  9975. function setValueM3( gl, v ) {
  9976. var cache = this.cache;
  9977. var elements = v.elements;
  9978. if ( elements === undefined ) {
  9979. if ( arraysEqual( cache, v ) ) return;
  9980. gl.uniformMatrix3fv( this.addr, false, v );
  9981. copyArray( cache, v );
  9982. } else {
  9983. if ( arraysEqual( cache, elements ) ) return;
  9984. mat3array.set( elements );
  9985. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9986. copyArray( cache, elements );
  9987. }
  9988. }
  9989. function setValueM4( gl, v ) {
  9990. var cache = this.cache;
  9991. var elements = v.elements;
  9992. if ( elements === undefined ) {
  9993. if ( arraysEqual( cache, v ) ) return;
  9994. gl.uniformMatrix4fv( this.addr, false, v );
  9995. copyArray( cache, v );
  9996. } else {
  9997. if ( arraysEqual( cache, elements ) ) return;
  9998. mat4array.set( elements );
  9999. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10000. copyArray( cache, elements );
  10001. }
  10002. }
  10003. // Single texture (2D / Cube)
  10004. function setValueT1( gl, v, textures ) {
  10005. var cache = this.cache;
  10006. var unit = textures.allocateTextureUnit();
  10007. if ( cache[ 0 ] !== unit ) {
  10008. gl.uniform1i( this.addr, unit );
  10009. cache[ 0 ] = unit;
  10010. }
  10011. textures.safeSetTexture2D( v || emptyTexture, unit );
  10012. }
  10013. function setValueT2DArray1( gl, v, textures ) {
  10014. var cache = this.cache;
  10015. var unit = textures.allocateTextureUnit();
  10016. if ( cache[ 0 ] !== unit ) {
  10017. gl.uniform1i( this.addr, unit );
  10018. cache[ 0 ] = unit;
  10019. }
  10020. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10021. }
  10022. function setValueT3D1( gl, v, textures ) {
  10023. var cache = this.cache;
  10024. var unit = textures.allocateTextureUnit();
  10025. if ( cache[ 0 ] !== unit ) {
  10026. gl.uniform1i( this.addr, unit );
  10027. cache[ 0 ] = unit;
  10028. }
  10029. textures.setTexture3D( v || emptyTexture3d, unit );
  10030. }
  10031. function setValueT6( gl, v, textures ) {
  10032. var cache = this.cache;
  10033. var unit = textures.allocateTextureUnit();
  10034. if ( cache[ 0 ] !== unit ) {
  10035. gl.uniform1i( this.addr, unit );
  10036. cache[ 0 ] = unit;
  10037. }
  10038. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10039. }
  10040. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10041. function setValueV1i( gl, v ) {
  10042. var cache = this.cache;
  10043. if ( cache[ 0 ] === v ) return;
  10044. gl.uniform1i( this.addr, v );
  10045. cache[ 0 ] = v;
  10046. }
  10047. function setValueV2i( gl, v ) {
  10048. var cache = this.cache;
  10049. if ( arraysEqual( cache, v ) ) return;
  10050. gl.uniform2iv( this.addr, v );
  10051. copyArray( cache, v );
  10052. }
  10053. function setValueV3i( gl, v ) {
  10054. var cache = this.cache;
  10055. if ( arraysEqual( cache, v ) ) return;
  10056. gl.uniform3iv( this.addr, v );
  10057. copyArray( cache, v );
  10058. }
  10059. function setValueV4i( gl, v ) {
  10060. var cache = this.cache;
  10061. if ( arraysEqual( cache, v ) ) return;
  10062. gl.uniform4iv( this.addr, v );
  10063. copyArray( cache, v );
  10064. }
  10065. // Helper to pick the right setter for the singular case
  10066. function getSingularSetter( type ) {
  10067. switch ( type ) {
  10068. case 0x1406: return setValueV1f; // FLOAT
  10069. case 0x8b50: return setValueV2f; // _VEC2
  10070. case 0x8b51: return setValueV3f; // _VEC3
  10071. case 0x8b52: return setValueV4f; // _VEC4
  10072. case 0x8b5a: return setValueM2; // _MAT2
  10073. case 0x8b5b: return setValueM3; // _MAT3
  10074. case 0x8b5c: return setValueM4; // _MAT4
  10075. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10076. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10077. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10078. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10079. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10080. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10081. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10082. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10083. }
  10084. }
  10085. // Array of scalars
  10086. function setValueV1fArray( gl, v ) {
  10087. gl.uniform1fv( this.addr, v );
  10088. }
  10089. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10090. function setValueV1iArray( gl, v ) {
  10091. gl.uniform1iv( this.addr, v );
  10092. }
  10093. function setValueV2iArray( gl, v ) {
  10094. gl.uniform2iv( this.addr, v );
  10095. }
  10096. function setValueV3iArray( gl, v ) {
  10097. gl.uniform3iv( this.addr, v );
  10098. }
  10099. function setValueV4iArray( gl, v ) {
  10100. gl.uniform4iv( this.addr, v );
  10101. }
  10102. // Array of vectors (flat or from THREE classes)
  10103. function setValueV2fArray( gl, v ) {
  10104. var data = flatten( v, this.size, 2 );
  10105. gl.uniform2fv( this.addr, data );
  10106. }
  10107. function setValueV3fArray( gl, v ) {
  10108. var data = flatten( v, this.size, 3 );
  10109. gl.uniform3fv( this.addr, data );
  10110. }
  10111. function setValueV4fArray( gl, v ) {
  10112. var data = flatten( v, this.size, 4 );
  10113. gl.uniform4fv( this.addr, data );
  10114. }
  10115. // Array of matrices (flat or from THREE clases)
  10116. function setValueM2Array( gl, v ) {
  10117. var data = flatten( v, this.size, 4 );
  10118. gl.uniformMatrix2fv( this.addr, false, data );
  10119. }
  10120. function setValueM3Array( gl, v ) {
  10121. var data = flatten( v, this.size, 9 );
  10122. gl.uniformMatrix3fv( this.addr, false, data );
  10123. }
  10124. function setValueM4Array( gl, v ) {
  10125. var data = flatten( v, this.size, 16 );
  10126. gl.uniformMatrix4fv( this.addr, false, data );
  10127. }
  10128. // Array of textures (2D / Cube)
  10129. function setValueT1Array( gl, v, textures ) {
  10130. var n = v.length;
  10131. var units = allocTexUnits( textures, n );
  10132. gl.uniform1iv( this.addr, units );
  10133. for ( var i = 0; i !== n; ++ i ) {
  10134. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10135. }
  10136. }
  10137. function setValueT6Array( gl, v, textures ) {
  10138. var n = v.length;
  10139. var units = allocTexUnits( textures, n );
  10140. gl.uniform1iv( this.addr, units );
  10141. for ( var i = 0; i !== n; ++ i ) {
  10142. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10143. }
  10144. }
  10145. // Helper to pick the right setter for a pure (bottom-level) array
  10146. function getPureArraySetter( type ) {
  10147. switch ( type ) {
  10148. case 0x1406: return setValueV1fArray; // FLOAT
  10149. case 0x8b50: return setValueV2fArray; // _VEC2
  10150. case 0x8b51: return setValueV3fArray; // _VEC3
  10151. case 0x8b52: return setValueV4fArray; // _VEC4
  10152. case 0x8b5a: return setValueM2Array; // _MAT2
  10153. case 0x8b5b: return setValueM3Array; // _MAT3
  10154. case 0x8b5c: return setValueM4Array; // _MAT4
  10155. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10156. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10157. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10158. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10159. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10160. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10161. }
  10162. }
  10163. // --- Uniform Classes ---
  10164. function SingleUniform( id, activeInfo, addr ) {
  10165. this.id = id;
  10166. this.addr = addr;
  10167. this.cache = [];
  10168. this.setValue = getSingularSetter( activeInfo.type );
  10169. // this.path = activeInfo.name; // DEBUG
  10170. }
  10171. function PureArrayUniform( id, activeInfo, addr ) {
  10172. this.id = id;
  10173. this.addr = addr;
  10174. this.cache = [];
  10175. this.size = activeInfo.size;
  10176. this.setValue = getPureArraySetter( activeInfo.type );
  10177. // this.path = activeInfo.name; // DEBUG
  10178. }
  10179. PureArrayUniform.prototype.updateCache = function ( data ) {
  10180. var cache = this.cache;
  10181. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10182. this.cache = new Float32Array( data.length );
  10183. }
  10184. copyArray( cache, data );
  10185. };
  10186. function StructuredUniform( id ) {
  10187. this.id = id;
  10188. this.seq = [];
  10189. this.map = {};
  10190. }
  10191. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10192. var seq = this.seq;
  10193. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10194. var u = seq[ i ];
  10195. u.setValue( gl, value[ u.id ], textures );
  10196. }
  10197. };
  10198. // --- Top-level ---
  10199. // Parser - builds up the property tree from the path strings
  10200. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10201. // extracts
  10202. // - the identifier (member name or array index)
  10203. // - followed by an optional right bracket (found when array index)
  10204. // - followed by an optional left bracket or dot (type of subscript)
  10205. //
  10206. // Note: These portions can be read in a non-overlapping fashion and
  10207. // allow straightforward parsing of the hierarchy that WebGL encodes
  10208. // in the uniform names.
  10209. function addUniform( container, uniformObject ) {
  10210. container.seq.push( uniformObject );
  10211. container.map[ uniformObject.id ] = uniformObject;
  10212. }
  10213. function parseUniform( activeInfo, addr, container ) {
  10214. var path = activeInfo.name,
  10215. pathLength = path.length;
  10216. // reset RegExp object, because of the early exit of a previous run
  10217. RePathPart.lastIndex = 0;
  10218. while ( true ) {
  10219. var match = RePathPart.exec( path ),
  10220. matchEnd = RePathPart.lastIndex,
  10221. id = match[ 1 ],
  10222. idIsIndex = match[ 2 ] === ']',
  10223. subscript = match[ 3 ];
  10224. if ( idIsIndex ) id = id | 0; // convert to integer
  10225. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10226. // bare name or "pure" bottom-level array "[0]" suffix
  10227. addUniform( container, subscript === undefined ?
  10228. new SingleUniform( id, activeInfo, addr ) :
  10229. new PureArrayUniform( id, activeInfo, addr ) );
  10230. break;
  10231. } else {
  10232. // step into inner node / create it in case it doesn't exist
  10233. var map = container.map, next = map[ id ];
  10234. if ( next === undefined ) {
  10235. next = new StructuredUniform( id );
  10236. addUniform( container, next );
  10237. }
  10238. container = next;
  10239. }
  10240. }
  10241. }
  10242. // Root Container
  10243. function WebGLUniforms( gl, program ) {
  10244. this.seq = [];
  10245. this.map = {};
  10246. var n = gl.getProgramParameter( program, 35718 );
  10247. for ( var i = 0; i < n; ++ i ) {
  10248. var info = gl.getActiveUniform( program, i ),
  10249. addr = gl.getUniformLocation( program, info.name );
  10250. parseUniform( info, addr, this );
  10251. }
  10252. }
  10253. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10254. var u = this.map[ name ];
  10255. if ( u !== undefined ) u.setValue( gl, value, textures );
  10256. };
  10257. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10258. var v = object[ name ];
  10259. if ( v !== undefined ) this.setValue( gl, name, v );
  10260. };
  10261. // Static interface
  10262. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10263. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10264. var u = seq[ i ],
  10265. v = values[ u.id ];
  10266. if ( v.needsUpdate !== false ) {
  10267. // note: always updating when .needsUpdate is undefined
  10268. u.setValue( gl, v.value, textures );
  10269. }
  10270. }
  10271. };
  10272. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10273. var r = [];
  10274. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10275. var u = seq[ i ];
  10276. if ( u.id in values ) r.push( u );
  10277. }
  10278. return r;
  10279. };
  10280. /**
  10281. * @author mrdoob / http://mrdoob.com/
  10282. */
  10283. function WebGLShader( gl, type, string ) {
  10284. var shader = gl.createShader( type );
  10285. gl.shaderSource( shader, string );
  10286. gl.compileShader( shader );
  10287. return shader;
  10288. }
  10289. /**
  10290. * @author mrdoob / http://mrdoob.com/
  10291. */
  10292. var programIdCount = 0;
  10293. function addLineNumbers( string ) {
  10294. var lines = string.split( '\n' );
  10295. for ( var i = 0; i < lines.length; i ++ ) {
  10296. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10297. }
  10298. return lines.join( '\n' );
  10299. }
  10300. function getEncodingComponents( encoding ) {
  10301. switch ( encoding ) {
  10302. case LinearEncoding:
  10303. return [ 'Linear', '( value )' ];
  10304. case sRGBEncoding:
  10305. return [ 'sRGB', '( value )' ];
  10306. case RGBEEncoding:
  10307. return [ 'RGBE', '( value )' ];
  10308. case RGBM7Encoding:
  10309. return [ 'RGBM', '( value, 7.0 )' ];
  10310. case RGBM16Encoding:
  10311. return [ 'RGBM', '( value, 16.0 )' ];
  10312. case RGBDEncoding:
  10313. return [ 'RGBD', '( value, 256.0 )' ];
  10314. case GammaEncoding:
  10315. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10316. case LogLuvEncoding:
  10317. return [ 'LogLuv', '( value )' ];
  10318. default:
  10319. throw new Error( 'unsupported encoding: ' + encoding );
  10320. }
  10321. }
  10322. function getShaderErrors( gl, shader, type ) {
  10323. var status = gl.getShaderParameter( shader, 35713 );
  10324. var log = gl.getShaderInfoLog( shader ).trim();
  10325. if ( status && log === '' ) return '';
  10326. // --enable-privileged-webgl-extension
  10327. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10328. var source = gl.getShaderSource( shader );
  10329. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10330. }
  10331. function getTexelDecodingFunction( functionName, encoding ) {
  10332. var components = getEncodingComponents( encoding );
  10333. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10334. }
  10335. function getTexelEncodingFunction( functionName, encoding ) {
  10336. var components = getEncodingComponents( encoding );
  10337. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10338. }
  10339. function getToneMappingFunction( functionName, toneMapping ) {
  10340. var toneMappingName;
  10341. switch ( toneMapping ) {
  10342. case LinearToneMapping:
  10343. toneMappingName = 'Linear';
  10344. break;
  10345. case ReinhardToneMapping:
  10346. toneMappingName = 'Reinhard';
  10347. break;
  10348. case Uncharted2ToneMapping:
  10349. toneMappingName = 'Uncharted2';
  10350. break;
  10351. case CineonToneMapping:
  10352. toneMappingName = 'OptimizedCineon';
  10353. break;
  10354. case ACESFilmicToneMapping:
  10355. toneMappingName = 'ACESFilmic';
  10356. break;
  10357. default:
  10358. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10359. }
  10360. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10361. }
  10362. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10363. extensions = extensions || {};
  10364. var chunks = [
  10365. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10366. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10367. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10368. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10369. ];
  10370. return chunks.filter( filterEmptyLine ).join( '\n' );
  10371. }
  10372. function generateDefines( defines ) {
  10373. var chunks = [];
  10374. for ( var name in defines ) {
  10375. var value = defines[ name ];
  10376. if ( value === false ) continue;
  10377. chunks.push( '#define ' + name + ' ' + value );
  10378. }
  10379. return chunks.join( '\n' );
  10380. }
  10381. function fetchAttributeLocations( gl, program ) {
  10382. var attributes = {};
  10383. var n = gl.getProgramParameter( program, 35721 );
  10384. for ( var i = 0; i < n; i ++ ) {
  10385. var info = gl.getActiveAttrib( program, i );
  10386. var name = info.name;
  10387. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10388. attributes[ name ] = gl.getAttribLocation( program, name );
  10389. }
  10390. return attributes;
  10391. }
  10392. function filterEmptyLine( string ) {
  10393. return string !== '';
  10394. }
  10395. function replaceLightNums( string, parameters ) {
  10396. return string
  10397. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10398. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10399. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10400. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10401. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10402. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10403. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10404. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10405. }
  10406. function replaceClippingPlaneNums( string, parameters ) {
  10407. return string
  10408. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10409. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10410. }
  10411. function parseIncludes( string ) {
  10412. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10413. function replace( match, include ) {
  10414. var replace = ShaderChunk[ include ];
  10415. if ( replace === undefined ) {
  10416. throw new Error( 'Can not resolve #include <' + include + '>' );
  10417. }
  10418. return parseIncludes( replace );
  10419. }
  10420. return string.replace( pattern, replace );
  10421. }
  10422. function unrollLoops( string ) {
  10423. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10424. function replace( match, start, end, snippet ) {
  10425. var unroll = '';
  10426. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10427. unroll += snippet
  10428. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10429. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10430. }
  10431. return unroll;
  10432. }
  10433. return string.replace( pattern, replace );
  10434. }
  10435. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10436. var gl = renderer.getContext();
  10437. var defines = material.defines;
  10438. var vertexShader = shader.vertexShader;
  10439. var fragmentShader = shader.fragmentShader;
  10440. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10441. if ( parameters.shadowMapType === PCFShadowMap ) {
  10442. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10443. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10444. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10445. }
  10446. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10447. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10448. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10449. if ( parameters.envMap ) {
  10450. switch ( material.envMap.mapping ) {
  10451. case CubeReflectionMapping:
  10452. case CubeRefractionMapping:
  10453. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10454. break;
  10455. case CubeUVReflectionMapping:
  10456. case CubeUVRefractionMapping:
  10457. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10458. break;
  10459. case EquirectangularReflectionMapping:
  10460. case EquirectangularRefractionMapping:
  10461. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10462. break;
  10463. case SphericalReflectionMapping:
  10464. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10465. break;
  10466. }
  10467. switch ( material.envMap.mapping ) {
  10468. case CubeRefractionMapping:
  10469. case EquirectangularRefractionMapping:
  10470. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10471. break;
  10472. }
  10473. switch ( material.combine ) {
  10474. case MultiplyOperation:
  10475. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10476. break;
  10477. case MixOperation:
  10478. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10479. break;
  10480. case AddOperation:
  10481. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10482. break;
  10483. }
  10484. }
  10485. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10486. // console.log( 'building new program ' );
  10487. //
  10488. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10489. var customDefines = generateDefines( defines );
  10490. //
  10491. var program = gl.createProgram();
  10492. var prefixVertex, prefixFragment;
  10493. if ( material.isRawShaderMaterial ) {
  10494. prefixVertex = [
  10495. customDefines
  10496. ].filter( filterEmptyLine ).join( '\n' );
  10497. if ( prefixVertex.length > 0 ) {
  10498. prefixVertex += '\n';
  10499. }
  10500. prefixFragment = [
  10501. customExtensions,
  10502. customDefines
  10503. ].filter( filterEmptyLine ).join( '\n' );
  10504. if ( prefixFragment.length > 0 ) {
  10505. prefixFragment += '\n';
  10506. }
  10507. } else {
  10508. prefixVertex = [
  10509. 'precision ' + parameters.precision + ' float;',
  10510. 'precision ' + parameters.precision + ' int;',
  10511. '#define SHADER_NAME ' + shader.name,
  10512. customDefines,
  10513. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10514. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10515. '#define MAX_BONES ' + parameters.maxBones,
  10516. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10517. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10518. parameters.map ? '#define USE_MAP' : '',
  10519. parameters.envMap ? '#define USE_ENVMAP' : '',
  10520. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10521. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10522. parameters.aoMap ? '#define USE_AOMAP' : '',
  10523. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10524. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10525. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10526. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10527. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10528. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10529. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10530. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10531. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10532. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10533. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10534. parameters.vertexColors ? '#define USE_COLOR' : '',
  10535. parameters.vertexUvs ? '#define USE_UV' : '',
  10536. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10537. parameters.skinning ? '#define USE_SKINNING' : '',
  10538. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10539. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10540. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10541. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10542. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10543. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10544. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10545. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10546. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10547. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10548. 'uniform mat4 modelMatrix;',
  10549. 'uniform mat4 modelViewMatrix;',
  10550. 'uniform mat4 projectionMatrix;',
  10551. 'uniform mat4 viewMatrix;',
  10552. 'uniform mat3 normalMatrix;',
  10553. 'uniform vec3 cameraPosition;',
  10554. 'attribute vec3 position;',
  10555. 'attribute vec3 normal;',
  10556. 'attribute vec2 uv;',
  10557. '#ifdef USE_TANGENT',
  10558. ' attribute vec4 tangent;',
  10559. '#endif',
  10560. '#ifdef USE_COLOR',
  10561. ' attribute vec3 color;',
  10562. '#endif',
  10563. '#ifdef USE_MORPHTARGETS',
  10564. ' attribute vec3 morphTarget0;',
  10565. ' attribute vec3 morphTarget1;',
  10566. ' attribute vec3 morphTarget2;',
  10567. ' attribute vec3 morphTarget3;',
  10568. ' #ifdef USE_MORPHNORMALS',
  10569. ' attribute vec3 morphNormal0;',
  10570. ' attribute vec3 morphNormal1;',
  10571. ' attribute vec3 morphNormal2;',
  10572. ' attribute vec3 morphNormal3;',
  10573. ' #else',
  10574. ' attribute vec3 morphTarget4;',
  10575. ' attribute vec3 morphTarget5;',
  10576. ' attribute vec3 morphTarget6;',
  10577. ' attribute vec3 morphTarget7;',
  10578. ' #endif',
  10579. '#endif',
  10580. '#ifdef USE_SKINNING',
  10581. ' attribute vec4 skinIndex;',
  10582. ' attribute vec4 skinWeight;',
  10583. '#endif',
  10584. '\n'
  10585. ].filter( filterEmptyLine ).join( '\n' );
  10586. prefixFragment = [
  10587. customExtensions,
  10588. 'precision ' + parameters.precision + ' float;',
  10589. 'precision ' + parameters.precision + ' int;',
  10590. '#define SHADER_NAME ' + shader.name,
  10591. customDefines,
  10592. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10593. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10594. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10595. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10596. parameters.map ? '#define USE_MAP' : '',
  10597. parameters.matcap ? '#define USE_MATCAP' : '',
  10598. parameters.envMap ? '#define USE_ENVMAP' : '',
  10599. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10600. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10601. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10602. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10603. parameters.aoMap ? '#define USE_AOMAP' : '',
  10604. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10605. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10606. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10607. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10608. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10609. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10610. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10611. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10612. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10613. parameters.sheen ? '#define USE_SHEEN' : '',
  10614. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10615. parameters.vertexColors ? '#define USE_COLOR' : '',
  10616. parameters.vertexUvs ? '#define USE_UV' : '',
  10617. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10618. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10619. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10620. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10621. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10622. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10623. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10624. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10625. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10626. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10627. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10628. 'uniform mat4 viewMatrix;',
  10629. 'uniform vec3 cameraPosition;',
  10630. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10631. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10632. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10633. parameters.dithering ? '#define DITHERING' : '',
  10634. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10635. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10636. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10637. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10638. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10639. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10640. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10641. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10642. '\n'
  10643. ].filter( filterEmptyLine ).join( '\n' );
  10644. }
  10645. vertexShader = parseIncludes( vertexShader );
  10646. vertexShader = replaceLightNums( vertexShader, parameters );
  10647. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10648. fragmentShader = parseIncludes( fragmentShader );
  10649. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10650. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10651. vertexShader = unrollLoops( vertexShader );
  10652. fragmentShader = unrollLoops( fragmentShader );
  10653. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10654. var isGLSL3ShaderMaterial = false;
  10655. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10656. if ( material.isShaderMaterial &&
  10657. vertexShader.match( versionRegex ) !== null &&
  10658. fragmentShader.match( versionRegex ) !== null ) {
  10659. isGLSL3ShaderMaterial = true;
  10660. vertexShader = vertexShader.replace( versionRegex, '' );
  10661. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10662. }
  10663. // GLSL 3.0 conversion
  10664. prefixVertex = [
  10665. '#version 300 es\n',
  10666. '#define attribute in',
  10667. '#define varying out',
  10668. '#define texture2D texture'
  10669. ].join( '\n' ) + '\n' + prefixVertex;
  10670. prefixFragment = [
  10671. '#version 300 es\n',
  10672. '#define varying in',
  10673. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10674. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10675. '#define gl_FragDepthEXT gl_FragDepth',
  10676. '#define texture2D texture',
  10677. '#define textureCube texture',
  10678. '#define texture2DProj textureProj',
  10679. '#define texture2DLodEXT textureLod',
  10680. '#define texture2DProjLodEXT textureProjLod',
  10681. '#define textureCubeLodEXT textureLod',
  10682. '#define texture2DGradEXT textureGrad',
  10683. '#define texture2DProjGradEXT textureProjGrad',
  10684. '#define textureCubeGradEXT textureGrad'
  10685. ].join( '\n' ) + '\n' + prefixFragment;
  10686. }
  10687. var vertexGlsl = prefixVertex + vertexShader;
  10688. var fragmentGlsl = prefixFragment + fragmentShader;
  10689. // console.log( '*VERTEX*', vertexGlsl );
  10690. // console.log( '*FRAGMENT*', fragmentGlsl );
  10691. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10692. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10693. gl.attachShader( program, glVertexShader );
  10694. gl.attachShader( program, glFragmentShader );
  10695. // Force a particular attribute to index 0.
  10696. if ( material.index0AttributeName !== undefined ) {
  10697. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10698. } else if ( parameters.morphTargets === true ) {
  10699. // programs with morphTargets displace position out of attribute 0
  10700. gl.bindAttribLocation( program, 0, 'position' );
  10701. }
  10702. gl.linkProgram( program );
  10703. // check for link errors
  10704. if ( renderer.debug.checkShaderErrors ) {
  10705. var programLog = gl.getProgramInfoLog( program ).trim();
  10706. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10707. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10708. var runnable = true;
  10709. var haveDiagnostics = true;
  10710. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10711. runnable = false;
  10712. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10713. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10714. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10715. } else if ( programLog !== '' ) {
  10716. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10717. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10718. haveDiagnostics = false;
  10719. }
  10720. if ( haveDiagnostics ) {
  10721. this.diagnostics = {
  10722. runnable: runnable,
  10723. material: material,
  10724. programLog: programLog,
  10725. vertexShader: {
  10726. log: vertexLog,
  10727. prefix: prefixVertex
  10728. },
  10729. fragmentShader: {
  10730. log: fragmentLog,
  10731. prefix: prefixFragment
  10732. }
  10733. };
  10734. }
  10735. }
  10736. // clean up
  10737. gl.deleteShader( glVertexShader );
  10738. gl.deleteShader( glFragmentShader );
  10739. // set up caching for uniform locations
  10740. var cachedUniforms;
  10741. this.getUniforms = function () {
  10742. if ( cachedUniforms === undefined ) {
  10743. cachedUniforms = new WebGLUniforms( gl, program );
  10744. }
  10745. return cachedUniforms;
  10746. };
  10747. // set up caching for attribute locations
  10748. var cachedAttributes;
  10749. this.getAttributes = function () {
  10750. if ( cachedAttributes === undefined ) {
  10751. cachedAttributes = fetchAttributeLocations( gl, program );
  10752. }
  10753. return cachedAttributes;
  10754. };
  10755. // free resource
  10756. this.destroy = function () {
  10757. gl.deleteProgram( program );
  10758. this.program = undefined;
  10759. };
  10760. //
  10761. this.name = shader.name;
  10762. this.id = programIdCount ++;
  10763. this.code = code;
  10764. this.usedTimes = 1;
  10765. this.program = program;
  10766. this.vertexShader = glVertexShader;
  10767. this.fragmentShader = glFragmentShader;
  10768. return this;
  10769. }
  10770. /**
  10771. * @author mrdoob / http://mrdoob.com/
  10772. */
  10773. function WebGLPrograms( renderer, extensions, capabilities ) {
  10774. var programs = [];
  10775. var shaderIDs = {
  10776. MeshDepthMaterial: 'depth',
  10777. MeshDistanceMaterial: 'distanceRGBA',
  10778. MeshNormalMaterial: 'normal',
  10779. MeshBasicMaterial: 'basic',
  10780. MeshLambertMaterial: 'lambert',
  10781. MeshPhongMaterial: 'phong',
  10782. MeshToonMaterial: 'phong',
  10783. MeshStandardMaterial: 'physical',
  10784. MeshPhysicalMaterial: 'physical',
  10785. MeshMatcapMaterial: 'matcap',
  10786. LineBasicMaterial: 'basic',
  10787. LineDashedMaterial: 'dashed',
  10788. PointsMaterial: 'points',
  10789. ShadowMaterial: 'shadow',
  10790. SpriteMaterial: 'sprite'
  10791. };
  10792. var parameterNames = [
  10793. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10794. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10795. "roughnessMap", "metalnessMap", "gradientMap",
  10796. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10797. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10798. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10799. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10800. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10801. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10802. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10803. "sheen"
  10804. ];
  10805. function allocateBones( object ) {
  10806. var skeleton = object.skeleton;
  10807. var bones = skeleton.bones;
  10808. if ( capabilities.floatVertexTextures ) {
  10809. return 1024;
  10810. } else {
  10811. // default for when object is not specified
  10812. // ( for example when prebuilding shader to be used with multiple objects )
  10813. //
  10814. // - leave some extra space for other uniforms
  10815. // - limit here is ANGLE's 254 max uniform vectors
  10816. // (up to 54 should be safe)
  10817. var nVertexUniforms = capabilities.maxVertexUniforms;
  10818. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10819. var maxBones = Math.min( nVertexMatrices, bones.length );
  10820. if ( maxBones < bones.length ) {
  10821. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10822. return 0;
  10823. }
  10824. return maxBones;
  10825. }
  10826. }
  10827. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10828. var encoding;
  10829. if ( ! map ) {
  10830. encoding = LinearEncoding;
  10831. } else if ( map.isTexture ) {
  10832. encoding = map.encoding;
  10833. } else if ( map.isWebGLRenderTarget ) {
  10834. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10835. encoding = map.texture.encoding;
  10836. }
  10837. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10838. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10839. encoding = GammaEncoding;
  10840. }
  10841. return encoding;
  10842. }
  10843. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10844. var shaderID = shaderIDs[ material.type ];
  10845. // heuristics to create shader parameters according to lights in the scene
  10846. // (not to blow over maxLights budget)
  10847. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10848. var precision = capabilities.precision;
  10849. if ( material.precision !== null ) {
  10850. precision = capabilities.getMaxPrecision( material.precision );
  10851. if ( precision !== material.precision ) {
  10852. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10853. }
  10854. }
  10855. var currentRenderTarget = renderer.getRenderTarget();
  10856. var parameters = {
  10857. shaderID: shaderID,
  10858. precision: precision,
  10859. supportsVertexTextures: capabilities.vertexTextures,
  10860. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10861. map: !! material.map,
  10862. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10863. matcap: !! material.matcap,
  10864. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10865. envMap: !! material.envMap,
  10866. envMapMode: material.envMap && material.envMap.mapping,
  10867. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10868. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10869. lightMap: !! material.lightMap,
  10870. aoMap: !! material.aoMap,
  10871. emissiveMap: !! material.emissiveMap,
  10872. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10873. bumpMap: !! material.bumpMap,
  10874. normalMap: !! material.normalMap,
  10875. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10876. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10877. displacementMap: !! material.displacementMap,
  10878. roughnessMap: !! material.roughnessMap,
  10879. metalnessMap: !! material.metalnessMap,
  10880. specularMap: !! material.specularMap,
  10881. alphaMap: !! material.alphaMap,
  10882. gradientMap: !! material.gradientMap,
  10883. sheen: !! material.sheen,
  10884. combine: material.combine,
  10885. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10886. vertexColors: material.vertexColors,
  10887. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  10888. fog: !! fog,
  10889. useFog: material.fog,
  10890. fogExp2: ( fog && fog.isFogExp2 ),
  10891. flatShading: material.flatShading,
  10892. sizeAttenuation: material.sizeAttenuation,
  10893. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10894. skinning: material.skinning && maxBones > 0,
  10895. maxBones: maxBones,
  10896. useVertexTexture: capabilities.floatVertexTextures,
  10897. morphTargets: material.morphTargets,
  10898. morphNormals: material.morphNormals,
  10899. maxMorphTargets: renderer.maxMorphTargets,
  10900. maxMorphNormals: renderer.maxMorphNormals,
  10901. numDirLights: lights.directional.length,
  10902. numPointLights: lights.point.length,
  10903. numSpotLights: lights.spot.length,
  10904. numRectAreaLights: lights.rectArea.length,
  10905. numHemiLights: lights.hemi.length,
  10906. numDirLightShadows: lights.directionalShadowMap.length,
  10907. numPointLightShadows: lights.pointShadowMap.length,
  10908. numSpotLightShadows: lights.spotShadowMap.length,
  10909. numClippingPlanes: nClipPlanes,
  10910. numClipIntersection: nClipIntersection,
  10911. dithering: material.dithering,
  10912. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10913. shadowMapType: renderer.shadowMap.type,
  10914. toneMapping: renderer.toneMapping,
  10915. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10916. premultipliedAlpha: material.premultipliedAlpha,
  10917. alphaTest: material.alphaTest,
  10918. doubleSided: material.side === DoubleSide,
  10919. flipSided: material.side === BackSide,
  10920. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10921. };
  10922. return parameters;
  10923. };
  10924. this.getProgramCode = function ( material, parameters ) {
  10925. var array = [];
  10926. if ( parameters.shaderID ) {
  10927. array.push( parameters.shaderID );
  10928. } else {
  10929. array.push( material.fragmentShader );
  10930. array.push( material.vertexShader );
  10931. }
  10932. if ( material.defines !== undefined ) {
  10933. for ( var name in material.defines ) {
  10934. array.push( name );
  10935. array.push( material.defines[ name ] );
  10936. }
  10937. }
  10938. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10939. array.push( parameters[ parameterNames[ i ] ] );
  10940. }
  10941. array.push( material.onBeforeCompile.toString() );
  10942. array.push( renderer.gammaOutput );
  10943. array.push( renderer.gammaFactor );
  10944. return array.join();
  10945. };
  10946. this.acquireProgram = function ( material, shader, parameters, code ) {
  10947. var program;
  10948. // Check if code has been already compiled
  10949. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10950. var programInfo = programs[ p ];
  10951. if ( programInfo.code === code ) {
  10952. program = programInfo;
  10953. ++ program.usedTimes;
  10954. break;
  10955. }
  10956. }
  10957. if ( program === undefined ) {
  10958. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10959. programs.push( program );
  10960. }
  10961. return program;
  10962. };
  10963. this.releaseProgram = function ( program ) {
  10964. if ( -- program.usedTimes === 0 ) {
  10965. // Remove from unordered set
  10966. var i = programs.indexOf( program );
  10967. programs[ i ] = programs[ programs.length - 1 ];
  10968. programs.pop();
  10969. // Free WebGL resources
  10970. program.destroy();
  10971. }
  10972. };
  10973. // Exposed for resource monitoring & error feedback via renderer.info:
  10974. this.programs = programs;
  10975. }
  10976. /**
  10977. * @author fordacious / fordacious.github.io
  10978. */
  10979. function WebGLProperties() {
  10980. var properties = new WeakMap();
  10981. function get( object ) {
  10982. var map = properties.get( object );
  10983. if ( map === undefined ) {
  10984. map = {};
  10985. properties.set( object, map );
  10986. }
  10987. return map;
  10988. }
  10989. function remove( object ) {
  10990. properties.delete( object );
  10991. }
  10992. function update( object, key, value ) {
  10993. properties.get( object )[ key ] = value;
  10994. }
  10995. function dispose() {
  10996. properties = new WeakMap();
  10997. }
  10998. return {
  10999. get: get,
  11000. remove: remove,
  11001. update: update,
  11002. dispose: dispose
  11003. };
  11004. }
  11005. /**
  11006. * @author mrdoob / http://mrdoob.com/
  11007. */
  11008. function painterSortStable( a, b ) {
  11009. if ( a.groupOrder !== b.groupOrder ) {
  11010. return a.groupOrder - b.groupOrder;
  11011. } else if ( a.renderOrder !== b.renderOrder ) {
  11012. return a.renderOrder - b.renderOrder;
  11013. } else if ( a.program !== b.program ) {
  11014. return a.program.id - b.program.id;
  11015. } else if ( a.material.id !== b.material.id ) {
  11016. return a.material.id - b.material.id;
  11017. } else if ( a.z !== b.z ) {
  11018. return a.z - b.z;
  11019. } else {
  11020. return a.id - b.id;
  11021. }
  11022. }
  11023. function reversePainterSortStable( a, b ) {
  11024. if ( a.groupOrder !== b.groupOrder ) {
  11025. return a.groupOrder - b.groupOrder;
  11026. } else if ( a.renderOrder !== b.renderOrder ) {
  11027. return a.renderOrder - b.renderOrder;
  11028. } else if ( a.z !== b.z ) {
  11029. return b.z - a.z;
  11030. } else {
  11031. return a.id - b.id;
  11032. }
  11033. }
  11034. function WebGLRenderList() {
  11035. var renderItems = [];
  11036. var renderItemsIndex = 0;
  11037. var opaque = [];
  11038. var transparent = [];
  11039. var defaultProgram = { id: - 1 };
  11040. function init() {
  11041. renderItemsIndex = 0;
  11042. opaque.length = 0;
  11043. transparent.length = 0;
  11044. }
  11045. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11046. var renderItem = renderItems[ renderItemsIndex ];
  11047. if ( renderItem === undefined ) {
  11048. renderItem = {
  11049. id: object.id,
  11050. object: object,
  11051. geometry: geometry,
  11052. material: material,
  11053. program: material.program || defaultProgram,
  11054. groupOrder: groupOrder,
  11055. renderOrder: object.renderOrder,
  11056. z: z,
  11057. group: group
  11058. };
  11059. renderItems[ renderItemsIndex ] = renderItem;
  11060. } else {
  11061. renderItem.id = object.id;
  11062. renderItem.object = object;
  11063. renderItem.geometry = geometry;
  11064. renderItem.material = material;
  11065. renderItem.program = material.program || defaultProgram;
  11066. renderItem.groupOrder = groupOrder;
  11067. renderItem.renderOrder = object.renderOrder;
  11068. renderItem.z = z;
  11069. renderItem.group = group;
  11070. }
  11071. renderItemsIndex ++;
  11072. return renderItem;
  11073. }
  11074. function push( object, geometry, material, groupOrder, z, group ) {
  11075. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11076. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11077. }
  11078. function unshift( object, geometry, material, groupOrder, z, group ) {
  11079. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11080. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11081. }
  11082. function sort() {
  11083. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11084. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11085. }
  11086. return {
  11087. opaque: opaque,
  11088. transparent: transparent,
  11089. init: init,
  11090. push: push,
  11091. unshift: unshift,
  11092. sort: sort
  11093. };
  11094. }
  11095. function WebGLRenderLists() {
  11096. var lists = new WeakMap();
  11097. function onSceneDispose( event ) {
  11098. var scene = event.target;
  11099. scene.removeEventListener( 'dispose', onSceneDispose );
  11100. lists.delete( scene );
  11101. }
  11102. function get( scene, camera ) {
  11103. var cameras = lists.get( scene );
  11104. var list;
  11105. if ( cameras === undefined ) {
  11106. list = new WebGLRenderList();
  11107. lists.set( scene, new WeakMap() );
  11108. lists.get( scene ).set( camera, list );
  11109. scene.addEventListener( 'dispose', onSceneDispose );
  11110. } else {
  11111. list = cameras.get( camera );
  11112. if ( list === undefined ) {
  11113. list = new WebGLRenderList();
  11114. cameras.set( camera, list );
  11115. }
  11116. }
  11117. return list;
  11118. }
  11119. function dispose() {
  11120. lists = new WeakMap();
  11121. }
  11122. return {
  11123. get: get,
  11124. dispose: dispose
  11125. };
  11126. }
  11127. /**
  11128. * @author mrdoob / http://mrdoob.com/
  11129. */
  11130. function UniformsCache() {
  11131. var lights = {};
  11132. return {
  11133. get: function ( light ) {
  11134. if ( lights[ light.id ] !== undefined ) {
  11135. return lights[ light.id ];
  11136. }
  11137. var uniforms;
  11138. switch ( light.type ) {
  11139. case 'DirectionalLight':
  11140. uniforms = {
  11141. direction: new Vector3(),
  11142. color: new Color(),
  11143. shadow: false,
  11144. shadowBias: 0,
  11145. shadowRadius: 1,
  11146. shadowMapSize: new Vector2()
  11147. };
  11148. break;
  11149. case 'SpotLight':
  11150. uniforms = {
  11151. position: new Vector3(),
  11152. direction: new Vector3(),
  11153. color: new Color(),
  11154. distance: 0,
  11155. coneCos: 0,
  11156. penumbraCos: 0,
  11157. decay: 0,
  11158. shadow: false,
  11159. shadowBias: 0,
  11160. shadowRadius: 1,
  11161. shadowMapSize: new Vector2()
  11162. };
  11163. break;
  11164. case 'PointLight':
  11165. uniforms = {
  11166. position: new Vector3(),
  11167. color: new Color(),
  11168. distance: 0,
  11169. decay: 0,
  11170. shadow: false,
  11171. shadowBias: 0,
  11172. shadowRadius: 1,
  11173. shadowMapSize: new Vector2(),
  11174. shadowCameraNear: 1,
  11175. shadowCameraFar: 1000
  11176. };
  11177. break;
  11178. case 'HemisphereLight':
  11179. uniforms = {
  11180. direction: new Vector3(),
  11181. skyColor: new Color(),
  11182. groundColor: new Color()
  11183. };
  11184. break;
  11185. case 'RectAreaLight':
  11186. uniforms = {
  11187. color: new Color(),
  11188. position: new Vector3(),
  11189. halfWidth: new Vector3(),
  11190. halfHeight: new Vector3()
  11191. // TODO (abelnation): set RectAreaLight shadow uniforms
  11192. };
  11193. break;
  11194. }
  11195. lights[ light.id ] = uniforms;
  11196. return uniforms;
  11197. }
  11198. };
  11199. }
  11200. var nextVersion = 0;
  11201. function shadowCastingLightsFirst( lightA, lightB ) {
  11202. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11203. }
  11204. function WebGLLights() {
  11205. var cache = new UniformsCache();
  11206. var state = {
  11207. version: 0,
  11208. hash: {
  11209. directionalLength: - 1,
  11210. pointLength: - 1,
  11211. spotLength: - 1,
  11212. rectAreaLength: - 1,
  11213. hemiLength: - 1,
  11214. numDirectionalShadows: - 1,
  11215. numPointShadows: - 1,
  11216. numSpotShadows: - 1,
  11217. },
  11218. ambient: [ 0, 0, 0 ],
  11219. probe: [],
  11220. directional: [],
  11221. directionalShadowMap: [],
  11222. directionalShadowMatrix: [],
  11223. spot: [],
  11224. spotShadowMap: [],
  11225. spotShadowMatrix: [],
  11226. rectArea: [],
  11227. point: [],
  11228. pointShadowMap: [],
  11229. pointShadowMatrix: [],
  11230. hemi: [],
  11231. numDirectionalShadows: - 1,
  11232. numPointShadows: - 1,
  11233. numSpotShadows: - 1
  11234. };
  11235. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11236. var vector3 = new Vector3();
  11237. var matrix4 = new Matrix4();
  11238. var matrix42 = new Matrix4();
  11239. function setup( lights, shadows, camera ) {
  11240. var r = 0, g = 0, b = 0;
  11241. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11242. var directionalLength = 0;
  11243. var pointLength = 0;
  11244. var spotLength = 0;
  11245. var rectAreaLength = 0;
  11246. var hemiLength = 0;
  11247. var numDirectionalShadows = 0;
  11248. var numPointShadows = 0;
  11249. var numSpotShadows = 0;
  11250. var viewMatrix = camera.matrixWorldInverse;
  11251. lights.sort( shadowCastingLightsFirst );
  11252. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11253. var light = lights[ i ];
  11254. var color = light.color;
  11255. var intensity = light.intensity;
  11256. var distance = light.distance;
  11257. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11258. if ( light.isAmbientLight ) {
  11259. r += color.r * intensity;
  11260. g += color.g * intensity;
  11261. b += color.b * intensity;
  11262. } else if ( light.isLightProbe ) {
  11263. for ( var j = 0; j < 9; j ++ ) {
  11264. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11265. }
  11266. } else if ( light.isDirectionalLight ) {
  11267. var uniforms = cache.get( light );
  11268. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11269. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11270. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11271. uniforms.direction.sub( vector3 );
  11272. uniforms.direction.transformDirection( viewMatrix );
  11273. uniforms.shadow = light.castShadow;
  11274. if ( light.castShadow ) {
  11275. var shadow = light.shadow;
  11276. uniforms.shadowBias = shadow.bias;
  11277. uniforms.shadowRadius = shadow.radius;
  11278. uniforms.shadowMapSize = shadow.mapSize;
  11279. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11280. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11281. numDirectionalShadows ++;
  11282. }
  11283. state.directional[ directionalLength ] = uniforms;
  11284. directionalLength ++;
  11285. } else if ( light.isSpotLight ) {
  11286. var uniforms = cache.get( light );
  11287. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11288. uniforms.position.applyMatrix4( viewMatrix );
  11289. uniforms.color.copy( color ).multiplyScalar( intensity );
  11290. uniforms.distance = distance;
  11291. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11292. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11293. uniforms.direction.sub( vector3 );
  11294. uniforms.direction.transformDirection( viewMatrix );
  11295. uniforms.coneCos = Math.cos( light.angle );
  11296. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11297. uniforms.decay = light.decay;
  11298. uniforms.shadow = light.castShadow;
  11299. if ( light.castShadow ) {
  11300. var shadow = light.shadow;
  11301. uniforms.shadowBias = shadow.bias;
  11302. uniforms.shadowRadius = shadow.radius;
  11303. uniforms.shadowMapSize = shadow.mapSize;
  11304. state.spotShadowMap[ spotLength ] = shadowMap;
  11305. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11306. numSpotShadows ++;
  11307. }
  11308. state.spot[ spotLength ] = uniforms;
  11309. spotLength ++;
  11310. } else if ( light.isRectAreaLight ) {
  11311. var uniforms = cache.get( light );
  11312. // (a) intensity is the total visible light emitted
  11313. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11314. // (b) intensity is the brightness of the light
  11315. uniforms.color.copy( color ).multiplyScalar( intensity );
  11316. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11317. uniforms.position.applyMatrix4( viewMatrix );
  11318. // extract local rotation of light to derive width/height half vectors
  11319. matrix42.identity();
  11320. matrix4.copy( light.matrixWorld );
  11321. matrix4.premultiply( viewMatrix );
  11322. matrix42.extractRotation( matrix4 );
  11323. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11324. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11325. uniforms.halfWidth.applyMatrix4( matrix42 );
  11326. uniforms.halfHeight.applyMatrix4( matrix42 );
  11327. // TODO (abelnation): RectAreaLight distance?
  11328. // uniforms.distance = distance;
  11329. state.rectArea[ rectAreaLength ] = uniforms;
  11330. rectAreaLength ++;
  11331. } else if ( light.isPointLight ) {
  11332. var uniforms = cache.get( light );
  11333. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11334. uniforms.position.applyMatrix4( viewMatrix );
  11335. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11336. uniforms.distance = light.distance;
  11337. uniforms.decay = light.decay;
  11338. uniforms.shadow = light.castShadow;
  11339. if ( light.castShadow ) {
  11340. var shadow = light.shadow;
  11341. uniforms.shadowBias = shadow.bias;
  11342. uniforms.shadowRadius = shadow.radius;
  11343. uniforms.shadowMapSize = shadow.mapSize;
  11344. uniforms.shadowCameraNear = shadow.camera.near;
  11345. uniforms.shadowCameraFar = shadow.camera.far;
  11346. state.pointShadowMap[ pointLength ] = shadowMap;
  11347. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11348. numPointShadows ++;
  11349. }
  11350. state.point[ pointLength ] = uniforms;
  11351. pointLength ++;
  11352. } else if ( light.isHemisphereLight ) {
  11353. var uniforms = cache.get( light );
  11354. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11355. uniforms.direction.transformDirection( viewMatrix );
  11356. uniforms.direction.normalize();
  11357. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11358. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11359. state.hemi[ hemiLength ] = uniforms;
  11360. hemiLength ++;
  11361. }
  11362. }
  11363. state.ambient[ 0 ] = r;
  11364. state.ambient[ 1 ] = g;
  11365. state.ambient[ 2 ] = b;
  11366. var hash = state.hash;
  11367. if ( hash.directionalLength !== directionalLength ||
  11368. hash.pointLength !== pointLength ||
  11369. hash.spotLength !== spotLength ||
  11370. hash.rectAreaLength !== rectAreaLength ||
  11371. hash.hemiLength !== hemiLength ||
  11372. hash.numDirectionalShadows !== numDirectionalShadows ||
  11373. hash.numPointShadows !== numPointShadows ||
  11374. hash.numSpotShadows !== numSpotShadows ) {
  11375. state.directional.length = directionalLength;
  11376. state.spot.length = spotLength;
  11377. state.rectArea.length = rectAreaLength;
  11378. state.point.length = pointLength;
  11379. state.hemi.length = hemiLength;
  11380. state.directionalShadowMap.length = numDirectionalShadows;
  11381. state.pointShadowMap.length = numPointShadows;
  11382. state.spotShadowMap.length = numSpotShadows;
  11383. state.directionalShadowMatrix.length = numDirectionalShadows;
  11384. state.pointShadowMatrix.length = numPointShadows;
  11385. state.spotShadowMatrix.length = numSpotShadows;
  11386. hash.directionalLength = directionalLength;
  11387. hash.pointLength = pointLength;
  11388. hash.spotLength = spotLength;
  11389. hash.rectAreaLength = rectAreaLength;
  11390. hash.hemiLength = hemiLength;
  11391. hash.numDirectionalShadows = numDirectionalShadows;
  11392. hash.numPointShadows = numPointShadows;
  11393. hash.numSpotShadows = numSpotShadows;
  11394. state.version = nextVersion ++;
  11395. }
  11396. }
  11397. return {
  11398. setup: setup,
  11399. state: state
  11400. };
  11401. }
  11402. /**
  11403. * @author Mugen87 / https://github.com/Mugen87
  11404. */
  11405. function WebGLRenderState() {
  11406. var lights = new WebGLLights();
  11407. var lightsArray = [];
  11408. var shadowsArray = [];
  11409. function init() {
  11410. lightsArray.length = 0;
  11411. shadowsArray.length = 0;
  11412. }
  11413. function pushLight( light ) {
  11414. lightsArray.push( light );
  11415. }
  11416. function pushShadow( shadowLight ) {
  11417. shadowsArray.push( shadowLight );
  11418. }
  11419. function setupLights( camera ) {
  11420. lights.setup( lightsArray, shadowsArray, camera );
  11421. }
  11422. var state = {
  11423. lightsArray: lightsArray,
  11424. shadowsArray: shadowsArray,
  11425. lights: lights
  11426. };
  11427. return {
  11428. init: init,
  11429. state: state,
  11430. setupLights: setupLights,
  11431. pushLight: pushLight,
  11432. pushShadow: pushShadow
  11433. };
  11434. }
  11435. function WebGLRenderStates() {
  11436. var renderStates = new WeakMap();
  11437. function onSceneDispose( event ) {
  11438. var scene = event.target;
  11439. scene.removeEventListener( 'dispose', onSceneDispose );
  11440. renderStates.delete( scene );
  11441. }
  11442. function get( scene, camera ) {
  11443. var renderState;
  11444. if ( renderStates.has( scene ) === false ) {
  11445. renderState = new WebGLRenderState();
  11446. renderStates.set( scene, new WeakMap() );
  11447. renderStates.get( scene ).set( camera, renderState );
  11448. scene.addEventListener( 'dispose', onSceneDispose );
  11449. } else {
  11450. if ( renderStates.get( scene ).has( camera ) === false ) {
  11451. renderState = new WebGLRenderState();
  11452. renderStates.get( scene ).set( camera, renderState );
  11453. } else {
  11454. renderState = renderStates.get( scene ).get( camera );
  11455. }
  11456. }
  11457. return renderState;
  11458. }
  11459. function dispose() {
  11460. renderStates = new WeakMap();
  11461. }
  11462. return {
  11463. get: get,
  11464. dispose: dispose
  11465. };
  11466. }
  11467. /**
  11468. * @author mrdoob / http://mrdoob.com/
  11469. * @author alteredq / http://alteredqualia.com/
  11470. * @author bhouston / https://clara.io
  11471. * @author WestLangley / http://github.com/WestLangley
  11472. *
  11473. * parameters = {
  11474. *
  11475. * opacity: <float>,
  11476. *
  11477. * map: new THREE.Texture( <Image> ),
  11478. *
  11479. * alphaMap: new THREE.Texture( <Image> ),
  11480. *
  11481. * displacementMap: new THREE.Texture( <Image> ),
  11482. * displacementScale: <float>,
  11483. * displacementBias: <float>,
  11484. *
  11485. * wireframe: <boolean>,
  11486. * wireframeLinewidth: <float>
  11487. * }
  11488. */
  11489. function MeshDepthMaterial( parameters ) {
  11490. Material.call( this );
  11491. this.type = 'MeshDepthMaterial';
  11492. this.depthPacking = BasicDepthPacking;
  11493. this.skinning = false;
  11494. this.morphTargets = false;
  11495. this.map = null;
  11496. this.alphaMap = null;
  11497. this.displacementMap = null;
  11498. this.displacementScale = 1;
  11499. this.displacementBias = 0;
  11500. this.wireframe = false;
  11501. this.wireframeLinewidth = 1;
  11502. this.fog = false;
  11503. this.lights = false;
  11504. this.setValues( parameters );
  11505. }
  11506. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11507. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11508. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11509. MeshDepthMaterial.prototype.copy = function ( source ) {
  11510. Material.prototype.copy.call( this, source );
  11511. this.depthPacking = source.depthPacking;
  11512. this.skinning = source.skinning;
  11513. this.morphTargets = source.morphTargets;
  11514. this.map = source.map;
  11515. this.alphaMap = source.alphaMap;
  11516. this.displacementMap = source.displacementMap;
  11517. this.displacementScale = source.displacementScale;
  11518. this.displacementBias = source.displacementBias;
  11519. this.wireframe = source.wireframe;
  11520. this.wireframeLinewidth = source.wireframeLinewidth;
  11521. return this;
  11522. };
  11523. /**
  11524. * @author WestLangley / http://github.com/WestLangley
  11525. *
  11526. * parameters = {
  11527. *
  11528. * referencePosition: <float>,
  11529. * nearDistance: <float>,
  11530. * farDistance: <float>,
  11531. *
  11532. * skinning: <bool>,
  11533. * morphTargets: <bool>,
  11534. *
  11535. * map: new THREE.Texture( <Image> ),
  11536. *
  11537. * alphaMap: new THREE.Texture( <Image> ),
  11538. *
  11539. * displacementMap: new THREE.Texture( <Image> ),
  11540. * displacementScale: <float>,
  11541. * displacementBias: <float>
  11542. *
  11543. * }
  11544. */
  11545. function MeshDistanceMaterial( parameters ) {
  11546. Material.call( this );
  11547. this.type = 'MeshDistanceMaterial';
  11548. this.referencePosition = new Vector3();
  11549. this.nearDistance = 1;
  11550. this.farDistance = 1000;
  11551. this.skinning = false;
  11552. this.morphTargets = false;
  11553. this.map = null;
  11554. this.alphaMap = null;
  11555. this.displacementMap = null;
  11556. this.displacementScale = 1;
  11557. this.displacementBias = 0;
  11558. this.fog = false;
  11559. this.lights = false;
  11560. this.setValues( parameters );
  11561. }
  11562. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11563. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11564. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11565. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11566. Material.prototype.copy.call( this, source );
  11567. this.referencePosition.copy( source.referencePosition );
  11568. this.nearDistance = source.nearDistance;
  11569. this.farDistance = source.farDistance;
  11570. this.skinning = source.skinning;
  11571. this.morphTargets = source.morphTargets;
  11572. this.map = source.map;
  11573. this.alphaMap = source.alphaMap;
  11574. this.displacementMap = source.displacementMap;
  11575. this.displacementScale = source.displacementScale;
  11576. this.displacementBias = source.displacementBias;
  11577. return this;
  11578. };
  11579. /**
  11580. * @author alteredq / http://alteredqualia.com/
  11581. * @author mrdoob / http://mrdoob.com/
  11582. */
  11583. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11584. var _frustum = new Frustum(),
  11585. _projScreenMatrix = new Matrix4(),
  11586. _shadowMapSize = new Vector2(),
  11587. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11588. _lookTarget = new Vector3(),
  11589. _lightPositionWorld = new Vector3(),
  11590. _MorphingFlag = 1,
  11591. _SkinningFlag = 2,
  11592. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11593. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11594. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11595. _materialCache = {};
  11596. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11597. var cubeDirections = [
  11598. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11599. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11600. ];
  11601. var cubeUps = [
  11602. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11603. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11604. ];
  11605. var cube2DViewPorts = [
  11606. new Vector4(), new Vector4(), new Vector4(),
  11607. new Vector4(), new Vector4(), new Vector4()
  11608. ];
  11609. // init
  11610. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11611. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11612. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11613. var depthMaterial = new MeshDepthMaterial( {
  11614. depthPacking: RGBADepthPacking,
  11615. morphTargets: useMorphing,
  11616. skinning: useSkinning
  11617. } );
  11618. _depthMaterials[ i ] = depthMaterial;
  11619. //
  11620. var distanceMaterial = new MeshDistanceMaterial( {
  11621. morphTargets: useMorphing,
  11622. skinning: useSkinning
  11623. } );
  11624. _distanceMaterials[ i ] = distanceMaterial;
  11625. }
  11626. //
  11627. var scope = this;
  11628. this.enabled = false;
  11629. this.autoUpdate = true;
  11630. this.needsUpdate = false;
  11631. this.type = PCFShadowMap;
  11632. this.render = function ( lights, scene, camera ) {
  11633. if ( scope.enabled === false ) return;
  11634. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11635. if ( lights.length === 0 ) return;
  11636. var currentRenderTarget = _renderer.getRenderTarget();
  11637. var activeCubeFace = _renderer.getActiveCubeFace();
  11638. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11639. var _state = _renderer.state;
  11640. // Set GL state for depth map.
  11641. _state.setBlending( NoBlending );
  11642. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11643. _state.buffers.depth.setTest( true );
  11644. _state.setScissorTest( false );
  11645. // render depth map
  11646. var faceCount;
  11647. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11648. var light = lights[ i ];
  11649. var shadow = light.shadow;
  11650. var isPointLight = light && light.isPointLight;
  11651. if ( shadow === undefined ) {
  11652. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11653. continue;
  11654. }
  11655. var shadowCamera = shadow.camera;
  11656. _shadowMapSize.copy( shadow.mapSize );
  11657. _shadowMapSize.min( _maxShadowMapSize );
  11658. if ( isPointLight ) {
  11659. var vpWidth = _shadowMapSize.x;
  11660. var vpHeight = _shadowMapSize.y;
  11661. // These viewports map a cube-map onto a 2D texture with the
  11662. // following orientation:
  11663. //
  11664. // xzXZ
  11665. // y Y
  11666. //
  11667. // X - Positive x direction
  11668. // x - Negative x direction
  11669. // Y - Positive y direction
  11670. // y - Negative y direction
  11671. // Z - Positive z direction
  11672. // z - Negative z direction
  11673. // positive X
  11674. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11675. // negative X
  11676. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11677. // positive Z
  11678. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11679. // negative Z
  11680. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11681. // positive Y
  11682. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11683. // negative Y
  11684. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11685. _shadowMapSize.x *= 4.0;
  11686. _shadowMapSize.y *= 2.0;
  11687. }
  11688. if ( shadow.map === null ) {
  11689. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11690. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11691. shadow.map.texture.name = light.name + ".shadowMap";
  11692. shadowCamera.updateProjectionMatrix();
  11693. }
  11694. if ( shadow.isSpotLightShadow ) {
  11695. shadow.update( light );
  11696. }
  11697. var shadowMap = shadow.map;
  11698. var shadowMatrix = shadow.matrix;
  11699. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11700. shadowCamera.position.copy( _lightPositionWorld );
  11701. if ( isPointLight ) {
  11702. faceCount = 6;
  11703. // for point lights we set the shadow matrix to be a translation-only matrix
  11704. // equal to inverse of the light's position
  11705. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11706. } else {
  11707. faceCount = 1;
  11708. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11709. shadowCamera.lookAt( _lookTarget );
  11710. shadowCamera.updateMatrixWorld();
  11711. // compute shadow matrix
  11712. shadowMatrix.set(
  11713. 0.5, 0.0, 0.0, 0.5,
  11714. 0.0, 0.5, 0.0, 0.5,
  11715. 0.0, 0.0, 0.5, 0.5,
  11716. 0.0, 0.0, 0.0, 1.0
  11717. );
  11718. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11719. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11720. }
  11721. _renderer.setRenderTarget( shadowMap );
  11722. _renderer.clear();
  11723. // render shadow map for each cube face (if omni-directional) or
  11724. // run a single pass if not
  11725. for ( var face = 0; face < faceCount; face ++ ) {
  11726. if ( isPointLight ) {
  11727. _lookTarget.copy( shadowCamera.position );
  11728. _lookTarget.add( cubeDirections[ face ] );
  11729. shadowCamera.up.copy( cubeUps[ face ] );
  11730. shadowCamera.lookAt( _lookTarget );
  11731. shadowCamera.updateMatrixWorld();
  11732. var vpDimensions = cube2DViewPorts[ face ];
  11733. _state.viewport( vpDimensions );
  11734. }
  11735. // update camera matrices and frustum
  11736. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11737. _frustum.setFromMatrix( _projScreenMatrix );
  11738. // set object matrices & frustum culling
  11739. renderObject( scene, camera, shadowCamera, isPointLight );
  11740. }
  11741. }
  11742. scope.needsUpdate = false;
  11743. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11744. };
  11745. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11746. var geometry = object.geometry;
  11747. var result = null;
  11748. var materialVariants = _depthMaterials;
  11749. var customMaterial = object.customDepthMaterial;
  11750. if ( isPointLight ) {
  11751. materialVariants = _distanceMaterials;
  11752. customMaterial = object.customDistanceMaterial;
  11753. }
  11754. if ( ! customMaterial ) {
  11755. var useMorphing = false;
  11756. if ( material.morphTargets ) {
  11757. if ( geometry && geometry.isBufferGeometry ) {
  11758. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11759. } else if ( geometry && geometry.isGeometry ) {
  11760. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11761. }
  11762. }
  11763. if ( object.isSkinnedMesh && material.skinning === false ) {
  11764. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11765. }
  11766. var useSkinning = object.isSkinnedMesh && material.skinning;
  11767. var variantIndex = 0;
  11768. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11769. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11770. result = materialVariants[ variantIndex ];
  11771. } else {
  11772. result = customMaterial;
  11773. }
  11774. if ( _renderer.localClippingEnabled &&
  11775. material.clipShadows === true &&
  11776. material.clippingPlanes.length !== 0 ) {
  11777. // in this case we need a unique material instance reflecting the
  11778. // appropriate state
  11779. var keyA = result.uuid, keyB = material.uuid;
  11780. var materialsForVariant = _materialCache[ keyA ];
  11781. if ( materialsForVariant === undefined ) {
  11782. materialsForVariant = {};
  11783. _materialCache[ keyA ] = materialsForVariant;
  11784. }
  11785. var cachedMaterial = materialsForVariant[ keyB ];
  11786. if ( cachedMaterial === undefined ) {
  11787. cachedMaterial = result.clone();
  11788. materialsForVariant[ keyB ] = cachedMaterial;
  11789. }
  11790. result = cachedMaterial;
  11791. }
  11792. result.visible = material.visible;
  11793. result.wireframe = material.wireframe;
  11794. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11795. result.clipShadows = material.clipShadows;
  11796. result.clippingPlanes = material.clippingPlanes;
  11797. result.clipIntersection = material.clipIntersection;
  11798. result.wireframeLinewidth = material.wireframeLinewidth;
  11799. result.linewidth = material.linewidth;
  11800. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11801. result.referencePosition.copy( lightPositionWorld );
  11802. result.nearDistance = shadowCameraNear;
  11803. result.farDistance = shadowCameraFar;
  11804. }
  11805. return result;
  11806. }
  11807. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11808. if ( object.visible === false ) return;
  11809. var visible = object.layers.test( camera.layers );
  11810. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11811. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11812. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11813. var geometry = _objects.update( object );
  11814. var material = object.material;
  11815. if ( Array.isArray( material ) ) {
  11816. var groups = geometry.groups;
  11817. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11818. var group = groups[ k ];
  11819. var groupMaterial = material[ group.materialIndex ];
  11820. if ( groupMaterial && groupMaterial.visible ) {
  11821. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11822. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11823. }
  11824. }
  11825. } else if ( material.visible ) {
  11826. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11827. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11828. }
  11829. }
  11830. }
  11831. var children = object.children;
  11832. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11833. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11834. }
  11835. }
  11836. }
  11837. /**
  11838. * @author mrdoob / http://mrdoob.com/
  11839. */
  11840. function WebGLState( gl, extensions, utils, capabilities ) {
  11841. function ColorBuffer() {
  11842. var locked = false;
  11843. var color = new Vector4();
  11844. var currentColorMask = null;
  11845. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11846. return {
  11847. setMask: function ( colorMask ) {
  11848. if ( currentColorMask !== colorMask && ! locked ) {
  11849. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11850. currentColorMask = colorMask;
  11851. }
  11852. },
  11853. setLocked: function ( lock ) {
  11854. locked = lock;
  11855. },
  11856. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11857. if ( premultipliedAlpha === true ) {
  11858. r *= a; g *= a; b *= a;
  11859. }
  11860. color.set( r, g, b, a );
  11861. if ( currentColorClear.equals( color ) === false ) {
  11862. gl.clearColor( r, g, b, a );
  11863. currentColorClear.copy( color );
  11864. }
  11865. },
  11866. reset: function () {
  11867. locked = false;
  11868. currentColorMask = null;
  11869. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11870. }
  11871. };
  11872. }
  11873. function DepthBuffer() {
  11874. var locked = false;
  11875. var currentDepthMask = null;
  11876. var currentDepthFunc = null;
  11877. var currentDepthClear = null;
  11878. return {
  11879. setTest: function ( depthTest ) {
  11880. if ( depthTest ) {
  11881. enable( 2929 );
  11882. } else {
  11883. disable( 2929 );
  11884. }
  11885. },
  11886. setMask: function ( depthMask ) {
  11887. if ( currentDepthMask !== depthMask && ! locked ) {
  11888. gl.depthMask( depthMask );
  11889. currentDepthMask = depthMask;
  11890. }
  11891. },
  11892. setFunc: function ( depthFunc ) {
  11893. if ( currentDepthFunc !== depthFunc ) {
  11894. if ( depthFunc ) {
  11895. switch ( depthFunc ) {
  11896. case NeverDepth:
  11897. gl.depthFunc( 512 );
  11898. break;
  11899. case AlwaysDepth:
  11900. gl.depthFunc( 519 );
  11901. break;
  11902. case LessDepth:
  11903. gl.depthFunc( 513 );
  11904. break;
  11905. case LessEqualDepth:
  11906. gl.depthFunc( 515 );
  11907. break;
  11908. case EqualDepth:
  11909. gl.depthFunc( 514 );
  11910. break;
  11911. case GreaterEqualDepth:
  11912. gl.depthFunc( 518 );
  11913. break;
  11914. case GreaterDepth:
  11915. gl.depthFunc( 516 );
  11916. break;
  11917. case NotEqualDepth:
  11918. gl.depthFunc( 517 );
  11919. break;
  11920. default:
  11921. gl.depthFunc( 515 );
  11922. }
  11923. } else {
  11924. gl.depthFunc( 515 );
  11925. }
  11926. currentDepthFunc = depthFunc;
  11927. }
  11928. },
  11929. setLocked: function ( lock ) {
  11930. locked = lock;
  11931. },
  11932. setClear: function ( depth ) {
  11933. if ( currentDepthClear !== depth ) {
  11934. gl.clearDepth( depth );
  11935. currentDepthClear = depth;
  11936. }
  11937. },
  11938. reset: function () {
  11939. locked = false;
  11940. currentDepthMask = null;
  11941. currentDepthFunc = null;
  11942. currentDepthClear = null;
  11943. }
  11944. };
  11945. }
  11946. function StencilBuffer() {
  11947. var locked = false;
  11948. var currentStencilMask = null;
  11949. var currentStencilFunc = null;
  11950. var currentStencilRef = null;
  11951. var currentStencilFuncMask = null;
  11952. var currentStencilFail = null;
  11953. var currentStencilZFail = null;
  11954. var currentStencilZPass = null;
  11955. var currentStencilClear = null;
  11956. return {
  11957. setTest: function ( stencilTest ) {
  11958. if ( ! locked ) {
  11959. if ( stencilTest ) {
  11960. enable( 2960 );
  11961. } else {
  11962. disable( 2960 );
  11963. }
  11964. }
  11965. },
  11966. setMask: function ( stencilMask ) {
  11967. if ( currentStencilMask !== stencilMask && ! locked ) {
  11968. gl.stencilMask( stencilMask );
  11969. currentStencilMask = stencilMask;
  11970. }
  11971. },
  11972. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11973. if ( currentStencilFunc !== stencilFunc ||
  11974. currentStencilRef !== stencilRef ||
  11975. currentStencilFuncMask !== stencilMask ) {
  11976. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11977. currentStencilFunc = stencilFunc;
  11978. currentStencilRef = stencilRef;
  11979. currentStencilFuncMask = stencilMask;
  11980. }
  11981. },
  11982. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11983. if ( currentStencilFail !== stencilFail ||
  11984. currentStencilZFail !== stencilZFail ||
  11985. currentStencilZPass !== stencilZPass ) {
  11986. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11987. currentStencilFail = stencilFail;
  11988. currentStencilZFail = stencilZFail;
  11989. currentStencilZPass = stencilZPass;
  11990. }
  11991. },
  11992. setLocked: function ( lock ) {
  11993. locked = lock;
  11994. },
  11995. setClear: function ( stencil ) {
  11996. if ( currentStencilClear !== stencil ) {
  11997. gl.clearStencil( stencil );
  11998. currentStencilClear = stencil;
  11999. }
  12000. },
  12001. reset: function () {
  12002. locked = false;
  12003. currentStencilMask = null;
  12004. currentStencilFunc = null;
  12005. currentStencilRef = null;
  12006. currentStencilFuncMask = null;
  12007. currentStencilFail = null;
  12008. currentStencilZFail = null;
  12009. currentStencilZPass = null;
  12010. currentStencilClear = null;
  12011. }
  12012. };
  12013. }
  12014. //
  12015. var colorBuffer = new ColorBuffer();
  12016. var depthBuffer = new DepthBuffer();
  12017. var stencilBuffer = new StencilBuffer();
  12018. var maxVertexAttributes = gl.getParameter( 34921 );
  12019. var newAttributes = new Uint8Array( maxVertexAttributes );
  12020. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12021. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12022. var enabledCapabilities = {};
  12023. var compressedTextureFormats = null;
  12024. var currentProgram = null;
  12025. var currentBlendingEnabled = null;
  12026. var currentBlending = null;
  12027. var currentBlendEquation = null;
  12028. var currentBlendSrc = null;
  12029. var currentBlendDst = null;
  12030. var currentBlendEquationAlpha = null;
  12031. var currentBlendSrcAlpha = null;
  12032. var currentBlendDstAlpha = null;
  12033. var currentPremultipledAlpha = false;
  12034. var currentFlipSided = null;
  12035. var currentCullFace = null;
  12036. var currentLineWidth = null;
  12037. var currentPolygonOffsetFactor = null;
  12038. var currentPolygonOffsetUnits = null;
  12039. var maxTextures = gl.getParameter( 35661 );
  12040. var lineWidthAvailable = false;
  12041. var version = 0;
  12042. var glVersion = gl.getParameter( 7938 );
  12043. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12044. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12045. lineWidthAvailable = ( version >= 1.0 );
  12046. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12047. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12048. lineWidthAvailable = ( version >= 2.0 );
  12049. }
  12050. var currentTextureSlot = null;
  12051. var currentBoundTextures = {};
  12052. var currentScissor = new Vector4();
  12053. var currentViewport = new Vector4();
  12054. function createTexture( type, target, count ) {
  12055. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12056. var texture = gl.createTexture();
  12057. gl.bindTexture( type, texture );
  12058. gl.texParameteri( type, 10241, 9728 );
  12059. gl.texParameteri( type, 10240, 9728 );
  12060. for ( var i = 0; i < count; i ++ ) {
  12061. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12062. }
  12063. return texture;
  12064. }
  12065. var emptyTextures = {};
  12066. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12067. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12068. // init
  12069. colorBuffer.setClear( 0, 0, 0, 1 );
  12070. depthBuffer.setClear( 1 );
  12071. stencilBuffer.setClear( 0 );
  12072. enable( 2929 );
  12073. depthBuffer.setFunc( LessEqualDepth );
  12074. setFlipSided( false );
  12075. setCullFace( CullFaceBack );
  12076. enable( 2884 );
  12077. setBlending( NoBlending );
  12078. //
  12079. function initAttributes() {
  12080. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12081. newAttributes[ i ] = 0;
  12082. }
  12083. }
  12084. function enableAttribute( attribute ) {
  12085. enableAttributeAndDivisor( attribute, 0 );
  12086. }
  12087. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12088. newAttributes[ attribute ] = 1;
  12089. if ( enabledAttributes[ attribute ] === 0 ) {
  12090. gl.enableVertexAttribArray( attribute );
  12091. enabledAttributes[ attribute ] = 1;
  12092. }
  12093. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12094. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12095. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12096. attributeDivisors[ attribute ] = meshPerAttribute;
  12097. }
  12098. }
  12099. function disableUnusedAttributes() {
  12100. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12101. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12102. gl.disableVertexAttribArray( i );
  12103. enabledAttributes[ i ] = 0;
  12104. }
  12105. }
  12106. }
  12107. function enable( id ) {
  12108. if ( enabledCapabilities[ id ] !== true ) {
  12109. gl.enable( id );
  12110. enabledCapabilities[ id ] = true;
  12111. }
  12112. }
  12113. function disable( id ) {
  12114. if ( enabledCapabilities[ id ] !== false ) {
  12115. gl.disable( id );
  12116. enabledCapabilities[ id ] = false;
  12117. }
  12118. }
  12119. function getCompressedTextureFormats() {
  12120. if ( compressedTextureFormats === null ) {
  12121. compressedTextureFormats = [];
  12122. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12123. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12124. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12125. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12126. var formats = gl.getParameter( 34467 );
  12127. for ( var i = 0; i < formats.length; i ++ ) {
  12128. compressedTextureFormats.push( formats[ i ] );
  12129. }
  12130. }
  12131. }
  12132. return compressedTextureFormats;
  12133. }
  12134. function useProgram( program ) {
  12135. if ( currentProgram !== program ) {
  12136. gl.useProgram( program );
  12137. currentProgram = program;
  12138. return true;
  12139. }
  12140. return false;
  12141. }
  12142. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12143. if ( blending === NoBlending ) {
  12144. if ( currentBlendingEnabled ) {
  12145. disable( 3042 );
  12146. currentBlendingEnabled = false;
  12147. }
  12148. return;
  12149. }
  12150. if ( ! currentBlendingEnabled ) {
  12151. enable( 3042 );
  12152. currentBlendingEnabled = true;
  12153. }
  12154. if ( blending !== CustomBlending ) {
  12155. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12156. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12157. gl.blendEquation( 32774 );
  12158. currentBlendEquation = AddEquation;
  12159. currentBlendEquationAlpha = AddEquation;
  12160. }
  12161. if ( premultipliedAlpha ) {
  12162. switch ( blending ) {
  12163. case NormalBlending:
  12164. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12165. break;
  12166. case AdditiveBlending:
  12167. gl.blendFunc( 1, 1 );
  12168. break;
  12169. case SubtractiveBlending:
  12170. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12171. break;
  12172. case MultiplyBlending:
  12173. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12174. break;
  12175. default:
  12176. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12177. break;
  12178. }
  12179. } else {
  12180. switch ( blending ) {
  12181. case NormalBlending:
  12182. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12183. break;
  12184. case AdditiveBlending:
  12185. gl.blendFunc( 770, 1 );
  12186. break;
  12187. case SubtractiveBlending:
  12188. gl.blendFunc( 0, 769 );
  12189. break;
  12190. case MultiplyBlending:
  12191. gl.blendFunc( 0, 768 );
  12192. break;
  12193. default:
  12194. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12195. break;
  12196. }
  12197. }
  12198. currentBlendSrc = null;
  12199. currentBlendDst = null;
  12200. currentBlendSrcAlpha = null;
  12201. currentBlendDstAlpha = null;
  12202. currentBlending = blending;
  12203. currentPremultipledAlpha = premultipliedAlpha;
  12204. }
  12205. return;
  12206. }
  12207. // custom blending
  12208. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12209. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12210. blendDstAlpha = blendDstAlpha || blendDst;
  12211. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12212. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12213. currentBlendEquation = blendEquation;
  12214. currentBlendEquationAlpha = blendEquationAlpha;
  12215. }
  12216. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12217. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12218. currentBlendSrc = blendSrc;
  12219. currentBlendDst = blendDst;
  12220. currentBlendSrcAlpha = blendSrcAlpha;
  12221. currentBlendDstAlpha = blendDstAlpha;
  12222. }
  12223. currentBlending = blending;
  12224. currentPremultipledAlpha = null;
  12225. }
  12226. function setMaterial( material, frontFaceCW ) {
  12227. material.side === DoubleSide
  12228. ? disable( 2884 )
  12229. : enable( 2884 );
  12230. var flipSided = ( material.side === BackSide );
  12231. if ( frontFaceCW ) flipSided = ! flipSided;
  12232. setFlipSided( flipSided );
  12233. ( material.blending === NormalBlending && material.transparent === false )
  12234. ? setBlending( NoBlending )
  12235. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12236. depthBuffer.setFunc( material.depthFunc );
  12237. depthBuffer.setTest( material.depthTest );
  12238. depthBuffer.setMask( material.depthWrite );
  12239. colorBuffer.setMask( material.colorWrite );
  12240. var stencilWrite = material.stencilWrite;
  12241. stencilBuffer.setTest( stencilWrite );
  12242. if ( stencilWrite ) {
  12243. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilMask );
  12244. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12245. }
  12246. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12247. }
  12248. //
  12249. function setFlipSided( flipSided ) {
  12250. if ( currentFlipSided !== flipSided ) {
  12251. if ( flipSided ) {
  12252. gl.frontFace( 2304 );
  12253. } else {
  12254. gl.frontFace( 2305 );
  12255. }
  12256. currentFlipSided = flipSided;
  12257. }
  12258. }
  12259. function setCullFace( cullFace ) {
  12260. if ( cullFace !== CullFaceNone ) {
  12261. enable( 2884 );
  12262. if ( cullFace !== currentCullFace ) {
  12263. if ( cullFace === CullFaceBack ) {
  12264. gl.cullFace( 1029 );
  12265. } else if ( cullFace === CullFaceFront ) {
  12266. gl.cullFace( 1028 );
  12267. } else {
  12268. gl.cullFace( 1032 );
  12269. }
  12270. }
  12271. } else {
  12272. disable( 2884 );
  12273. }
  12274. currentCullFace = cullFace;
  12275. }
  12276. function setLineWidth( width ) {
  12277. if ( width !== currentLineWidth ) {
  12278. if ( lineWidthAvailable ) gl.lineWidth( width );
  12279. currentLineWidth = width;
  12280. }
  12281. }
  12282. function setPolygonOffset( polygonOffset, factor, units ) {
  12283. if ( polygonOffset ) {
  12284. enable( 32823 );
  12285. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12286. gl.polygonOffset( factor, units );
  12287. currentPolygonOffsetFactor = factor;
  12288. currentPolygonOffsetUnits = units;
  12289. }
  12290. } else {
  12291. disable( 32823 );
  12292. }
  12293. }
  12294. function setScissorTest( scissorTest ) {
  12295. if ( scissorTest ) {
  12296. enable( 3089 );
  12297. } else {
  12298. disable( 3089 );
  12299. }
  12300. }
  12301. // texture
  12302. function activeTexture( webglSlot ) {
  12303. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12304. if ( currentTextureSlot !== webglSlot ) {
  12305. gl.activeTexture( webglSlot );
  12306. currentTextureSlot = webglSlot;
  12307. }
  12308. }
  12309. function bindTexture( webglType, webglTexture ) {
  12310. if ( currentTextureSlot === null ) {
  12311. activeTexture();
  12312. }
  12313. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12314. if ( boundTexture === undefined ) {
  12315. boundTexture = { type: undefined, texture: undefined };
  12316. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12317. }
  12318. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12319. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12320. boundTexture.type = webglType;
  12321. boundTexture.texture = webglTexture;
  12322. }
  12323. }
  12324. function compressedTexImage2D() {
  12325. try {
  12326. gl.compressedTexImage2D.apply( gl, arguments );
  12327. } catch ( error ) {
  12328. console.error( 'THREE.WebGLState:', error );
  12329. }
  12330. }
  12331. function texImage2D() {
  12332. try {
  12333. gl.texImage2D.apply( gl, arguments );
  12334. } catch ( error ) {
  12335. console.error( 'THREE.WebGLState:', error );
  12336. }
  12337. }
  12338. function texImage3D() {
  12339. try {
  12340. gl.texImage3D.apply( gl, arguments );
  12341. } catch ( error ) {
  12342. console.error( 'THREE.WebGLState:', error );
  12343. }
  12344. }
  12345. //
  12346. function scissor( scissor ) {
  12347. if ( currentScissor.equals( scissor ) === false ) {
  12348. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12349. currentScissor.copy( scissor );
  12350. }
  12351. }
  12352. function viewport( viewport ) {
  12353. if ( currentViewport.equals( viewport ) === false ) {
  12354. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12355. currentViewport.copy( viewport );
  12356. }
  12357. }
  12358. //
  12359. function reset() {
  12360. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12361. if ( enabledAttributes[ i ] === 1 ) {
  12362. gl.disableVertexAttribArray( i );
  12363. enabledAttributes[ i ] = 0;
  12364. }
  12365. }
  12366. enabledCapabilities = {};
  12367. compressedTextureFormats = null;
  12368. currentTextureSlot = null;
  12369. currentBoundTextures = {};
  12370. currentProgram = null;
  12371. currentBlending = null;
  12372. currentFlipSided = null;
  12373. currentCullFace = null;
  12374. colorBuffer.reset();
  12375. depthBuffer.reset();
  12376. stencilBuffer.reset();
  12377. }
  12378. return {
  12379. buffers: {
  12380. color: colorBuffer,
  12381. depth: depthBuffer,
  12382. stencil: stencilBuffer
  12383. },
  12384. initAttributes: initAttributes,
  12385. enableAttribute: enableAttribute,
  12386. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12387. disableUnusedAttributes: disableUnusedAttributes,
  12388. enable: enable,
  12389. disable: disable,
  12390. getCompressedTextureFormats: getCompressedTextureFormats,
  12391. useProgram: useProgram,
  12392. setBlending: setBlending,
  12393. setMaterial: setMaterial,
  12394. setFlipSided: setFlipSided,
  12395. setCullFace: setCullFace,
  12396. setLineWidth: setLineWidth,
  12397. setPolygonOffset: setPolygonOffset,
  12398. setScissorTest: setScissorTest,
  12399. activeTexture: activeTexture,
  12400. bindTexture: bindTexture,
  12401. compressedTexImage2D: compressedTexImage2D,
  12402. texImage2D: texImage2D,
  12403. texImage3D: texImage3D,
  12404. scissor: scissor,
  12405. viewport: viewport,
  12406. reset: reset
  12407. };
  12408. }
  12409. /**
  12410. * @author mrdoob / http://mrdoob.com/
  12411. */
  12412. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12413. var _videoTextures = new WeakMap();
  12414. var _canvas;
  12415. //
  12416. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12417. function createCanvas( width, height ) {
  12418. // Use OffscreenCanvas when available. Specially needed in web workers
  12419. return useOffscreenCanvas ?
  12420. new OffscreenCanvas( width, height ) :
  12421. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12422. }
  12423. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12424. var scale = 1;
  12425. // handle case if texture exceeds max size
  12426. if ( image.width > maxSize || image.height > maxSize ) {
  12427. scale = maxSize / Math.max( image.width, image.height );
  12428. }
  12429. // only perform resize if necessary
  12430. if ( scale < 1 || needsPowerOfTwo === true ) {
  12431. // only perform resize for certain image types
  12432. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12433. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12434. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12435. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12436. var width = floor( scale * image.width );
  12437. var height = floor( scale * image.height );
  12438. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12439. // cube textures can't reuse the same canvas
  12440. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12441. canvas.width = width;
  12442. canvas.height = height;
  12443. var context = canvas.getContext( '2d' );
  12444. context.drawImage( image, 0, 0, width, height );
  12445. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12446. return canvas;
  12447. } else {
  12448. if ( 'data' in image ) {
  12449. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12450. }
  12451. return image;
  12452. }
  12453. }
  12454. return image;
  12455. }
  12456. function isPowerOfTwo( image ) {
  12457. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12458. }
  12459. function textureNeedsPowerOfTwo( texture ) {
  12460. if ( capabilities.isWebGL2 ) return false;
  12461. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12462. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12463. }
  12464. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12465. return texture.generateMipmaps && supportsMips &&
  12466. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12467. }
  12468. function generateMipmap( target, texture, width, height ) {
  12469. _gl.generateMipmap( target );
  12470. var textureProperties = properties.get( texture );
  12471. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12472. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12473. }
  12474. function getInternalFormat( glFormat, glType ) {
  12475. if ( ! capabilities.isWebGL2 ) return glFormat;
  12476. var internalFormat = glFormat;
  12477. if ( glFormat === 6403 ) {
  12478. if ( glType === 5126 ) internalFormat = 33326;
  12479. if ( glType === 5131 ) internalFormat = 33325;
  12480. if ( glType === 5121 ) internalFormat = 33321;
  12481. }
  12482. if ( glFormat === 6407 ) {
  12483. if ( glType === 5126 ) internalFormat = 34837;
  12484. if ( glType === 5131 ) internalFormat = 34843;
  12485. if ( glType === 5121 ) internalFormat = 32849;
  12486. }
  12487. if ( glFormat === 6408 ) {
  12488. if ( glType === 5126 ) internalFormat = 34836;
  12489. if ( glType === 5131 ) internalFormat = 34842;
  12490. if ( glType === 5121 ) internalFormat = 32856;
  12491. }
  12492. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12493. internalFormat === 34842 || internalFormat === 34836 ) {
  12494. extensions.get( 'EXT_color_buffer_float' );
  12495. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12496. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12497. }
  12498. return internalFormat;
  12499. }
  12500. // Fallback filters for non-power-of-2 textures
  12501. function filterFallback( f ) {
  12502. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12503. return 9728;
  12504. }
  12505. return 9729;
  12506. }
  12507. //
  12508. function onTextureDispose( event ) {
  12509. var texture = event.target;
  12510. texture.removeEventListener( 'dispose', onTextureDispose );
  12511. deallocateTexture( texture );
  12512. if ( texture.isVideoTexture ) {
  12513. _videoTextures.delete( texture );
  12514. }
  12515. info.memory.textures --;
  12516. }
  12517. function onRenderTargetDispose( event ) {
  12518. var renderTarget = event.target;
  12519. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12520. deallocateRenderTarget( renderTarget );
  12521. info.memory.textures --;
  12522. }
  12523. //
  12524. function deallocateTexture( texture ) {
  12525. var textureProperties = properties.get( texture );
  12526. if ( textureProperties.__webglInit === undefined ) return;
  12527. _gl.deleteTexture( textureProperties.__webglTexture );
  12528. properties.remove( texture );
  12529. }
  12530. function deallocateRenderTarget( renderTarget ) {
  12531. var renderTargetProperties = properties.get( renderTarget );
  12532. var textureProperties = properties.get( renderTarget.texture );
  12533. if ( ! renderTarget ) return;
  12534. if ( textureProperties.__webglTexture !== undefined ) {
  12535. _gl.deleteTexture( textureProperties.__webglTexture );
  12536. }
  12537. if ( renderTarget.depthTexture ) {
  12538. renderTarget.depthTexture.dispose();
  12539. }
  12540. if ( renderTarget.isWebGLRenderTargetCube ) {
  12541. for ( var i = 0; i < 6; i ++ ) {
  12542. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12543. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12544. }
  12545. } else {
  12546. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12547. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12548. }
  12549. properties.remove( renderTarget.texture );
  12550. properties.remove( renderTarget );
  12551. }
  12552. //
  12553. var textureUnits = 0;
  12554. function resetTextureUnits() {
  12555. textureUnits = 0;
  12556. }
  12557. function allocateTextureUnit() {
  12558. var textureUnit = textureUnits;
  12559. if ( textureUnit >= capabilities.maxTextures ) {
  12560. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12561. }
  12562. textureUnits += 1;
  12563. return textureUnit;
  12564. }
  12565. //
  12566. function setTexture2D( texture, slot ) {
  12567. var textureProperties = properties.get( texture );
  12568. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12569. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12570. var image = texture.image;
  12571. if ( image === undefined ) {
  12572. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12573. } else if ( image.complete === false ) {
  12574. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12575. } else {
  12576. uploadTexture( textureProperties, texture, slot );
  12577. return;
  12578. }
  12579. }
  12580. state.activeTexture( 33984 + slot );
  12581. state.bindTexture( 3553, textureProperties.__webglTexture );
  12582. }
  12583. function setTexture2DArray( texture, slot ) {
  12584. var textureProperties = properties.get( texture );
  12585. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12586. uploadTexture( textureProperties, texture, slot );
  12587. return;
  12588. }
  12589. state.activeTexture( 33984 + slot );
  12590. state.bindTexture( 35866, textureProperties.__webglTexture );
  12591. }
  12592. function setTexture3D( texture, slot ) {
  12593. var textureProperties = properties.get( texture );
  12594. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12595. uploadTexture( textureProperties, texture, slot );
  12596. return;
  12597. }
  12598. state.activeTexture( 33984 + slot );
  12599. state.bindTexture( 32879, textureProperties.__webglTexture );
  12600. }
  12601. function setTextureCube( texture, slot ) {
  12602. if ( texture.image.length !== 6 ) return;
  12603. var textureProperties = properties.get( texture );
  12604. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12605. initTexture( textureProperties, texture );
  12606. state.activeTexture( 33984 + slot );
  12607. state.bindTexture( 34067, textureProperties.__webglTexture );
  12608. _gl.pixelStorei( 37440, texture.flipY );
  12609. var isCompressed = ( texture && texture.isCompressedTexture );
  12610. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12611. var cubeImage = [];
  12612. for ( var i = 0; i < 6; i ++ ) {
  12613. if ( ! isCompressed && ! isDataTexture ) {
  12614. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12615. } else {
  12616. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12617. }
  12618. }
  12619. var image = cubeImage[ 0 ],
  12620. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12621. glFormat = utils.convert( texture.format ),
  12622. glType = utils.convert( texture.type ),
  12623. glInternalFormat = getInternalFormat( glFormat, glType );
  12624. setTextureParameters( 34067, texture, supportsMips );
  12625. var mipmaps;
  12626. if ( isCompressed ) {
  12627. for ( var i = 0; i < 6; i ++ ) {
  12628. mipmaps = cubeImage[ i ].mipmaps;
  12629. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12630. var mipmap = mipmaps[ j ];
  12631. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12632. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12633. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12634. } else {
  12635. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12636. }
  12637. } else {
  12638. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12639. }
  12640. }
  12641. }
  12642. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12643. } else {
  12644. mipmaps = texture.mipmaps;
  12645. for ( var i = 0; i < 6; i ++ ) {
  12646. if ( isDataTexture ) {
  12647. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12648. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12649. var mipmap = mipmaps[ j ];
  12650. var mipmapImage = mipmap.image[ i ].image;
  12651. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12652. }
  12653. } else {
  12654. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12655. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12656. var mipmap = mipmaps[ j ];
  12657. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12658. }
  12659. }
  12660. }
  12661. textureProperties.__maxMipLevel = mipmaps.length;
  12662. }
  12663. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12664. // We assume images for cube map have the same size.
  12665. generateMipmap( 34067, texture, image.width, image.height );
  12666. }
  12667. textureProperties.__version = texture.version;
  12668. if ( texture.onUpdate ) texture.onUpdate( texture );
  12669. } else {
  12670. state.activeTexture( 33984 + slot );
  12671. state.bindTexture( 34067, textureProperties.__webglTexture );
  12672. }
  12673. }
  12674. function setTextureCubeDynamic( texture, slot ) {
  12675. state.activeTexture( 33984 + slot );
  12676. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12677. }
  12678. function setTextureParameters( textureType, texture, supportsMips ) {
  12679. var extension;
  12680. if ( supportsMips ) {
  12681. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12682. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12683. if ( textureType === 32879 || textureType === 35866 ) {
  12684. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12685. }
  12686. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12687. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12688. } else {
  12689. _gl.texParameteri( textureType, 10242, 33071 );
  12690. _gl.texParameteri( textureType, 10243, 33071 );
  12691. if ( textureType === 32879 || textureType === 35866 ) {
  12692. _gl.texParameteri( textureType, 32882, 33071 );
  12693. }
  12694. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12695. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12696. }
  12697. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12698. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12699. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12700. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12701. }
  12702. }
  12703. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12704. if ( extension ) {
  12705. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12706. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12707. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12708. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12709. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12710. }
  12711. }
  12712. }
  12713. function initTexture( textureProperties, texture ) {
  12714. if ( textureProperties.__webglInit === undefined ) {
  12715. textureProperties.__webglInit = true;
  12716. texture.addEventListener( 'dispose', onTextureDispose );
  12717. textureProperties.__webglTexture = _gl.createTexture();
  12718. info.memory.textures ++;
  12719. }
  12720. }
  12721. function uploadTexture( textureProperties, texture, slot ) {
  12722. var textureType = 3553;
  12723. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12724. if ( texture.isDataTexture3D ) textureType = 32879;
  12725. initTexture( textureProperties, texture );
  12726. state.activeTexture( 33984 + slot );
  12727. state.bindTexture( textureType, textureProperties.__webglTexture );
  12728. _gl.pixelStorei( 37440, texture.flipY );
  12729. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12730. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12731. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12732. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12733. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12734. glFormat = utils.convert( texture.format ),
  12735. glType = utils.convert( texture.type ),
  12736. glInternalFormat = getInternalFormat( glFormat, glType );
  12737. setTextureParameters( textureType, texture, supportsMips );
  12738. var mipmap, mipmaps = texture.mipmaps;
  12739. if ( texture.isDepthTexture ) {
  12740. // populate depth texture with dummy data
  12741. glInternalFormat = 6402;
  12742. if ( texture.type === FloatType ) {
  12743. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12744. glInternalFormat = 36012;
  12745. } else if ( capabilities.isWebGL2 ) {
  12746. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12747. glInternalFormat = 33189;
  12748. }
  12749. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12750. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12751. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12752. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12753. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12754. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12755. texture.type = UnsignedShortType;
  12756. glType = utils.convert( texture.type );
  12757. }
  12758. }
  12759. // Depth stencil textures need the DEPTH_STENCIL internal format
  12760. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12761. if ( texture.format === DepthStencilFormat ) {
  12762. glInternalFormat = 34041;
  12763. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12764. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12765. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12766. if ( texture.type !== UnsignedInt248Type ) {
  12767. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12768. texture.type = UnsignedInt248Type;
  12769. glType = utils.convert( texture.type );
  12770. }
  12771. }
  12772. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12773. } else if ( texture.isDataTexture ) {
  12774. // use manually created mipmaps if available
  12775. // if there are no manual mipmaps
  12776. // set 0 level mipmap and then use GL to generate other mipmap levels
  12777. if ( mipmaps.length > 0 && supportsMips ) {
  12778. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12779. mipmap = mipmaps[ i ];
  12780. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12781. }
  12782. texture.generateMipmaps = false;
  12783. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12784. } else {
  12785. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12786. textureProperties.__maxMipLevel = 0;
  12787. }
  12788. } else if ( texture.isCompressedTexture ) {
  12789. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12790. mipmap = mipmaps[ i ];
  12791. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12792. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12793. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12794. } else {
  12795. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12796. }
  12797. } else {
  12798. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12799. }
  12800. }
  12801. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12802. } else if ( texture.isDataTexture2DArray ) {
  12803. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12804. textureProperties.__maxMipLevel = 0;
  12805. } else if ( texture.isDataTexture3D ) {
  12806. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12807. textureProperties.__maxMipLevel = 0;
  12808. } else {
  12809. // regular Texture (image, video, canvas)
  12810. // use manually created mipmaps if available
  12811. // if there are no manual mipmaps
  12812. // set 0 level mipmap and then use GL to generate other mipmap levels
  12813. if ( mipmaps.length > 0 && supportsMips ) {
  12814. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12815. mipmap = mipmaps[ i ];
  12816. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12817. }
  12818. texture.generateMipmaps = false;
  12819. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12820. } else {
  12821. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12822. textureProperties.__maxMipLevel = 0;
  12823. }
  12824. }
  12825. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12826. generateMipmap( 3553, texture, image.width, image.height );
  12827. }
  12828. textureProperties.__version = texture.version;
  12829. if ( texture.onUpdate ) texture.onUpdate( texture );
  12830. }
  12831. // Render targets
  12832. // Setup storage for target texture and bind it to correct framebuffer
  12833. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12834. var glFormat = utils.convert( renderTarget.texture.format );
  12835. var glType = utils.convert( renderTarget.texture.type );
  12836. var glInternalFormat = getInternalFormat( glFormat, glType );
  12837. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12838. _gl.bindFramebuffer( 36160, framebuffer );
  12839. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12840. _gl.bindFramebuffer( 36160, null );
  12841. }
  12842. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12843. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12844. _gl.bindRenderbuffer( 36161, renderbuffer );
  12845. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12846. if ( isMultisample ) {
  12847. var samples = getRenderTargetSamples( renderTarget );
  12848. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12849. } else {
  12850. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12851. }
  12852. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12853. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12854. if ( isMultisample ) {
  12855. var samples = getRenderTargetSamples( renderTarget );
  12856. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12857. } else {
  12858. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12859. }
  12860. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12861. } else {
  12862. var glFormat = utils.convert( renderTarget.texture.format );
  12863. var glType = utils.convert( renderTarget.texture.type );
  12864. var glInternalFormat = getInternalFormat( glFormat, glType );
  12865. if ( isMultisample ) {
  12866. var samples = getRenderTargetSamples( renderTarget );
  12867. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12868. } else {
  12869. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12870. }
  12871. }
  12872. _gl.bindRenderbuffer( 36161, null );
  12873. }
  12874. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12875. function setupDepthTexture( framebuffer, renderTarget ) {
  12876. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12877. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12878. _gl.bindFramebuffer( 36160, framebuffer );
  12879. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12880. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12881. }
  12882. // upload an empty depth texture with framebuffer size
  12883. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12884. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12885. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12886. renderTarget.depthTexture.image.width = renderTarget.width;
  12887. renderTarget.depthTexture.image.height = renderTarget.height;
  12888. renderTarget.depthTexture.needsUpdate = true;
  12889. }
  12890. setTexture2D( renderTarget.depthTexture, 0 );
  12891. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12892. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12893. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12894. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12895. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12896. } else {
  12897. throw new Error( 'Unknown depthTexture format' );
  12898. }
  12899. }
  12900. // Setup GL resources for a non-texture depth buffer
  12901. function setupDepthRenderbuffer( renderTarget ) {
  12902. var renderTargetProperties = properties.get( renderTarget );
  12903. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12904. if ( renderTarget.depthTexture ) {
  12905. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12906. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12907. } else {
  12908. if ( isCube ) {
  12909. renderTargetProperties.__webglDepthbuffer = [];
  12910. for ( var i = 0; i < 6; i ++ ) {
  12911. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12912. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12913. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12914. }
  12915. } else {
  12916. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12917. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12918. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12919. }
  12920. }
  12921. _gl.bindFramebuffer( 36160, null );
  12922. }
  12923. // Set up GL resources for the render target
  12924. function setupRenderTarget( renderTarget ) {
  12925. var renderTargetProperties = properties.get( renderTarget );
  12926. var textureProperties = properties.get( renderTarget.texture );
  12927. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12928. textureProperties.__webglTexture = _gl.createTexture();
  12929. info.memory.textures ++;
  12930. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12931. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12932. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12933. // Setup framebuffer
  12934. if ( isCube ) {
  12935. renderTargetProperties.__webglFramebuffer = [];
  12936. for ( var i = 0; i < 6; i ++ ) {
  12937. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12938. }
  12939. } else {
  12940. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12941. if ( isMultisample ) {
  12942. if ( capabilities.isWebGL2 ) {
  12943. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12944. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12945. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12946. var glFormat = utils.convert( renderTarget.texture.format );
  12947. var glType = utils.convert( renderTarget.texture.type );
  12948. var glInternalFormat = getInternalFormat( glFormat, glType );
  12949. var samples = getRenderTargetSamples( renderTarget );
  12950. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12951. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12952. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12953. _gl.bindRenderbuffer( 36161, null );
  12954. if ( renderTarget.depthBuffer ) {
  12955. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12956. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12957. }
  12958. _gl.bindFramebuffer( 36160, null );
  12959. } else {
  12960. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12961. }
  12962. }
  12963. }
  12964. // Setup color buffer
  12965. if ( isCube ) {
  12966. state.bindTexture( 34067, textureProperties.__webglTexture );
  12967. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12968. for ( var i = 0; i < 6; i ++ ) {
  12969. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12970. }
  12971. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12972. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12973. }
  12974. state.bindTexture( 34067, null );
  12975. } else {
  12976. state.bindTexture( 3553, textureProperties.__webglTexture );
  12977. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12978. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12979. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12980. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12981. }
  12982. state.bindTexture( 3553, null );
  12983. }
  12984. // Setup depth and stencil buffers
  12985. if ( renderTarget.depthBuffer ) {
  12986. setupDepthRenderbuffer( renderTarget );
  12987. }
  12988. }
  12989. function updateRenderTargetMipmap( renderTarget ) {
  12990. var texture = renderTarget.texture;
  12991. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12992. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12993. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12994. var webglTexture = properties.get( texture ).__webglTexture;
  12995. state.bindTexture( target, webglTexture );
  12996. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12997. state.bindTexture( target, null );
  12998. }
  12999. }
  13000. function updateMultisampleRenderTarget( renderTarget ) {
  13001. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13002. if ( capabilities.isWebGL2 ) {
  13003. var renderTargetProperties = properties.get( renderTarget );
  13004. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13005. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13006. var width = renderTarget.width;
  13007. var height = renderTarget.height;
  13008. var mask = 16384;
  13009. if ( renderTarget.depthBuffer ) mask |= 256;
  13010. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13011. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13012. } else {
  13013. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13014. }
  13015. }
  13016. }
  13017. function getRenderTargetSamples( renderTarget ) {
  13018. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13019. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13020. }
  13021. function updateVideoTexture( texture ) {
  13022. var frame = info.render.frame;
  13023. // Check the last frame we updated the VideoTexture
  13024. if ( _videoTextures.get( texture ) !== frame ) {
  13025. _videoTextures.set( texture, frame );
  13026. texture.update();
  13027. }
  13028. }
  13029. // backwards compatibility
  13030. var warnedTexture2D = false;
  13031. var warnedTextureCube = false;
  13032. function safeSetTexture2D( texture, slot ) {
  13033. if ( texture && texture.isWebGLRenderTarget ) {
  13034. if ( warnedTexture2D === false ) {
  13035. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13036. warnedTexture2D = true;
  13037. }
  13038. texture = texture.texture;
  13039. }
  13040. setTexture2D( texture, slot );
  13041. }
  13042. function safeSetTextureCube( texture, slot ) {
  13043. if ( texture && texture.isWebGLRenderTargetCube ) {
  13044. if ( warnedTextureCube === false ) {
  13045. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13046. warnedTextureCube = true;
  13047. }
  13048. texture = texture.texture;
  13049. }
  13050. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13051. // TODO: unify these code paths
  13052. if ( ( texture && texture.isCubeTexture ) ||
  13053. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13054. // CompressedTexture can have Array in image :/
  13055. // this function alone should take care of cube textures
  13056. setTextureCube( texture, slot );
  13057. } else {
  13058. // assumed: texture property of THREE.WebGLRenderTargetCube
  13059. setTextureCubeDynamic( texture, slot );
  13060. }
  13061. }
  13062. //
  13063. this.allocateTextureUnit = allocateTextureUnit;
  13064. this.resetTextureUnits = resetTextureUnits;
  13065. this.setTexture2D = setTexture2D;
  13066. this.setTexture2DArray = setTexture2DArray;
  13067. this.setTexture3D = setTexture3D;
  13068. this.setTextureCube = setTextureCube;
  13069. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13070. this.setupRenderTarget = setupRenderTarget;
  13071. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13072. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13073. this.safeSetTexture2D = safeSetTexture2D;
  13074. this.safeSetTextureCube = safeSetTextureCube;
  13075. }
  13076. /**
  13077. * @author thespite / http://www.twitter.com/thespite
  13078. */
  13079. function WebGLUtils( gl, extensions, capabilities ) {
  13080. function convert( p ) {
  13081. var extension;
  13082. if ( p === RepeatWrapping ) return 10497;
  13083. if ( p === ClampToEdgeWrapping ) return 33071;
  13084. if ( p === MirroredRepeatWrapping ) return 33648;
  13085. if ( p === NearestFilter ) return 9728;
  13086. if ( p === NearestMipmapNearestFilter ) return 9984;
  13087. if ( p === NearestMipmapLinearFilter ) return 9986;
  13088. if ( p === LinearFilter ) return 9729;
  13089. if ( p === LinearMipmapNearestFilter ) return 9985;
  13090. if ( p === LinearMipmapLinearFilter ) return 9987;
  13091. if ( p === UnsignedByteType ) return 5121;
  13092. if ( p === UnsignedShort4444Type ) return 32819;
  13093. if ( p === UnsignedShort5551Type ) return 32820;
  13094. if ( p === UnsignedShort565Type ) return 33635;
  13095. if ( p === ByteType ) return 5120;
  13096. if ( p === ShortType ) return 5122;
  13097. if ( p === UnsignedShortType ) return 5123;
  13098. if ( p === IntType ) return 5124;
  13099. if ( p === UnsignedIntType ) return 5125;
  13100. if ( p === FloatType ) return 5126;
  13101. if ( p === HalfFloatType ) {
  13102. if ( capabilities.isWebGL2 ) return 5131;
  13103. extension = extensions.get( 'OES_texture_half_float' );
  13104. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13105. }
  13106. if ( p === AlphaFormat ) return 6406;
  13107. if ( p === RGBFormat ) return 6407;
  13108. if ( p === RGBAFormat ) return 6408;
  13109. if ( p === LuminanceFormat ) return 6409;
  13110. if ( p === LuminanceAlphaFormat ) return 6410;
  13111. if ( p === DepthFormat ) return 6402;
  13112. if ( p === DepthStencilFormat ) return 34041;
  13113. if ( p === RedFormat ) return 6403;
  13114. if ( p === AddEquation ) return 32774;
  13115. if ( p === SubtractEquation ) return 32778;
  13116. if ( p === ReverseSubtractEquation ) return 32779;
  13117. if ( p === ZeroFactor ) return 0;
  13118. if ( p === OneFactor ) return 1;
  13119. if ( p === SrcColorFactor ) return 768;
  13120. if ( p === OneMinusSrcColorFactor ) return 769;
  13121. if ( p === SrcAlphaFactor ) return 770;
  13122. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13123. if ( p === DstAlphaFactor ) return 772;
  13124. if ( p === OneMinusDstAlphaFactor ) return 773;
  13125. if ( p === DstColorFactor ) return 774;
  13126. if ( p === OneMinusDstColorFactor ) return 775;
  13127. if ( p === SrcAlphaSaturateFactor ) return 776;
  13128. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13129. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13130. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13131. if ( extension !== null ) {
  13132. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13133. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13134. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13135. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13136. }
  13137. }
  13138. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13139. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13140. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13141. if ( extension !== null ) {
  13142. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13143. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13144. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13145. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13146. }
  13147. }
  13148. if ( p === RGB_ETC1_Format ) {
  13149. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13150. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13151. }
  13152. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13153. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13154. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13155. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13156. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13157. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13158. if ( extension !== null ) {
  13159. return p;
  13160. }
  13161. }
  13162. if ( p === MinEquation || p === MaxEquation ) {
  13163. if ( capabilities.isWebGL2 ) {
  13164. if ( p === MinEquation ) return 32775;
  13165. if ( p === MaxEquation ) return 32776;
  13166. }
  13167. extension = extensions.get( 'EXT_blend_minmax' );
  13168. if ( extension !== null ) {
  13169. if ( p === MinEquation ) return extension.MIN_EXT;
  13170. if ( p === MaxEquation ) return extension.MAX_EXT;
  13171. }
  13172. }
  13173. if ( p === UnsignedInt248Type ) {
  13174. if ( capabilities.isWebGL2 ) return 34042;
  13175. extension = extensions.get( 'WEBGL_depth_texture' );
  13176. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13177. }
  13178. return 0;
  13179. }
  13180. return { convert: convert };
  13181. }
  13182. /**
  13183. * @author mrdoob / http://mrdoob.com/
  13184. */
  13185. function Group() {
  13186. Object3D.call( this );
  13187. this.type = 'Group';
  13188. }
  13189. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13190. constructor: Group,
  13191. isGroup: true
  13192. } );
  13193. /**
  13194. * @author mrdoob / http://mrdoob.com/
  13195. */
  13196. function ArrayCamera( array ) {
  13197. PerspectiveCamera.call( this );
  13198. this.cameras = array || [];
  13199. }
  13200. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13201. constructor: ArrayCamera,
  13202. isArrayCamera: true
  13203. } );
  13204. /**
  13205. * @author jsantell / https://www.jsantell.com/
  13206. * @author mrdoob / http://mrdoob.com/
  13207. */
  13208. var cameraLPos = new Vector3();
  13209. var cameraRPos = new Vector3();
  13210. /**
  13211. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13212. * the cameras' projection and world matrices have already been set.
  13213. * And that near and far planes are identical for both cameras.
  13214. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13215. */
  13216. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13217. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13218. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13219. var ipd = cameraLPos.distanceTo( cameraRPos );
  13220. var projL = cameraL.projectionMatrix.elements;
  13221. var projR = cameraR.projectionMatrix.elements;
  13222. // VR systems will have identical far and near planes, and
  13223. // most likely identical top and bottom frustum extents.
  13224. // Use the left camera for these values.
  13225. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13226. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13227. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13228. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13229. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13230. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13231. var left = near * leftFov;
  13232. var right = near * rightFov;
  13233. // Calculate the new camera's position offset from the
  13234. // left camera. xOffset should be roughly half `ipd`.
  13235. var zOffset = ipd / ( - leftFov + rightFov );
  13236. var xOffset = zOffset * - leftFov;
  13237. // TODO: Better way to apply this offset?
  13238. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13239. camera.translateX( xOffset );
  13240. camera.translateZ( zOffset );
  13241. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13242. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13243. // Find the union of the frustum values of the cameras and scale
  13244. // the values so that the near plane's position does not change in world space,
  13245. // although must now be relative to the new union camera.
  13246. var near2 = near + zOffset;
  13247. var far2 = far + zOffset;
  13248. var left2 = left - xOffset;
  13249. var right2 = right + ( ipd - xOffset );
  13250. var top2 = topFov * far / far2 * near2;
  13251. var bottom2 = bottomFov * far / far2 * near2;
  13252. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13253. }
  13254. /**
  13255. * @author mrdoob / http://mrdoob.com/
  13256. */
  13257. function WebVRManager( renderer ) {
  13258. var renderWidth, renderHeight;
  13259. var scope = this;
  13260. var device = null;
  13261. var frameData = null;
  13262. var poseTarget = null;
  13263. var controllers = [];
  13264. var standingMatrix = new Matrix4();
  13265. var standingMatrixInverse = new Matrix4();
  13266. var framebufferScaleFactor = 1.0;
  13267. var referenceSpaceType = 'local-floor';
  13268. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13269. frameData = new window.VRFrameData();
  13270. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13271. }
  13272. var matrixWorldInverse = new Matrix4();
  13273. var tempQuaternion = new Quaternion();
  13274. var tempPosition = new Vector3();
  13275. var cameraL = new PerspectiveCamera();
  13276. cameraL.viewport = new Vector4();
  13277. cameraL.layers.enable( 1 );
  13278. var cameraR = new PerspectiveCamera();
  13279. cameraR.viewport = new Vector4();
  13280. cameraR.layers.enable( 2 );
  13281. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13282. cameraVR.layers.enable( 1 );
  13283. cameraVR.layers.enable( 2 );
  13284. //
  13285. function isPresenting() {
  13286. return device !== null && device.isPresenting === true;
  13287. }
  13288. var currentSize = new Vector2(), currentPixelRatio;
  13289. function onVRDisplayPresentChange() {
  13290. if ( isPresenting() ) {
  13291. var eyeParameters = device.getEyeParameters( 'left' );
  13292. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13293. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13294. currentPixelRatio = renderer.getPixelRatio();
  13295. renderer.getSize( currentSize );
  13296. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13297. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13298. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13299. animation.start();
  13300. scope.dispatchEvent( { type: 'sessionstart' } );
  13301. } else {
  13302. if ( scope.enabled ) {
  13303. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13304. }
  13305. animation.stop();
  13306. scope.dispatchEvent( { type: 'sessionend' } );
  13307. }
  13308. }
  13309. //
  13310. var triggers = [];
  13311. function findGamepad( id ) {
  13312. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13313. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13314. var gamepad = gamepads[ i ];
  13315. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13316. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13317. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13318. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13319. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13320. if ( j === id ) return gamepad;
  13321. j ++;
  13322. }
  13323. }
  13324. }
  13325. function updateControllers() {
  13326. for ( var i = 0; i < controllers.length; i ++ ) {
  13327. var controller = controllers[ i ];
  13328. var gamepad = findGamepad( i );
  13329. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13330. if ( gamepad.pose === null ) return;
  13331. // Pose
  13332. var pose = gamepad.pose;
  13333. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13334. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13335. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13336. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13337. controller.matrix.premultiply( standingMatrix );
  13338. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13339. controller.matrixWorldNeedsUpdate = true;
  13340. controller.visible = true;
  13341. // Trigger
  13342. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13343. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13344. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13345. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13346. if ( triggers[ i ] === true ) {
  13347. controller.dispatchEvent( { type: 'selectstart' } );
  13348. } else {
  13349. controller.dispatchEvent( { type: 'selectend' } );
  13350. controller.dispatchEvent( { type: 'select' } );
  13351. }
  13352. }
  13353. } else {
  13354. controller.visible = false;
  13355. }
  13356. }
  13357. }
  13358. function updateViewportFromBounds( viewport, bounds ) {
  13359. if ( bounds !== null && bounds.length === 4 ) {
  13360. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13361. }
  13362. }
  13363. //
  13364. this.enabled = false;
  13365. this.getController = function ( id ) {
  13366. var controller = controllers[ id ];
  13367. if ( controller === undefined ) {
  13368. controller = new Group();
  13369. controller.matrixAutoUpdate = false;
  13370. controller.visible = false;
  13371. controllers[ id ] = controller;
  13372. }
  13373. return controller;
  13374. };
  13375. this.getDevice = function () {
  13376. return device;
  13377. };
  13378. this.setDevice = function ( value ) {
  13379. if ( value !== undefined ) device = value;
  13380. animation.setContext( value );
  13381. };
  13382. this.setFramebufferScaleFactor = function ( value ) {
  13383. framebufferScaleFactor = value;
  13384. };
  13385. this.setReferenceSpaceType = function ( value ) {
  13386. referenceSpaceType = value;
  13387. };
  13388. this.setPoseTarget = function ( object ) {
  13389. if ( object !== undefined ) poseTarget = object;
  13390. };
  13391. this.getCamera = function ( camera ) {
  13392. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13393. if ( isPresenting() === false ) {
  13394. camera.position.set( 0, userHeight, 0 );
  13395. camera.rotation.set( 0, 0, 0 );
  13396. return camera;
  13397. }
  13398. device.depthNear = camera.near;
  13399. device.depthFar = camera.far;
  13400. device.getFrameData( frameData );
  13401. //
  13402. if ( referenceSpaceType === 'local-floor' ) {
  13403. var stageParameters = device.stageParameters;
  13404. if ( stageParameters ) {
  13405. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13406. } else {
  13407. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13408. }
  13409. }
  13410. var pose = frameData.pose;
  13411. var poseObject = poseTarget !== null ? poseTarget : camera;
  13412. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13413. poseObject.matrix.copy( standingMatrix );
  13414. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13415. if ( pose.orientation !== null ) {
  13416. tempQuaternion.fromArray( pose.orientation );
  13417. poseObject.quaternion.multiply( tempQuaternion );
  13418. }
  13419. if ( pose.position !== null ) {
  13420. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13421. tempPosition.fromArray( pose.position );
  13422. tempPosition.applyQuaternion( tempQuaternion );
  13423. poseObject.position.add( tempPosition );
  13424. }
  13425. poseObject.updateMatrixWorld();
  13426. //
  13427. cameraL.near = camera.near;
  13428. cameraR.near = camera.near;
  13429. cameraL.far = camera.far;
  13430. cameraR.far = camera.far;
  13431. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13432. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13433. // TODO (mrdoob) Double check this code
  13434. standingMatrixInverse.getInverse( standingMatrix );
  13435. if ( referenceSpaceType === 'local-floor' ) {
  13436. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13437. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13438. }
  13439. var parent = poseObject.parent;
  13440. if ( parent !== null ) {
  13441. matrixWorldInverse.getInverse( parent.matrixWorld );
  13442. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13443. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13444. }
  13445. // envMap and Mirror needs camera.matrixWorld
  13446. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13447. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13448. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13449. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13450. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13451. //
  13452. var layers = device.getLayers();
  13453. if ( layers.length ) {
  13454. var layer = layers[ 0 ];
  13455. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13456. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13457. }
  13458. updateControllers();
  13459. return cameraVR;
  13460. };
  13461. this.getStandingMatrix = function () {
  13462. return standingMatrix;
  13463. };
  13464. this.isPresenting = isPresenting;
  13465. // Animation Loop
  13466. var animation = new WebGLAnimation();
  13467. this.setAnimationLoop = function ( callback ) {
  13468. animation.setAnimationLoop( callback );
  13469. if ( isPresenting() ) animation.start();
  13470. };
  13471. this.submitFrame = function () {
  13472. if ( isPresenting() ) device.submitFrame();
  13473. };
  13474. this.dispose = function () {
  13475. if ( typeof window !== 'undefined' ) {
  13476. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13477. }
  13478. };
  13479. // DEPRECATED
  13480. this.setFrameOfReferenceType = function () {
  13481. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13482. };
  13483. }
  13484. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13485. /**
  13486. * @author mrdoob / http://mrdoob.com/
  13487. */
  13488. function WebXRManager( renderer, gl ) {
  13489. var scope = this;
  13490. var session = null;
  13491. var referenceSpace = null;
  13492. var referenceSpaceType = 'local-floor';
  13493. var pose = null;
  13494. var controllers = [];
  13495. var inputSources = [];
  13496. function isPresenting() {
  13497. return session !== null && referenceSpace !== null;
  13498. }
  13499. //
  13500. var cameraL = new PerspectiveCamera();
  13501. cameraL.layers.enable( 1 );
  13502. cameraL.viewport = new Vector4();
  13503. var cameraR = new PerspectiveCamera();
  13504. cameraR.layers.enable( 2 );
  13505. cameraR.viewport = new Vector4();
  13506. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13507. cameraVR.layers.enable( 1 );
  13508. cameraVR.layers.enable( 2 );
  13509. //
  13510. this.enabled = false;
  13511. this.getController = function ( id ) {
  13512. var controller = controllers[ id ];
  13513. if ( controller === undefined ) {
  13514. controller = new Group();
  13515. controller.matrixAutoUpdate = false;
  13516. controller.visible = false;
  13517. controllers[ id ] = controller;
  13518. }
  13519. return controller;
  13520. };
  13521. //
  13522. function onSessionEvent( event ) {
  13523. for ( var i = 0; i < controllers.length; i ++ ) {
  13524. if ( inputSources[ i ] === event.inputSource ) {
  13525. controllers[ i ].dispatchEvent( { type: event.type } );
  13526. }
  13527. }
  13528. }
  13529. function onSessionEnd() {
  13530. renderer.setFramebuffer( null );
  13531. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13532. animation.stop();
  13533. scope.dispatchEvent( { type: 'sessionend' } );
  13534. }
  13535. function onRequestReferenceSpace( value ) {
  13536. referenceSpace = value;
  13537. animation.setContext( session );
  13538. animation.start();
  13539. scope.dispatchEvent( { type: 'sessionstart' } );
  13540. }
  13541. this.setFramebufferScaleFactor = function ( value ) {
  13542. };
  13543. this.setReferenceSpaceType = function ( value ) {
  13544. referenceSpaceType = value;
  13545. };
  13546. this.getSession = function () {
  13547. return session;
  13548. };
  13549. this.setSession = function ( value ) {
  13550. session = value;
  13551. if ( session !== null ) {
  13552. session.addEventListener( 'select', onSessionEvent );
  13553. session.addEventListener( 'selectstart', onSessionEvent );
  13554. session.addEventListener( 'selectend', onSessionEvent );
  13555. session.addEventListener( 'end', onSessionEnd );
  13556. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13557. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13558. //
  13559. inputSources = session.inputSources;
  13560. session.addEventListener( 'inputsourceschange', function () {
  13561. inputSources = session.inputSources;
  13562. console.log( inputSources );
  13563. for ( var i = 0; i < controllers.length; i ++ ) {
  13564. var controller = controllers[ i ];
  13565. controller.userData.inputSource = inputSources[ i ];
  13566. }
  13567. } );
  13568. }
  13569. };
  13570. function updateCamera( camera, parent ) {
  13571. if ( parent === null ) {
  13572. camera.matrixWorld.copy( camera.matrix );
  13573. } else {
  13574. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13575. }
  13576. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13577. }
  13578. this.getCamera = function ( camera ) {
  13579. if ( isPresenting() ) {
  13580. var parent = camera.parent;
  13581. var cameras = cameraVR.cameras;
  13582. updateCamera( cameraVR, parent );
  13583. for ( var i = 0; i < cameras.length; i ++ ) {
  13584. updateCamera( cameras[ i ], parent );
  13585. }
  13586. // update camera and its children
  13587. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13588. var children = camera.children;
  13589. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13590. children[ i ].updateMatrixWorld( true );
  13591. }
  13592. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13593. return cameraVR;
  13594. }
  13595. return camera;
  13596. };
  13597. this.isPresenting = isPresenting;
  13598. // Animation Loop
  13599. var onAnimationFrameCallback = null;
  13600. function onAnimationFrame( time, frame ) {
  13601. pose = frame.getViewerPose( referenceSpace );
  13602. if ( pose !== null ) {
  13603. var views = pose.views;
  13604. var baseLayer = session.renderState.baseLayer;
  13605. renderer.setFramebuffer( baseLayer.framebuffer );
  13606. for ( var i = 0; i < views.length; i ++ ) {
  13607. var view = views[ i ];
  13608. var viewport = baseLayer.getViewport( view );
  13609. var viewMatrix = view.transform.inverse.matrix;
  13610. var camera = cameraVR.cameras[ i ];
  13611. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13612. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13613. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13614. if ( i === 0 ) {
  13615. cameraVR.matrix.copy( camera.matrix );
  13616. }
  13617. }
  13618. }
  13619. //
  13620. for ( var i = 0; i < controllers.length; i ++ ) {
  13621. var controller = controllers[ i ];
  13622. var inputSource = inputSources[ i ];
  13623. if ( inputSource ) {
  13624. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13625. if ( inputPose !== null ) {
  13626. controller.matrix.fromArray( inputPose.transform.matrix );
  13627. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13628. controller.visible = true;
  13629. continue;
  13630. }
  13631. }
  13632. controller.visible = false;
  13633. }
  13634. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13635. }
  13636. var animation = new WebGLAnimation();
  13637. animation.setAnimationLoop( onAnimationFrame );
  13638. this.setAnimationLoop = function ( callback ) {
  13639. onAnimationFrameCallback = callback;
  13640. };
  13641. this.dispose = function () {};
  13642. // DEPRECATED
  13643. this.getStandingMatrix = function () {
  13644. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13645. return new Matrix4();
  13646. };
  13647. this.getDevice = function () {
  13648. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13649. };
  13650. this.setDevice = function () {
  13651. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13652. };
  13653. this.setFrameOfReferenceType = function () {
  13654. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13655. };
  13656. this.submitFrame = function () {};
  13657. }
  13658. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13659. /**
  13660. * @author supereggbert / http://www.paulbrunt.co.uk/
  13661. * @author mrdoob / http://mrdoob.com/
  13662. * @author alteredq / http://alteredqualia.com/
  13663. * @author szimek / https://github.com/szimek/
  13664. * @author tschw
  13665. */
  13666. function WebGLRenderer( parameters ) {
  13667. parameters = parameters || {};
  13668. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13669. _context = parameters.context !== undefined ? parameters.context : null,
  13670. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13671. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13672. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13673. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13674. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13675. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13676. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13677. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13678. var currentRenderList = null;
  13679. var currentRenderState = null;
  13680. // public properties
  13681. this.domElement = _canvas;
  13682. // Debug configuration container
  13683. this.debug = {
  13684. /**
  13685. * Enables error checking and reporting when shader programs are being compiled
  13686. * @type {boolean}
  13687. */
  13688. checkShaderErrors: true
  13689. };
  13690. // clearing
  13691. this.autoClear = true;
  13692. this.autoClearColor = true;
  13693. this.autoClearDepth = true;
  13694. this.autoClearStencil = true;
  13695. // scene graph
  13696. this.sortObjects = true;
  13697. // user-defined clipping
  13698. this.clippingPlanes = [];
  13699. this.localClippingEnabled = false;
  13700. // physically based shading
  13701. this.gammaFactor = 2.0; // for backwards compatibility
  13702. this.gammaInput = false;
  13703. this.gammaOutput = false;
  13704. // physical lights
  13705. this.physicallyCorrectLights = false;
  13706. // tone mapping
  13707. this.toneMapping = LinearToneMapping;
  13708. this.toneMappingExposure = 1.0;
  13709. this.toneMappingWhitePoint = 1.0;
  13710. // morphs
  13711. this.maxMorphTargets = 8;
  13712. this.maxMorphNormals = 4;
  13713. // internal properties
  13714. var _this = this,
  13715. _isContextLost = false,
  13716. // internal state cache
  13717. _framebuffer = null,
  13718. _currentActiveCubeFace = 0,
  13719. _currentActiveMipmapLevel = 0,
  13720. _currentRenderTarget = null,
  13721. _currentFramebuffer = null,
  13722. _currentMaterialId = - 1,
  13723. // geometry and program caching
  13724. _currentGeometryProgram = {
  13725. geometry: null,
  13726. program: null,
  13727. wireframe: false
  13728. },
  13729. _currentCamera = null,
  13730. _currentArrayCamera = null,
  13731. _currentViewport = new Vector4(),
  13732. _currentScissor = new Vector4(),
  13733. _currentScissorTest = null,
  13734. //
  13735. _width = _canvas.width,
  13736. _height = _canvas.height,
  13737. _pixelRatio = 1,
  13738. _viewport = new Vector4( 0, 0, _width, _height ),
  13739. _scissor = new Vector4( 0, 0, _width, _height ),
  13740. _scissorTest = false,
  13741. // frustum
  13742. _frustum = new Frustum(),
  13743. // clipping
  13744. _clipping = new WebGLClipping(),
  13745. _clippingEnabled = false,
  13746. _localClippingEnabled = false,
  13747. // camera matrices cache
  13748. _projScreenMatrix = new Matrix4(),
  13749. _vector3 = new Vector3();
  13750. function getTargetPixelRatio() {
  13751. return _currentRenderTarget === null ? _pixelRatio : 1;
  13752. }
  13753. // initialize
  13754. var _gl;
  13755. try {
  13756. var contextAttributes = {
  13757. alpha: _alpha,
  13758. depth: _depth,
  13759. stencil: _stencil,
  13760. antialias: _antialias,
  13761. premultipliedAlpha: _premultipliedAlpha,
  13762. preserveDrawingBuffer: _preserveDrawingBuffer,
  13763. powerPreference: _powerPreference,
  13764. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13765. xrCompatible: true
  13766. };
  13767. // event listeners must be registered before WebGL context is created, see #12753
  13768. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13769. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13770. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13771. if ( _gl === null ) {
  13772. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13773. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13774. } else {
  13775. throw new Error( 'Error creating WebGL context.' );
  13776. }
  13777. }
  13778. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13779. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13780. _gl.getShaderPrecisionFormat = function () {
  13781. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13782. };
  13783. }
  13784. } catch ( error ) {
  13785. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13786. throw error;
  13787. }
  13788. var extensions, capabilities, state, info;
  13789. var properties, textures, attributes, geometries, objects;
  13790. var programCache, renderLists, renderStates;
  13791. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13792. var utils;
  13793. function initGLContext() {
  13794. extensions = new WebGLExtensions( _gl );
  13795. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13796. if ( ! capabilities.isWebGL2 ) {
  13797. extensions.get( 'WEBGL_depth_texture' );
  13798. extensions.get( 'OES_texture_float' );
  13799. extensions.get( 'OES_texture_half_float' );
  13800. extensions.get( 'OES_texture_half_float_linear' );
  13801. extensions.get( 'OES_standard_derivatives' );
  13802. extensions.get( 'OES_element_index_uint' );
  13803. extensions.get( 'ANGLE_instanced_arrays' );
  13804. }
  13805. extensions.get( 'OES_texture_float_linear' );
  13806. utils = new WebGLUtils( _gl, extensions, capabilities );
  13807. state = new WebGLState( _gl, extensions, utils, capabilities );
  13808. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13809. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13810. info = new WebGLInfo( _gl );
  13811. properties = new WebGLProperties();
  13812. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13813. attributes = new WebGLAttributes( _gl );
  13814. geometries = new WebGLGeometries( _gl, attributes, info );
  13815. objects = new WebGLObjects( geometries, info );
  13816. morphtargets = new WebGLMorphtargets( _gl );
  13817. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13818. renderLists = new WebGLRenderLists();
  13819. renderStates = new WebGLRenderStates();
  13820. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13821. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13822. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13823. info.programs = programCache.programs;
  13824. _this.capabilities = capabilities;
  13825. _this.extensions = extensions;
  13826. _this.properties = properties;
  13827. _this.renderLists = renderLists;
  13828. _this.state = state;
  13829. _this.info = info;
  13830. }
  13831. initGLContext();
  13832. // vr
  13833. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  13834. this.vr = vr;
  13835. // shadow map
  13836. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13837. this.shadowMap = shadowMap;
  13838. // API
  13839. this.getContext = function () {
  13840. return _gl;
  13841. };
  13842. this.getContextAttributes = function () {
  13843. return _gl.getContextAttributes();
  13844. };
  13845. this.forceContextLoss = function () {
  13846. var extension = extensions.get( 'WEBGL_lose_context' );
  13847. if ( extension ) extension.loseContext();
  13848. };
  13849. this.forceContextRestore = function () {
  13850. var extension = extensions.get( 'WEBGL_lose_context' );
  13851. if ( extension ) extension.restoreContext();
  13852. };
  13853. this.getPixelRatio = function () {
  13854. return _pixelRatio;
  13855. };
  13856. this.setPixelRatio = function ( value ) {
  13857. if ( value === undefined ) return;
  13858. _pixelRatio = value;
  13859. this.setSize( _width, _height, false );
  13860. };
  13861. this.getSize = function ( target ) {
  13862. if ( target === undefined ) {
  13863. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13864. target = new Vector2();
  13865. }
  13866. return target.set( _width, _height );
  13867. };
  13868. this.setSize = function ( width, height, updateStyle ) {
  13869. if ( vr.isPresenting() ) {
  13870. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13871. return;
  13872. }
  13873. _width = width;
  13874. _height = height;
  13875. _canvas.width = Math.floor( width * _pixelRatio );
  13876. _canvas.height = Math.floor( height * _pixelRatio );
  13877. if ( updateStyle !== false ) {
  13878. _canvas.style.width = width + 'px';
  13879. _canvas.style.height = height + 'px';
  13880. }
  13881. this.setViewport( 0, 0, width, height );
  13882. };
  13883. this.getDrawingBufferSize = function ( target ) {
  13884. if ( target === undefined ) {
  13885. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13886. target = new Vector2();
  13887. }
  13888. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  13889. };
  13890. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13891. _width = width;
  13892. _height = height;
  13893. _pixelRatio = pixelRatio;
  13894. _canvas.width = Math.floor( width * pixelRatio );
  13895. _canvas.height = Math.floor( height * pixelRatio );
  13896. this.setViewport( 0, 0, width, height );
  13897. };
  13898. this.getCurrentViewport = function ( target ) {
  13899. if ( target === undefined ) {
  13900. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13901. target = new Vector4();
  13902. }
  13903. return target.copy( _currentViewport );
  13904. };
  13905. this.getViewport = function ( target ) {
  13906. return target.copy( _viewport );
  13907. };
  13908. this.setViewport = function ( x, y, width, height ) {
  13909. if ( x.isVector4 ) {
  13910. _viewport.set( x.x, x.y, x.z, x.w );
  13911. } else {
  13912. _viewport.set( x, y, width, height );
  13913. }
  13914. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13915. };
  13916. this.getScissor = function ( target ) {
  13917. return target.copy( _scissor );
  13918. };
  13919. this.setScissor = function ( x, y, width, height ) {
  13920. if ( x.isVector4 ) {
  13921. _scissor.set( x.x, x.y, x.z, x.w );
  13922. } else {
  13923. _scissor.set( x, y, width, height );
  13924. }
  13925. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13926. };
  13927. this.getScissorTest = function () {
  13928. return _scissorTest;
  13929. };
  13930. this.setScissorTest = function ( boolean ) {
  13931. state.setScissorTest( _scissorTest = boolean );
  13932. };
  13933. // Clearing
  13934. this.getClearColor = function () {
  13935. return background.getClearColor();
  13936. };
  13937. this.setClearColor = function () {
  13938. background.setClearColor.apply( background, arguments );
  13939. };
  13940. this.getClearAlpha = function () {
  13941. return background.getClearAlpha();
  13942. };
  13943. this.setClearAlpha = function () {
  13944. background.setClearAlpha.apply( background, arguments );
  13945. };
  13946. this.clear = function ( color, depth, stencil ) {
  13947. var bits = 0;
  13948. if ( color === undefined || color ) bits |= 16384;
  13949. if ( depth === undefined || depth ) bits |= 256;
  13950. if ( stencil === undefined || stencil ) bits |= 1024;
  13951. _gl.clear( bits );
  13952. };
  13953. this.clearColor = function () {
  13954. this.clear( true, false, false );
  13955. };
  13956. this.clearDepth = function () {
  13957. this.clear( false, true, false );
  13958. };
  13959. this.clearStencil = function () {
  13960. this.clear( false, false, true );
  13961. };
  13962. //
  13963. this.dispose = function () {
  13964. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13965. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13966. renderLists.dispose();
  13967. renderStates.dispose();
  13968. properties.dispose();
  13969. objects.dispose();
  13970. vr.dispose();
  13971. animation.stop();
  13972. };
  13973. // Events
  13974. function onContextLost( event ) {
  13975. event.preventDefault();
  13976. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13977. _isContextLost = true;
  13978. }
  13979. function onContextRestore( /* event */ ) {
  13980. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13981. _isContextLost = false;
  13982. initGLContext();
  13983. }
  13984. function onMaterialDispose( event ) {
  13985. var material = event.target;
  13986. material.removeEventListener( 'dispose', onMaterialDispose );
  13987. deallocateMaterial( material );
  13988. }
  13989. // Buffer deallocation
  13990. function deallocateMaterial( material ) {
  13991. releaseMaterialProgramReference( material );
  13992. properties.remove( material );
  13993. }
  13994. function releaseMaterialProgramReference( material ) {
  13995. var programInfo = properties.get( material ).program;
  13996. material.program = undefined;
  13997. if ( programInfo !== undefined ) {
  13998. programCache.releaseProgram( programInfo );
  13999. }
  14000. }
  14001. // Buffer rendering
  14002. function renderObjectImmediate( object, program ) {
  14003. object.render( function ( object ) {
  14004. _this.renderBufferImmediate( object, program );
  14005. } );
  14006. }
  14007. this.renderBufferImmediate = function ( object, program ) {
  14008. state.initAttributes();
  14009. var buffers = properties.get( object );
  14010. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14011. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14012. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14013. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14014. var programAttributes = program.getAttributes();
  14015. if ( object.hasPositions ) {
  14016. _gl.bindBuffer( 34962, buffers.position );
  14017. _gl.bufferData( 34962, object.positionArray, 35048 );
  14018. state.enableAttribute( programAttributes.position );
  14019. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14020. }
  14021. if ( object.hasNormals ) {
  14022. _gl.bindBuffer( 34962, buffers.normal );
  14023. _gl.bufferData( 34962, object.normalArray, 35048 );
  14024. state.enableAttribute( programAttributes.normal );
  14025. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14026. }
  14027. if ( object.hasUvs ) {
  14028. _gl.bindBuffer( 34962, buffers.uv );
  14029. _gl.bufferData( 34962, object.uvArray, 35048 );
  14030. state.enableAttribute( programAttributes.uv );
  14031. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14032. }
  14033. if ( object.hasColors ) {
  14034. _gl.bindBuffer( 34962, buffers.color );
  14035. _gl.bufferData( 34962, object.colorArray, 35048 );
  14036. state.enableAttribute( programAttributes.color );
  14037. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14038. }
  14039. state.disableUnusedAttributes();
  14040. _gl.drawArrays( 4, 0, object.count );
  14041. object.count = 0;
  14042. };
  14043. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14044. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14045. state.setMaterial( material, frontFaceCW );
  14046. var program = setProgram( camera, fog, material, object );
  14047. var updateBuffers = false;
  14048. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14049. _currentGeometryProgram.program !== program.id ||
  14050. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14051. _currentGeometryProgram.geometry = geometry.id;
  14052. _currentGeometryProgram.program = program.id;
  14053. _currentGeometryProgram.wireframe = material.wireframe === true;
  14054. updateBuffers = true;
  14055. }
  14056. if ( object.morphTargetInfluences ) {
  14057. morphtargets.update( object, geometry, material, program );
  14058. updateBuffers = true;
  14059. }
  14060. //
  14061. var index = geometry.index;
  14062. var position = geometry.attributes.position;
  14063. var rangeFactor = 1;
  14064. if ( material.wireframe === true ) {
  14065. index = geometries.getWireframeAttribute( geometry );
  14066. rangeFactor = 2;
  14067. }
  14068. var attribute;
  14069. var renderer = bufferRenderer;
  14070. if ( index !== null ) {
  14071. attribute = attributes.get( index );
  14072. renderer = indexedBufferRenderer;
  14073. renderer.setIndex( attribute );
  14074. }
  14075. if ( updateBuffers ) {
  14076. setupVertexAttributes( material, program, geometry );
  14077. if ( index !== null ) {
  14078. _gl.bindBuffer( 34963, attribute.buffer );
  14079. }
  14080. }
  14081. //
  14082. var dataCount = Infinity;
  14083. if ( index !== null ) {
  14084. dataCount = index.count;
  14085. } else if ( position !== undefined ) {
  14086. dataCount = position.count;
  14087. }
  14088. var rangeStart = geometry.drawRange.start * rangeFactor;
  14089. var rangeCount = geometry.drawRange.count * rangeFactor;
  14090. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14091. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14092. var drawStart = Math.max( rangeStart, groupStart );
  14093. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14094. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14095. if ( drawCount === 0 ) return;
  14096. //
  14097. if ( object.isMesh ) {
  14098. if ( material.wireframe === true ) {
  14099. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14100. renderer.setMode( 1 );
  14101. } else {
  14102. switch ( object.drawMode ) {
  14103. case TrianglesDrawMode:
  14104. renderer.setMode( 4 );
  14105. break;
  14106. case TriangleStripDrawMode:
  14107. renderer.setMode( 5 );
  14108. break;
  14109. case TriangleFanDrawMode:
  14110. renderer.setMode( 6 );
  14111. break;
  14112. }
  14113. }
  14114. } else if ( object.isLine ) {
  14115. var lineWidth = material.linewidth;
  14116. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14117. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14118. if ( object.isLineSegments ) {
  14119. renderer.setMode( 1 );
  14120. } else if ( object.isLineLoop ) {
  14121. renderer.setMode( 2 );
  14122. } else {
  14123. renderer.setMode( 3 );
  14124. }
  14125. } else if ( object.isPoints ) {
  14126. renderer.setMode( 0 );
  14127. } else if ( object.isSprite ) {
  14128. renderer.setMode( 4 );
  14129. }
  14130. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14131. if ( geometry.maxInstancedCount > 0 ) {
  14132. renderer.renderInstances( geometry, drawStart, drawCount );
  14133. }
  14134. } else {
  14135. renderer.render( drawStart, drawCount );
  14136. }
  14137. };
  14138. function setupVertexAttributes( material, program, geometry ) {
  14139. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14140. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14141. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14142. return;
  14143. }
  14144. }
  14145. state.initAttributes();
  14146. var geometryAttributes = geometry.attributes;
  14147. var programAttributes = program.getAttributes();
  14148. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14149. for ( var name in programAttributes ) {
  14150. var programAttribute = programAttributes[ name ];
  14151. if ( programAttribute >= 0 ) {
  14152. var geometryAttribute = geometryAttributes[ name ];
  14153. if ( geometryAttribute !== undefined ) {
  14154. var normalized = geometryAttribute.normalized;
  14155. var size = geometryAttribute.itemSize;
  14156. var attribute = attributes.get( geometryAttribute );
  14157. // TODO Attribute may not be available on context restore
  14158. if ( attribute === undefined ) continue;
  14159. var buffer = attribute.buffer;
  14160. var type = attribute.type;
  14161. var bytesPerElement = attribute.bytesPerElement;
  14162. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14163. var data = geometryAttribute.data;
  14164. var stride = data.stride;
  14165. var offset = geometryAttribute.offset;
  14166. if ( data && data.isInstancedInterleavedBuffer ) {
  14167. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14168. if ( geometry.maxInstancedCount === undefined ) {
  14169. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14170. }
  14171. } else {
  14172. state.enableAttribute( programAttribute );
  14173. }
  14174. _gl.bindBuffer( 34962, buffer );
  14175. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14176. } else {
  14177. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14178. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14179. if ( geometry.maxInstancedCount === undefined ) {
  14180. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14181. }
  14182. } else {
  14183. state.enableAttribute( programAttribute );
  14184. }
  14185. _gl.bindBuffer( 34962, buffer );
  14186. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14187. }
  14188. } else if ( materialDefaultAttributeValues !== undefined ) {
  14189. var value = materialDefaultAttributeValues[ name ];
  14190. if ( value !== undefined ) {
  14191. switch ( value.length ) {
  14192. case 2:
  14193. _gl.vertexAttrib2fv( programAttribute, value );
  14194. break;
  14195. case 3:
  14196. _gl.vertexAttrib3fv( programAttribute, value );
  14197. break;
  14198. case 4:
  14199. _gl.vertexAttrib4fv( programAttribute, value );
  14200. break;
  14201. default:
  14202. _gl.vertexAttrib1fv( programAttribute, value );
  14203. }
  14204. }
  14205. }
  14206. }
  14207. }
  14208. state.disableUnusedAttributes();
  14209. }
  14210. // Compile
  14211. this.compile = function ( scene, camera ) {
  14212. currentRenderState = renderStates.get( scene, camera );
  14213. currentRenderState.init();
  14214. scene.traverse( function ( object ) {
  14215. if ( object.isLight ) {
  14216. currentRenderState.pushLight( object );
  14217. if ( object.castShadow ) {
  14218. currentRenderState.pushShadow( object );
  14219. }
  14220. }
  14221. } );
  14222. currentRenderState.setupLights( camera );
  14223. scene.traverse( function ( object ) {
  14224. if ( object.material ) {
  14225. if ( Array.isArray( object.material ) ) {
  14226. for ( var i = 0; i < object.material.length; i ++ ) {
  14227. initMaterial( object.material[ i ], scene.fog, object );
  14228. }
  14229. } else {
  14230. initMaterial( object.material, scene.fog, object );
  14231. }
  14232. }
  14233. } );
  14234. };
  14235. // Animation Loop
  14236. var onAnimationFrameCallback = null;
  14237. function onAnimationFrame( time ) {
  14238. if ( vr.isPresenting() ) return;
  14239. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14240. }
  14241. var animation = new WebGLAnimation();
  14242. animation.setAnimationLoop( onAnimationFrame );
  14243. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14244. this.setAnimationLoop = function ( callback ) {
  14245. onAnimationFrameCallback = callback;
  14246. vr.setAnimationLoop( callback );
  14247. animation.start();
  14248. };
  14249. // Rendering
  14250. this.render = function ( scene, camera ) {
  14251. var renderTarget, forceClear;
  14252. if ( arguments[ 2 ] !== undefined ) {
  14253. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14254. renderTarget = arguments[ 2 ];
  14255. }
  14256. if ( arguments[ 3 ] !== undefined ) {
  14257. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14258. forceClear = arguments[ 3 ];
  14259. }
  14260. if ( ! ( camera && camera.isCamera ) ) {
  14261. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14262. return;
  14263. }
  14264. if ( _isContextLost ) return;
  14265. // reset caching for this frame
  14266. _currentGeometryProgram.geometry = null;
  14267. _currentGeometryProgram.program = null;
  14268. _currentGeometryProgram.wireframe = false;
  14269. _currentMaterialId = - 1;
  14270. _currentCamera = null;
  14271. // update scene graph
  14272. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14273. // update camera matrices and frustum
  14274. if ( camera.parent === null ) camera.updateMatrixWorld();
  14275. if ( vr.enabled ) {
  14276. camera = vr.getCamera( camera );
  14277. }
  14278. //
  14279. currentRenderState = renderStates.get( scene, camera );
  14280. currentRenderState.init();
  14281. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14282. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14283. _frustum.setFromMatrix( _projScreenMatrix );
  14284. _localClippingEnabled = this.localClippingEnabled;
  14285. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14286. currentRenderList = renderLists.get( scene, camera );
  14287. currentRenderList.init();
  14288. projectObject( scene, camera, 0, _this.sortObjects );
  14289. if ( _this.sortObjects === true ) {
  14290. currentRenderList.sort();
  14291. }
  14292. //
  14293. if ( _clippingEnabled ) _clipping.beginShadows();
  14294. var shadowsArray = currentRenderState.state.shadowsArray;
  14295. shadowMap.render( shadowsArray, scene, camera );
  14296. currentRenderState.setupLights( camera );
  14297. if ( _clippingEnabled ) _clipping.endShadows();
  14298. //
  14299. if ( this.info.autoReset ) this.info.reset();
  14300. if ( renderTarget !== undefined ) {
  14301. this.setRenderTarget( renderTarget );
  14302. }
  14303. //
  14304. background.render( currentRenderList, scene, camera, forceClear );
  14305. // render scene
  14306. var opaqueObjects = currentRenderList.opaque;
  14307. var transparentObjects = currentRenderList.transparent;
  14308. if ( scene.overrideMaterial ) {
  14309. var overrideMaterial = scene.overrideMaterial;
  14310. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14311. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14312. } else {
  14313. // opaque pass (front-to-back order)
  14314. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14315. // transparent pass (back-to-front order)
  14316. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14317. }
  14318. //
  14319. scene.onAfterRender( _this, scene, camera );
  14320. //
  14321. if ( _currentRenderTarget !== null ) {
  14322. // Generate mipmap if we're using any kind of mipmap filtering
  14323. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14324. // resolve multisample renderbuffers to a single-sample texture if necessary
  14325. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14326. }
  14327. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14328. state.buffers.depth.setTest( true );
  14329. state.buffers.depth.setMask( true );
  14330. state.buffers.color.setMask( true );
  14331. state.setPolygonOffset( false );
  14332. if ( vr.enabled ) {
  14333. vr.submitFrame();
  14334. }
  14335. // _gl.finish();
  14336. currentRenderList = null;
  14337. currentRenderState = null;
  14338. };
  14339. function projectObject( object, camera, groupOrder, sortObjects ) {
  14340. if ( object.visible === false ) return;
  14341. var visible = object.layers.test( camera.layers );
  14342. if ( visible ) {
  14343. if ( object.isGroup ) {
  14344. groupOrder = object.renderOrder;
  14345. } else if ( object.isLOD ) {
  14346. if ( object.autoUpdate === true ) object.update( camera );
  14347. } else if ( object.isLight ) {
  14348. currentRenderState.pushLight( object );
  14349. if ( object.castShadow ) {
  14350. currentRenderState.pushShadow( object );
  14351. }
  14352. } else if ( object.isSprite ) {
  14353. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14354. if ( sortObjects ) {
  14355. _vector3.setFromMatrixPosition( object.matrixWorld )
  14356. .applyMatrix4( _projScreenMatrix );
  14357. }
  14358. var geometry = objects.update( object );
  14359. var material = object.material;
  14360. if ( material.visible ) {
  14361. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14362. }
  14363. }
  14364. } else if ( object.isImmediateRenderObject ) {
  14365. if ( sortObjects ) {
  14366. _vector3.setFromMatrixPosition( object.matrixWorld )
  14367. .applyMatrix4( _projScreenMatrix );
  14368. }
  14369. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14370. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14371. if ( object.isSkinnedMesh ) {
  14372. object.skeleton.update();
  14373. }
  14374. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14375. if ( sortObjects ) {
  14376. _vector3.setFromMatrixPosition( object.matrixWorld )
  14377. .applyMatrix4( _projScreenMatrix );
  14378. }
  14379. var geometry = objects.update( object );
  14380. var material = object.material;
  14381. if ( Array.isArray( material ) ) {
  14382. var groups = geometry.groups;
  14383. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14384. var group = groups[ i ];
  14385. var groupMaterial = material[ group.materialIndex ];
  14386. if ( groupMaterial && groupMaterial.visible ) {
  14387. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14388. }
  14389. }
  14390. } else if ( material.visible ) {
  14391. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14392. }
  14393. }
  14394. }
  14395. }
  14396. var children = object.children;
  14397. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14398. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14399. }
  14400. }
  14401. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14402. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14403. var renderItem = renderList[ i ];
  14404. var object = renderItem.object;
  14405. var geometry = renderItem.geometry;
  14406. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14407. var group = renderItem.group;
  14408. if ( camera.isArrayCamera ) {
  14409. _currentArrayCamera = camera;
  14410. var cameras = camera.cameras;
  14411. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14412. var camera2 = cameras[ j ];
  14413. if ( object.layers.test( camera2.layers ) ) {
  14414. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14415. currentRenderState.setupLights( camera2 );
  14416. renderObject( object, scene, camera2, geometry, material, group );
  14417. }
  14418. }
  14419. } else {
  14420. _currentArrayCamera = null;
  14421. renderObject( object, scene, camera, geometry, material, group );
  14422. }
  14423. }
  14424. }
  14425. function renderObject( object, scene, camera, geometry, material, group ) {
  14426. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14427. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14428. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14429. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14430. if ( object.isImmediateRenderObject ) {
  14431. state.setMaterial( material );
  14432. var program = setProgram( camera, scene.fog, material, object );
  14433. _currentGeometryProgram.geometry = null;
  14434. _currentGeometryProgram.program = null;
  14435. _currentGeometryProgram.wireframe = false;
  14436. renderObjectImmediate( object, program );
  14437. } else {
  14438. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14439. }
  14440. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14441. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14442. }
  14443. function initMaterial( material, fog, object ) {
  14444. var materialProperties = properties.get( material );
  14445. var lights = currentRenderState.state.lights;
  14446. var shadowsArray = currentRenderState.state.shadowsArray;
  14447. var lightsStateVersion = lights.state.version;
  14448. var parameters = programCache.getParameters(
  14449. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14450. var code = programCache.getProgramCode( material, parameters );
  14451. var program = materialProperties.program;
  14452. var programChange = true;
  14453. if ( program === undefined ) {
  14454. // new material
  14455. material.addEventListener( 'dispose', onMaterialDispose );
  14456. } else if ( program.code !== code ) {
  14457. // changed glsl or parameters
  14458. releaseMaterialProgramReference( material );
  14459. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14460. materialProperties.lightsStateVersion = lightsStateVersion;
  14461. programChange = false;
  14462. } else if ( parameters.shaderID !== undefined ) {
  14463. // same glsl and uniform list
  14464. return;
  14465. } else {
  14466. // only rebuild uniform list
  14467. programChange = false;
  14468. }
  14469. if ( programChange ) {
  14470. if ( parameters.shaderID ) {
  14471. var shader = ShaderLib[ parameters.shaderID ];
  14472. materialProperties.shader = {
  14473. name: material.type,
  14474. uniforms: cloneUniforms( shader.uniforms ),
  14475. vertexShader: shader.vertexShader,
  14476. fragmentShader: shader.fragmentShader
  14477. };
  14478. } else {
  14479. materialProperties.shader = {
  14480. name: material.type,
  14481. uniforms: material.uniforms,
  14482. vertexShader: material.vertexShader,
  14483. fragmentShader: material.fragmentShader
  14484. };
  14485. }
  14486. material.onBeforeCompile( materialProperties.shader, _this );
  14487. // Computing code again as onBeforeCompile may have changed the shaders
  14488. code = programCache.getProgramCode( material, parameters );
  14489. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14490. materialProperties.program = program;
  14491. material.program = program;
  14492. }
  14493. var programAttributes = program.getAttributes();
  14494. if ( material.morphTargets ) {
  14495. material.numSupportedMorphTargets = 0;
  14496. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14497. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14498. material.numSupportedMorphTargets ++;
  14499. }
  14500. }
  14501. }
  14502. if ( material.morphNormals ) {
  14503. material.numSupportedMorphNormals = 0;
  14504. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14505. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14506. material.numSupportedMorphNormals ++;
  14507. }
  14508. }
  14509. }
  14510. var uniforms = materialProperties.shader.uniforms;
  14511. if ( ! material.isShaderMaterial &&
  14512. ! material.isRawShaderMaterial ||
  14513. material.clipping === true ) {
  14514. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14515. materialProperties.numIntersection = _clipping.numIntersection;
  14516. uniforms.clippingPlanes = _clipping.uniform;
  14517. }
  14518. materialProperties.fog = fog;
  14519. // store the light setup it was created for
  14520. materialProperties.lightsStateVersion = lightsStateVersion;
  14521. if ( material.lights ) {
  14522. // wire up the material to this renderer's lighting state
  14523. uniforms.ambientLightColor.value = lights.state.ambient;
  14524. uniforms.lightProbe.value = lights.state.probe;
  14525. uniforms.directionalLights.value = lights.state.directional;
  14526. uniforms.spotLights.value = lights.state.spot;
  14527. uniforms.rectAreaLights.value = lights.state.rectArea;
  14528. uniforms.pointLights.value = lights.state.point;
  14529. uniforms.hemisphereLights.value = lights.state.hemi;
  14530. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14531. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14532. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14533. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14534. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14535. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14536. // TODO (abelnation): add area lights shadow info to uniforms
  14537. }
  14538. var progUniforms = materialProperties.program.getUniforms(),
  14539. uniformsList =
  14540. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14541. materialProperties.uniformsList = uniformsList;
  14542. }
  14543. function setProgram( camera, fog, material, object ) {
  14544. textures.resetTextureUnits();
  14545. var materialProperties = properties.get( material );
  14546. var lights = currentRenderState.state.lights;
  14547. if ( _clippingEnabled ) {
  14548. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14549. var useCache =
  14550. camera === _currentCamera &&
  14551. material.id === _currentMaterialId;
  14552. // we might want to call this function with some ClippingGroup
  14553. // object instead of the material, once it becomes feasible
  14554. // (#8465, #8379)
  14555. _clipping.setState(
  14556. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14557. camera, materialProperties, useCache );
  14558. }
  14559. }
  14560. if ( material.needsUpdate === false ) {
  14561. if ( materialProperties.program === undefined ) {
  14562. material.needsUpdate = true;
  14563. } else if ( material.fog && materialProperties.fog !== fog ) {
  14564. material.needsUpdate = true;
  14565. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14566. material.needsUpdate = true;
  14567. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14568. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14569. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14570. material.needsUpdate = true;
  14571. }
  14572. }
  14573. if ( material.needsUpdate ) {
  14574. initMaterial( material, fog, object );
  14575. material.needsUpdate = false;
  14576. }
  14577. var refreshProgram = false;
  14578. var refreshMaterial = false;
  14579. var refreshLights = false;
  14580. var program = materialProperties.program,
  14581. p_uniforms = program.getUniforms(),
  14582. m_uniforms = materialProperties.shader.uniforms;
  14583. if ( state.useProgram( program.program ) ) {
  14584. refreshProgram = true;
  14585. refreshMaterial = true;
  14586. refreshLights = true;
  14587. }
  14588. if ( material.id !== _currentMaterialId ) {
  14589. _currentMaterialId = material.id;
  14590. refreshMaterial = true;
  14591. }
  14592. if ( refreshProgram || _currentCamera !== camera ) {
  14593. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14594. if ( capabilities.logarithmicDepthBuffer ) {
  14595. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14596. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14597. }
  14598. if ( _currentCamera !== camera ) {
  14599. _currentCamera = camera;
  14600. // lighting uniforms depend on the camera so enforce an update
  14601. // now, in case this material supports lights - or later, when
  14602. // the next material that does gets activated:
  14603. refreshMaterial = true; // set to true on material change
  14604. refreshLights = true; // remains set until update done
  14605. }
  14606. // load material specific uniforms
  14607. // (shader material also gets them for the sake of genericity)
  14608. if ( material.isShaderMaterial ||
  14609. material.isMeshPhongMaterial ||
  14610. material.isMeshStandardMaterial ||
  14611. material.envMap ) {
  14612. var uCamPos = p_uniforms.map.cameraPosition;
  14613. if ( uCamPos !== undefined ) {
  14614. uCamPos.setValue( _gl,
  14615. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14616. }
  14617. }
  14618. if ( material.isMeshPhongMaterial ||
  14619. material.isMeshLambertMaterial ||
  14620. material.isMeshBasicMaterial ||
  14621. material.isMeshStandardMaterial ||
  14622. material.isShaderMaterial ||
  14623. material.skinning ) {
  14624. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14625. }
  14626. }
  14627. // skinning uniforms must be set even if material didn't change
  14628. // auto-setting of texture unit for bone texture must go before other textures
  14629. // not sure why, but otherwise weird things happen
  14630. if ( material.skinning ) {
  14631. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14632. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14633. var skeleton = object.skeleton;
  14634. if ( skeleton ) {
  14635. var bones = skeleton.bones;
  14636. if ( capabilities.floatVertexTextures ) {
  14637. if ( skeleton.boneTexture === undefined ) {
  14638. // layout (1 matrix = 4 pixels)
  14639. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14640. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14641. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14642. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14643. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14644. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14645. size = _Math.ceilPowerOfTwo( size );
  14646. size = Math.max( size, 4 );
  14647. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14648. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14649. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14650. boneTexture.needsUpdate = true;
  14651. skeleton.boneMatrices = boneMatrices;
  14652. skeleton.boneTexture = boneTexture;
  14653. skeleton.boneTextureSize = size;
  14654. }
  14655. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14656. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14657. } else {
  14658. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14659. }
  14660. }
  14661. }
  14662. if ( refreshMaterial ) {
  14663. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14664. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14665. if ( material.lights ) {
  14666. // the current material requires lighting info
  14667. // note: all lighting uniforms are always set correctly
  14668. // they simply reference the renderer's state for their
  14669. // values
  14670. //
  14671. // use the current material's .needsUpdate flags to set
  14672. // the GL state when required
  14673. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14674. }
  14675. // refresh uniforms common to several materials
  14676. if ( fog && material.fog ) {
  14677. refreshUniformsFog( m_uniforms, fog );
  14678. }
  14679. if ( material.isMeshBasicMaterial ) {
  14680. refreshUniformsCommon( m_uniforms, material );
  14681. } else if ( material.isMeshLambertMaterial ) {
  14682. refreshUniformsCommon( m_uniforms, material );
  14683. refreshUniformsLambert( m_uniforms, material );
  14684. } else if ( material.isMeshPhongMaterial ) {
  14685. refreshUniformsCommon( m_uniforms, material );
  14686. if ( material.isMeshToonMaterial ) {
  14687. refreshUniformsToon( m_uniforms, material );
  14688. } else {
  14689. refreshUniformsPhong( m_uniforms, material );
  14690. }
  14691. } else if ( material.isMeshStandardMaterial ) {
  14692. refreshUniformsCommon( m_uniforms, material );
  14693. if ( material.isMeshPhysicalMaterial ) {
  14694. refreshUniformsPhysical( m_uniforms, material );
  14695. } else {
  14696. refreshUniformsStandard( m_uniforms, material );
  14697. }
  14698. } else if ( material.isMeshMatcapMaterial ) {
  14699. refreshUniformsCommon( m_uniforms, material );
  14700. refreshUniformsMatcap( m_uniforms, material );
  14701. } else if ( material.isMeshDepthMaterial ) {
  14702. refreshUniformsCommon( m_uniforms, material );
  14703. refreshUniformsDepth( m_uniforms, material );
  14704. } else if ( material.isMeshDistanceMaterial ) {
  14705. refreshUniformsCommon( m_uniforms, material );
  14706. refreshUniformsDistance( m_uniforms, material );
  14707. } else if ( material.isMeshNormalMaterial ) {
  14708. refreshUniformsCommon( m_uniforms, material );
  14709. refreshUniformsNormal( m_uniforms, material );
  14710. } else if ( material.isLineBasicMaterial ) {
  14711. refreshUniformsLine( m_uniforms, material );
  14712. if ( material.isLineDashedMaterial ) {
  14713. refreshUniformsDash( m_uniforms, material );
  14714. }
  14715. } else if ( material.isPointsMaterial ) {
  14716. refreshUniformsPoints( m_uniforms, material );
  14717. } else if ( material.isSpriteMaterial ) {
  14718. refreshUniformsSprites( m_uniforms, material );
  14719. } else if ( material.isShadowMaterial ) {
  14720. m_uniforms.color.value.copy( material.color );
  14721. m_uniforms.opacity.value = material.opacity;
  14722. }
  14723. // RectAreaLight Texture
  14724. // TODO (mrdoob): Find a nicer implementation
  14725. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14726. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14727. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14728. }
  14729. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14730. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14731. material.uniformsNeedUpdate = false;
  14732. }
  14733. if ( material.isSpriteMaterial ) {
  14734. p_uniforms.setValue( _gl, 'center', object.center );
  14735. }
  14736. // common matrices
  14737. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14738. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14739. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14740. return program;
  14741. }
  14742. // Uniforms (refresh uniforms objects)
  14743. function refreshUniformsCommon( uniforms, material ) {
  14744. uniforms.opacity.value = material.opacity;
  14745. if ( material.color ) {
  14746. uniforms.diffuse.value.copy( material.color );
  14747. }
  14748. if ( material.emissive ) {
  14749. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14750. }
  14751. if ( material.map ) {
  14752. uniforms.map.value = material.map;
  14753. }
  14754. if ( material.alphaMap ) {
  14755. uniforms.alphaMap.value = material.alphaMap;
  14756. }
  14757. if ( material.specularMap ) {
  14758. uniforms.specularMap.value = material.specularMap;
  14759. }
  14760. if ( material.envMap ) {
  14761. uniforms.envMap.value = material.envMap;
  14762. // don't flip CubeTexture envMaps, flip everything else:
  14763. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14764. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14765. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14766. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14767. uniforms.reflectivity.value = material.reflectivity;
  14768. uniforms.refractionRatio.value = material.refractionRatio;
  14769. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14770. }
  14771. if ( material.lightMap ) {
  14772. uniforms.lightMap.value = material.lightMap;
  14773. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14774. }
  14775. if ( material.aoMap ) {
  14776. uniforms.aoMap.value = material.aoMap;
  14777. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14778. }
  14779. // uv repeat and offset setting priorities
  14780. // 1. color map
  14781. // 2. specular map
  14782. // 3. normal map
  14783. // 4. bump map
  14784. // 5. alpha map
  14785. // 6. emissive map
  14786. var uvScaleMap;
  14787. if ( material.map ) {
  14788. uvScaleMap = material.map;
  14789. } else if ( material.specularMap ) {
  14790. uvScaleMap = material.specularMap;
  14791. } else if ( material.displacementMap ) {
  14792. uvScaleMap = material.displacementMap;
  14793. } else if ( material.normalMap ) {
  14794. uvScaleMap = material.normalMap;
  14795. } else if ( material.bumpMap ) {
  14796. uvScaleMap = material.bumpMap;
  14797. } else if ( material.roughnessMap ) {
  14798. uvScaleMap = material.roughnessMap;
  14799. } else if ( material.metalnessMap ) {
  14800. uvScaleMap = material.metalnessMap;
  14801. } else if ( material.alphaMap ) {
  14802. uvScaleMap = material.alphaMap;
  14803. } else if ( material.emissiveMap ) {
  14804. uvScaleMap = material.emissiveMap;
  14805. }
  14806. if ( uvScaleMap !== undefined ) {
  14807. // backwards compatibility
  14808. if ( uvScaleMap.isWebGLRenderTarget ) {
  14809. uvScaleMap = uvScaleMap.texture;
  14810. }
  14811. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14812. uvScaleMap.updateMatrix();
  14813. }
  14814. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14815. }
  14816. }
  14817. function refreshUniformsLine( uniforms, material ) {
  14818. uniforms.diffuse.value.copy( material.color );
  14819. uniforms.opacity.value = material.opacity;
  14820. }
  14821. function refreshUniformsDash( uniforms, material ) {
  14822. uniforms.dashSize.value = material.dashSize;
  14823. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14824. uniforms.scale.value = material.scale;
  14825. }
  14826. function refreshUniformsPoints( uniforms, material ) {
  14827. uniforms.diffuse.value.copy( material.color );
  14828. uniforms.opacity.value = material.opacity;
  14829. uniforms.size.value = material.size * _pixelRatio;
  14830. uniforms.scale.value = _height * 0.5;
  14831. uniforms.map.value = material.map;
  14832. if ( material.map !== null ) {
  14833. if ( material.map.matrixAutoUpdate === true ) {
  14834. material.map.updateMatrix();
  14835. }
  14836. uniforms.uvTransform.value.copy( material.map.matrix );
  14837. }
  14838. }
  14839. function refreshUniformsSprites( uniforms, material ) {
  14840. uniforms.diffuse.value.copy( material.color );
  14841. uniforms.opacity.value = material.opacity;
  14842. uniforms.rotation.value = material.rotation;
  14843. uniforms.map.value = material.map;
  14844. if ( material.map !== null ) {
  14845. if ( material.map.matrixAutoUpdate === true ) {
  14846. material.map.updateMatrix();
  14847. }
  14848. uniforms.uvTransform.value.copy( material.map.matrix );
  14849. }
  14850. }
  14851. function refreshUniformsFog( uniforms, fog ) {
  14852. uniforms.fogColor.value.copy( fog.color );
  14853. if ( fog.isFog ) {
  14854. uniforms.fogNear.value = fog.near;
  14855. uniforms.fogFar.value = fog.far;
  14856. } else if ( fog.isFogExp2 ) {
  14857. uniforms.fogDensity.value = fog.density;
  14858. }
  14859. }
  14860. function refreshUniformsLambert( uniforms, material ) {
  14861. if ( material.emissiveMap ) {
  14862. uniforms.emissiveMap.value = material.emissiveMap;
  14863. }
  14864. }
  14865. function refreshUniformsPhong( uniforms, material ) {
  14866. uniforms.specular.value.copy( material.specular );
  14867. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14868. if ( material.emissiveMap ) {
  14869. uniforms.emissiveMap.value = material.emissiveMap;
  14870. }
  14871. if ( material.bumpMap ) {
  14872. uniforms.bumpMap.value = material.bumpMap;
  14873. uniforms.bumpScale.value = material.bumpScale;
  14874. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14875. }
  14876. if ( material.normalMap ) {
  14877. uniforms.normalMap.value = material.normalMap;
  14878. uniforms.normalScale.value.copy( material.normalScale );
  14879. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14880. }
  14881. if ( material.displacementMap ) {
  14882. uniforms.displacementMap.value = material.displacementMap;
  14883. uniforms.displacementScale.value = material.displacementScale;
  14884. uniforms.displacementBias.value = material.displacementBias;
  14885. }
  14886. }
  14887. function refreshUniformsToon( uniforms, material ) {
  14888. refreshUniformsPhong( uniforms, material );
  14889. if ( material.gradientMap ) {
  14890. uniforms.gradientMap.value = material.gradientMap;
  14891. }
  14892. }
  14893. function refreshUniformsStandard( uniforms, material ) {
  14894. uniforms.roughness.value = material.roughness;
  14895. uniforms.metalness.value = material.metalness;
  14896. if ( material.roughnessMap ) {
  14897. uniforms.roughnessMap.value = material.roughnessMap;
  14898. }
  14899. if ( material.metalnessMap ) {
  14900. uniforms.metalnessMap.value = material.metalnessMap;
  14901. }
  14902. if ( material.emissiveMap ) {
  14903. uniforms.emissiveMap.value = material.emissiveMap;
  14904. }
  14905. if ( material.bumpMap ) {
  14906. uniforms.bumpMap.value = material.bumpMap;
  14907. uniforms.bumpScale.value = material.bumpScale;
  14908. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14909. }
  14910. if ( material.normalMap ) {
  14911. uniforms.normalMap.value = material.normalMap;
  14912. uniforms.normalScale.value.copy( material.normalScale );
  14913. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14914. }
  14915. if ( material.displacementMap ) {
  14916. uniforms.displacementMap.value = material.displacementMap;
  14917. uniforms.displacementScale.value = material.displacementScale;
  14918. uniforms.displacementBias.value = material.displacementBias;
  14919. }
  14920. if ( material.envMap ) {
  14921. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14922. uniforms.envMapIntensity.value = material.envMapIntensity;
  14923. }
  14924. }
  14925. function refreshUniformsPhysical( uniforms, material ) {
  14926. refreshUniformsStandard( uniforms, material );
  14927. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14928. uniforms.clearcoat.value = material.clearcoat;
  14929. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14930. if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
  14931. if ( material.clearcoatNormalMap ) {
  14932. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14933. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14934. if ( material.side === BackSide ) {
  14935. uniforms.clearcoatNormalScale.value.negate();
  14936. }
  14937. }
  14938. }
  14939. function refreshUniformsMatcap( uniforms, material ) {
  14940. if ( material.matcap ) {
  14941. uniforms.matcap.value = material.matcap;
  14942. }
  14943. if ( material.bumpMap ) {
  14944. uniforms.bumpMap.value = material.bumpMap;
  14945. uniforms.bumpScale.value = material.bumpScale;
  14946. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14947. }
  14948. if ( material.normalMap ) {
  14949. uniforms.normalMap.value = material.normalMap;
  14950. uniforms.normalScale.value.copy( material.normalScale );
  14951. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14952. }
  14953. if ( material.displacementMap ) {
  14954. uniforms.displacementMap.value = material.displacementMap;
  14955. uniforms.displacementScale.value = material.displacementScale;
  14956. uniforms.displacementBias.value = material.displacementBias;
  14957. }
  14958. }
  14959. function refreshUniformsDepth( uniforms, material ) {
  14960. if ( material.displacementMap ) {
  14961. uniforms.displacementMap.value = material.displacementMap;
  14962. uniforms.displacementScale.value = material.displacementScale;
  14963. uniforms.displacementBias.value = material.displacementBias;
  14964. }
  14965. }
  14966. function refreshUniformsDistance( uniforms, material ) {
  14967. if ( material.displacementMap ) {
  14968. uniforms.displacementMap.value = material.displacementMap;
  14969. uniforms.displacementScale.value = material.displacementScale;
  14970. uniforms.displacementBias.value = material.displacementBias;
  14971. }
  14972. uniforms.referencePosition.value.copy( material.referencePosition );
  14973. uniforms.nearDistance.value = material.nearDistance;
  14974. uniforms.farDistance.value = material.farDistance;
  14975. }
  14976. function refreshUniformsNormal( uniforms, material ) {
  14977. if ( material.bumpMap ) {
  14978. uniforms.bumpMap.value = material.bumpMap;
  14979. uniforms.bumpScale.value = material.bumpScale;
  14980. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14981. }
  14982. if ( material.normalMap ) {
  14983. uniforms.normalMap.value = material.normalMap;
  14984. uniforms.normalScale.value.copy( material.normalScale );
  14985. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14986. }
  14987. if ( material.displacementMap ) {
  14988. uniforms.displacementMap.value = material.displacementMap;
  14989. uniforms.displacementScale.value = material.displacementScale;
  14990. uniforms.displacementBias.value = material.displacementBias;
  14991. }
  14992. }
  14993. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14994. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14995. uniforms.ambientLightColor.needsUpdate = value;
  14996. uniforms.lightProbe.needsUpdate = value;
  14997. uniforms.directionalLights.needsUpdate = value;
  14998. uniforms.pointLights.needsUpdate = value;
  14999. uniforms.spotLights.needsUpdate = value;
  15000. uniforms.rectAreaLights.needsUpdate = value;
  15001. uniforms.hemisphereLights.needsUpdate = value;
  15002. }
  15003. //
  15004. this.setFramebuffer = function ( value ) {
  15005. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15006. _framebuffer = value;
  15007. };
  15008. this.getActiveCubeFace = function () {
  15009. return _currentActiveCubeFace;
  15010. };
  15011. this.getActiveMipmapLevel = function () {
  15012. return _currentActiveMipmapLevel;
  15013. };
  15014. this.getRenderTarget = function () {
  15015. return _currentRenderTarget;
  15016. };
  15017. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15018. _currentRenderTarget = renderTarget;
  15019. _currentActiveCubeFace = activeCubeFace;
  15020. _currentActiveMipmapLevel = activeMipmapLevel;
  15021. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15022. textures.setupRenderTarget( renderTarget );
  15023. }
  15024. var framebuffer = _framebuffer;
  15025. var isCube = false;
  15026. if ( renderTarget ) {
  15027. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15028. if ( renderTarget.isWebGLRenderTargetCube ) {
  15029. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15030. isCube = true;
  15031. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15032. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15033. } else {
  15034. framebuffer = __webglFramebuffer;
  15035. }
  15036. _currentViewport.copy( renderTarget.viewport );
  15037. _currentScissor.copy( renderTarget.scissor );
  15038. _currentScissorTest = renderTarget.scissorTest;
  15039. } else {
  15040. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15041. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15042. _currentScissorTest = _scissorTest;
  15043. }
  15044. if ( _currentFramebuffer !== framebuffer ) {
  15045. _gl.bindFramebuffer( 36160, framebuffer );
  15046. _currentFramebuffer = framebuffer;
  15047. }
  15048. state.viewport( _currentViewport );
  15049. state.scissor( _currentScissor );
  15050. state.setScissorTest( _currentScissorTest );
  15051. if ( isCube ) {
  15052. var textureProperties = properties.get( renderTarget.texture );
  15053. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15054. }
  15055. };
  15056. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15057. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15058. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15059. return;
  15060. }
  15061. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15062. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15063. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15064. }
  15065. if ( framebuffer ) {
  15066. var restore = false;
  15067. if ( framebuffer !== _currentFramebuffer ) {
  15068. _gl.bindFramebuffer( 36160, framebuffer );
  15069. restore = true;
  15070. }
  15071. try {
  15072. var texture = renderTarget.texture;
  15073. var textureFormat = texture.format;
  15074. var textureType = texture.type;
  15075. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15076. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15077. return;
  15078. }
  15079. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15080. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15081. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15082. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15083. return;
  15084. }
  15085. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15086. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15087. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15088. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15089. }
  15090. } else {
  15091. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15092. }
  15093. } finally {
  15094. if ( restore ) {
  15095. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15096. }
  15097. }
  15098. }
  15099. };
  15100. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15101. var width = texture.image.width;
  15102. var height = texture.image.height;
  15103. var glFormat = utils.convert( texture.format );
  15104. textures.setTexture2D( texture, 0 );
  15105. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15106. };
  15107. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15108. var width = srcTexture.image.width;
  15109. var height = srcTexture.image.height;
  15110. var glFormat = utils.convert( dstTexture.format );
  15111. var glType = utils.convert( dstTexture.type );
  15112. textures.setTexture2D( dstTexture, 0 );
  15113. if ( srcTexture.isDataTexture ) {
  15114. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15115. } else {
  15116. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15117. }
  15118. };
  15119. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15120. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15121. }
  15122. }
  15123. /**
  15124. * @author mrdoob / http://mrdoob.com/
  15125. * @author alteredq / http://alteredqualia.com/
  15126. */
  15127. function FogExp2( color, density ) {
  15128. this.name = '';
  15129. this.color = new Color( color );
  15130. this.density = ( density !== undefined ) ? density : 0.00025;
  15131. }
  15132. Object.assign( FogExp2.prototype, {
  15133. isFogExp2: true,
  15134. clone: function () {
  15135. return new FogExp2( this.color, this.density );
  15136. },
  15137. toJSON: function ( /* meta */ ) {
  15138. return {
  15139. type: 'FogExp2',
  15140. color: this.color.getHex(),
  15141. density: this.density
  15142. };
  15143. }
  15144. } );
  15145. /**
  15146. * @author mrdoob / http://mrdoob.com/
  15147. * @author alteredq / http://alteredqualia.com/
  15148. */
  15149. function Fog( color, near, far ) {
  15150. this.name = '';
  15151. this.color = new Color( color );
  15152. this.near = ( near !== undefined ) ? near : 1;
  15153. this.far = ( far !== undefined ) ? far : 1000;
  15154. }
  15155. Object.assign( Fog.prototype, {
  15156. isFog: true,
  15157. clone: function () {
  15158. return new Fog( this.color, this.near, this.far );
  15159. },
  15160. toJSON: function ( /* meta */ ) {
  15161. return {
  15162. type: 'Fog',
  15163. color: this.color.getHex(),
  15164. near: this.near,
  15165. far: this.far
  15166. };
  15167. }
  15168. } );
  15169. /**
  15170. * @author benaadams / https://twitter.com/ben_a_adams
  15171. */
  15172. function InterleavedBuffer( array, stride ) {
  15173. this.array = array;
  15174. this.stride = stride;
  15175. this.count = array !== undefined ? array.length / stride : 0;
  15176. this.dynamic = false;
  15177. this.updateRange = { offset: 0, count: - 1 };
  15178. this.version = 0;
  15179. }
  15180. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15181. set: function ( value ) {
  15182. if ( value === true ) this.version ++;
  15183. }
  15184. } );
  15185. Object.assign( InterleavedBuffer.prototype, {
  15186. isInterleavedBuffer: true,
  15187. onUploadCallback: function () {},
  15188. setArray: function ( array ) {
  15189. if ( Array.isArray( array ) ) {
  15190. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15191. }
  15192. this.count = array !== undefined ? array.length / this.stride : 0;
  15193. this.array = array;
  15194. return this;
  15195. },
  15196. setDynamic: function ( value ) {
  15197. this.dynamic = value;
  15198. return this;
  15199. },
  15200. copy: function ( source ) {
  15201. this.array = new source.array.constructor( source.array );
  15202. this.count = source.count;
  15203. this.stride = source.stride;
  15204. this.dynamic = source.dynamic;
  15205. return this;
  15206. },
  15207. copyAt: function ( index1, attribute, index2 ) {
  15208. index1 *= this.stride;
  15209. index2 *= attribute.stride;
  15210. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15211. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15212. }
  15213. return this;
  15214. },
  15215. set: function ( value, offset ) {
  15216. if ( offset === undefined ) offset = 0;
  15217. this.array.set( value, offset );
  15218. return this;
  15219. },
  15220. clone: function () {
  15221. return new this.constructor().copy( this );
  15222. },
  15223. onUpload: function ( callback ) {
  15224. this.onUploadCallback = callback;
  15225. return this;
  15226. }
  15227. } );
  15228. /**
  15229. * @author benaadams / https://twitter.com/ben_a_adams
  15230. */
  15231. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15232. this.data = interleavedBuffer;
  15233. this.itemSize = itemSize;
  15234. this.offset = offset;
  15235. this.normalized = normalized === true;
  15236. }
  15237. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15238. count: {
  15239. get: function () {
  15240. return this.data.count;
  15241. }
  15242. },
  15243. array: {
  15244. get: function () {
  15245. return this.data.array;
  15246. }
  15247. }
  15248. } );
  15249. Object.assign( InterleavedBufferAttribute.prototype, {
  15250. isInterleavedBufferAttribute: true,
  15251. setX: function ( index, x ) {
  15252. this.data.array[ index * this.data.stride + this.offset ] = x;
  15253. return this;
  15254. },
  15255. setY: function ( index, y ) {
  15256. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15257. return this;
  15258. },
  15259. setZ: function ( index, z ) {
  15260. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15261. return this;
  15262. },
  15263. setW: function ( index, w ) {
  15264. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15265. return this;
  15266. },
  15267. getX: function ( index ) {
  15268. return this.data.array[ index * this.data.stride + this.offset ];
  15269. },
  15270. getY: function ( index ) {
  15271. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15272. },
  15273. getZ: function ( index ) {
  15274. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15275. },
  15276. getW: function ( index ) {
  15277. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15278. },
  15279. setXY: function ( index, x, y ) {
  15280. index = index * this.data.stride + this.offset;
  15281. this.data.array[ index + 0 ] = x;
  15282. this.data.array[ index + 1 ] = y;
  15283. return this;
  15284. },
  15285. setXYZ: function ( index, x, y, z ) {
  15286. index = index * this.data.stride + this.offset;
  15287. this.data.array[ index + 0 ] = x;
  15288. this.data.array[ index + 1 ] = y;
  15289. this.data.array[ index + 2 ] = z;
  15290. return this;
  15291. },
  15292. setXYZW: function ( index, x, y, z, w ) {
  15293. index = index * this.data.stride + this.offset;
  15294. this.data.array[ index + 0 ] = x;
  15295. this.data.array[ index + 1 ] = y;
  15296. this.data.array[ index + 2 ] = z;
  15297. this.data.array[ index + 3 ] = w;
  15298. return this;
  15299. }
  15300. } );
  15301. /**
  15302. * @author alteredq / http://alteredqualia.com/
  15303. *
  15304. * parameters = {
  15305. * color: <hex>,
  15306. * map: new THREE.Texture( <Image> ),
  15307. * rotation: <float>,
  15308. * sizeAttenuation: <bool>
  15309. * }
  15310. */
  15311. function SpriteMaterial( parameters ) {
  15312. Material.call( this );
  15313. this.type = 'SpriteMaterial';
  15314. this.color = new Color( 0xffffff );
  15315. this.map = null;
  15316. this.rotation = 0;
  15317. this.sizeAttenuation = true;
  15318. this.lights = false;
  15319. this.transparent = true;
  15320. this.setValues( parameters );
  15321. }
  15322. SpriteMaterial.prototype = Object.create( Material.prototype );
  15323. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15324. SpriteMaterial.prototype.isSpriteMaterial = true;
  15325. SpriteMaterial.prototype.copy = function ( source ) {
  15326. Material.prototype.copy.call( this, source );
  15327. this.color.copy( source.color );
  15328. this.map = source.map;
  15329. this.rotation = source.rotation;
  15330. this.sizeAttenuation = source.sizeAttenuation;
  15331. return this;
  15332. };
  15333. /**
  15334. * @author mikael emtinger / http://gomo.se/
  15335. * @author alteredq / http://alteredqualia.com/
  15336. */
  15337. var _geometry;
  15338. var _intersectPoint = new Vector3();
  15339. var _worldScale = new Vector3();
  15340. var _mvPosition = new Vector3();
  15341. var _alignedPosition = new Vector2();
  15342. var _rotatedPosition = new Vector2();
  15343. var _viewWorldMatrix = new Matrix4();
  15344. var _vA$1 = new Vector3();
  15345. var _vB$1 = new Vector3();
  15346. var _vC$1 = new Vector3();
  15347. var _uvA$1 = new Vector2();
  15348. var _uvB$1 = new Vector2();
  15349. var _uvC$1 = new Vector2();
  15350. function Sprite( material ) {
  15351. Object3D.call( this );
  15352. this.type = 'Sprite';
  15353. if ( _geometry === undefined ) {
  15354. _geometry = new BufferGeometry();
  15355. var float32Array = new Float32Array( [
  15356. - 0.5, - 0.5, 0, 0, 0,
  15357. 0.5, - 0.5, 0, 1, 0,
  15358. 0.5, 0.5, 0, 1, 1,
  15359. - 0.5, 0.5, 0, 0, 1
  15360. ] );
  15361. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15362. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15363. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15364. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15365. }
  15366. this.geometry = _geometry;
  15367. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15368. this.center = new Vector2( 0.5, 0.5 );
  15369. }
  15370. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15371. constructor: Sprite,
  15372. isSprite: true,
  15373. raycast: function ( raycaster, intersects ) {
  15374. if ( raycaster.camera === null ) {
  15375. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15376. }
  15377. _worldScale.setFromMatrixScale( this.matrixWorld );
  15378. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15379. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15380. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15381. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15382. _worldScale.multiplyScalar( - _mvPosition.z );
  15383. }
  15384. var rotation = this.material.rotation;
  15385. var sin, cos;
  15386. if ( rotation !== 0 ) {
  15387. cos = Math.cos( rotation );
  15388. sin = Math.sin( rotation );
  15389. }
  15390. var center = this.center;
  15391. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15392. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15393. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15394. _uvA$1.set( 0, 0 );
  15395. _uvB$1.set( 1, 0 );
  15396. _uvC$1.set( 1, 1 );
  15397. // check first triangle
  15398. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15399. if ( intersect === null ) {
  15400. // check second triangle
  15401. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15402. _uvB$1.set( 0, 1 );
  15403. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15404. if ( intersect === null ) {
  15405. return;
  15406. }
  15407. }
  15408. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15409. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15410. intersects.push( {
  15411. distance: distance,
  15412. point: _intersectPoint.clone(),
  15413. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15414. face: null,
  15415. object: this
  15416. } );
  15417. },
  15418. clone: function () {
  15419. return new this.constructor( this.material ).copy( this );
  15420. },
  15421. copy: function ( source ) {
  15422. Object3D.prototype.copy.call( this, source );
  15423. if ( source.center !== undefined ) this.center.copy( source.center );
  15424. return this;
  15425. }
  15426. } );
  15427. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15428. // compute position in camera space
  15429. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15430. // to check if rotation is not zero
  15431. if ( sin !== undefined ) {
  15432. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15433. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15434. } else {
  15435. _rotatedPosition.copy( _alignedPosition );
  15436. }
  15437. vertexPosition.copy( mvPosition );
  15438. vertexPosition.x += _rotatedPosition.x;
  15439. vertexPosition.y += _rotatedPosition.y;
  15440. // transform to world space
  15441. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15442. }
  15443. /**
  15444. * @author mikael emtinger / http://gomo.se/
  15445. * @author alteredq / http://alteredqualia.com/
  15446. * @author mrdoob / http://mrdoob.com/
  15447. */
  15448. var _v1$4 = new Vector3();
  15449. var _v2$2 = new Vector3();
  15450. function LOD() {
  15451. Object3D.call( this );
  15452. this.type = 'LOD';
  15453. Object.defineProperties( this, {
  15454. levels: {
  15455. enumerable: true,
  15456. value: []
  15457. }
  15458. } );
  15459. this.autoUpdate = true;
  15460. }
  15461. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15462. constructor: LOD,
  15463. isLOD: true,
  15464. copy: function ( source ) {
  15465. Object3D.prototype.copy.call( this, source, false );
  15466. var levels = source.levels;
  15467. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15468. var level = levels[ i ];
  15469. this.addLevel( level.object.clone(), level.distance );
  15470. }
  15471. return this;
  15472. },
  15473. addLevel: function ( object, distance ) {
  15474. if ( distance === undefined ) distance = 0;
  15475. distance = Math.abs( distance );
  15476. var levels = this.levels;
  15477. for ( var l = 0; l < levels.length; l ++ ) {
  15478. if ( distance < levels[ l ].distance ) {
  15479. break;
  15480. }
  15481. }
  15482. levels.splice( l, 0, { distance: distance, object: object } );
  15483. this.add( object );
  15484. return this;
  15485. },
  15486. getObjectForDistance: function ( distance ) {
  15487. var levels = this.levels;
  15488. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15489. if ( distance < levels[ i ].distance ) {
  15490. break;
  15491. }
  15492. }
  15493. return levels[ i - 1 ].object;
  15494. },
  15495. raycast: function ( raycaster, intersects ) {
  15496. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15497. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15498. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15499. },
  15500. update: function ( camera ) {
  15501. var levels = this.levels;
  15502. if ( levels.length > 1 ) {
  15503. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15504. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15505. var distance = _v1$4.distanceTo( _v2$2 );
  15506. levels[ 0 ].object.visible = true;
  15507. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15508. if ( distance >= levels[ i ].distance ) {
  15509. levels[ i - 1 ].object.visible = false;
  15510. levels[ i ].object.visible = true;
  15511. } else {
  15512. break;
  15513. }
  15514. }
  15515. for ( ; i < l; i ++ ) {
  15516. levels[ i ].object.visible = false;
  15517. }
  15518. }
  15519. },
  15520. toJSON: function ( meta ) {
  15521. var data = Object3D.prototype.toJSON.call( this, meta );
  15522. data.object.levels = [];
  15523. var levels = this.levels;
  15524. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15525. var level = levels[ i ];
  15526. data.object.levels.push( {
  15527. object: level.object.uuid,
  15528. distance: level.distance
  15529. } );
  15530. }
  15531. return data;
  15532. }
  15533. } );
  15534. /**
  15535. * @author mikael emtinger / http://gomo.se/
  15536. * @author alteredq / http://alteredqualia.com/
  15537. * @author ikerr / http://verold.com
  15538. */
  15539. function SkinnedMesh( geometry, material ) {
  15540. if ( geometry && geometry.isGeometry ) {
  15541. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15542. }
  15543. Mesh.call( this, geometry, material );
  15544. this.type = 'SkinnedMesh';
  15545. this.bindMode = 'attached';
  15546. this.bindMatrix = new Matrix4();
  15547. this.bindMatrixInverse = new Matrix4();
  15548. }
  15549. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15550. constructor: SkinnedMesh,
  15551. isSkinnedMesh: true,
  15552. bind: function ( skeleton, bindMatrix ) {
  15553. this.skeleton = skeleton;
  15554. if ( bindMatrix === undefined ) {
  15555. this.updateMatrixWorld( true );
  15556. this.skeleton.calculateInverses();
  15557. bindMatrix = this.matrixWorld;
  15558. }
  15559. this.bindMatrix.copy( bindMatrix );
  15560. this.bindMatrixInverse.getInverse( bindMatrix );
  15561. },
  15562. pose: function () {
  15563. this.skeleton.pose();
  15564. },
  15565. normalizeSkinWeights: function () {
  15566. var vector = new Vector4();
  15567. var skinWeight = this.geometry.attributes.skinWeight;
  15568. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15569. vector.x = skinWeight.getX( i );
  15570. vector.y = skinWeight.getY( i );
  15571. vector.z = skinWeight.getZ( i );
  15572. vector.w = skinWeight.getW( i );
  15573. var scale = 1.0 / vector.manhattanLength();
  15574. if ( scale !== Infinity ) {
  15575. vector.multiplyScalar( scale );
  15576. } else {
  15577. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15578. }
  15579. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15580. }
  15581. },
  15582. updateMatrixWorld: function ( force ) {
  15583. Mesh.prototype.updateMatrixWorld.call( this, force );
  15584. if ( this.bindMode === 'attached' ) {
  15585. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15586. } else if ( this.bindMode === 'detached' ) {
  15587. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15588. } else {
  15589. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15590. }
  15591. },
  15592. clone: function () {
  15593. return new this.constructor( this.geometry, this.material ).copy( this );
  15594. }
  15595. } );
  15596. /**
  15597. * @author mikael emtinger / http://gomo.se/
  15598. * @author alteredq / http://alteredqualia.com/
  15599. * @author michael guerrero / http://realitymeltdown.com
  15600. * @author ikerr / http://verold.com
  15601. */
  15602. var _offsetMatrix = new Matrix4();
  15603. var _identityMatrix = new Matrix4();
  15604. function Skeleton( bones, boneInverses ) {
  15605. // copy the bone array
  15606. bones = bones || [];
  15607. this.bones = bones.slice( 0 );
  15608. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15609. // use the supplied bone inverses or calculate the inverses
  15610. if ( boneInverses === undefined ) {
  15611. this.calculateInverses();
  15612. } else {
  15613. if ( this.bones.length === boneInverses.length ) {
  15614. this.boneInverses = boneInverses.slice( 0 );
  15615. } else {
  15616. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15617. this.boneInverses = [];
  15618. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15619. this.boneInverses.push( new Matrix4() );
  15620. }
  15621. }
  15622. }
  15623. }
  15624. Object.assign( Skeleton.prototype, {
  15625. calculateInverses: function () {
  15626. this.boneInverses = [];
  15627. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15628. var inverse = new Matrix4();
  15629. if ( this.bones[ i ] ) {
  15630. inverse.getInverse( this.bones[ i ].matrixWorld );
  15631. }
  15632. this.boneInverses.push( inverse );
  15633. }
  15634. },
  15635. pose: function () {
  15636. var bone, i, il;
  15637. // recover the bind-time world matrices
  15638. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15639. bone = this.bones[ i ];
  15640. if ( bone ) {
  15641. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15642. }
  15643. }
  15644. // compute the local matrices, positions, rotations and scales
  15645. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15646. bone = this.bones[ i ];
  15647. if ( bone ) {
  15648. if ( bone.parent && bone.parent.isBone ) {
  15649. bone.matrix.getInverse( bone.parent.matrixWorld );
  15650. bone.matrix.multiply( bone.matrixWorld );
  15651. } else {
  15652. bone.matrix.copy( bone.matrixWorld );
  15653. }
  15654. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15655. }
  15656. }
  15657. },
  15658. update: function () {
  15659. var bones = this.bones;
  15660. var boneInverses = this.boneInverses;
  15661. var boneMatrices = this.boneMatrices;
  15662. var boneTexture = this.boneTexture;
  15663. // flatten bone matrices to array
  15664. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15665. // compute the offset between the current and the original transform
  15666. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15667. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15668. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15669. }
  15670. if ( boneTexture !== undefined ) {
  15671. boneTexture.needsUpdate = true;
  15672. }
  15673. },
  15674. clone: function () {
  15675. return new Skeleton( this.bones, this.boneInverses );
  15676. },
  15677. getBoneByName: function ( name ) {
  15678. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15679. var bone = this.bones[ i ];
  15680. if ( bone.name === name ) {
  15681. return bone;
  15682. }
  15683. }
  15684. return undefined;
  15685. }
  15686. } );
  15687. /**
  15688. * @author mikael emtinger / http://gomo.se/
  15689. * @author alteredq / http://alteredqualia.com/
  15690. * @author ikerr / http://verold.com
  15691. */
  15692. function Bone() {
  15693. Object3D.call( this );
  15694. this.type = 'Bone';
  15695. }
  15696. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15697. constructor: Bone,
  15698. isBone: true
  15699. } );
  15700. /**
  15701. * @author mrdoob / http://mrdoob.com/
  15702. * @author alteredq / http://alteredqualia.com/
  15703. *
  15704. * parameters = {
  15705. * color: <hex>,
  15706. * opacity: <float>,
  15707. *
  15708. * linewidth: <float>,
  15709. * linecap: "round",
  15710. * linejoin: "round"
  15711. * }
  15712. */
  15713. function LineBasicMaterial( parameters ) {
  15714. Material.call( this );
  15715. this.type = 'LineBasicMaterial';
  15716. this.color = new Color( 0xffffff );
  15717. this.linewidth = 1;
  15718. this.linecap = 'round';
  15719. this.linejoin = 'round';
  15720. this.lights = false;
  15721. this.setValues( parameters );
  15722. }
  15723. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15724. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15725. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15726. LineBasicMaterial.prototype.copy = function ( source ) {
  15727. Material.prototype.copy.call( this, source );
  15728. this.color.copy( source.color );
  15729. this.linewidth = source.linewidth;
  15730. this.linecap = source.linecap;
  15731. this.linejoin = source.linejoin;
  15732. return this;
  15733. };
  15734. /**
  15735. * @author mrdoob / http://mrdoob.com/
  15736. */
  15737. var _start = new Vector3();
  15738. var _end = new Vector3();
  15739. var _inverseMatrix$1 = new Matrix4();
  15740. var _ray$1 = new Ray();
  15741. var _sphere$2 = new Sphere();
  15742. function Line( geometry, material, mode ) {
  15743. if ( mode === 1 ) {
  15744. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15745. }
  15746. Object3D.call( this );
  15747. this.type = 'Line';
  15748. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15749. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15750. }
  15751. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15752. constructor: Line,
  15753. isLine: true,
  15754. computeLineDistances: function () {
  15755. var geometry = this.geometry;
  15756. if ( geometry.isBufferGeometry ) {
  15757. // we assume non-indexed geometry
  15758. if ( geometry.index === null ) {
  15759. var positionAttribute = geometry.attributes.position;
  15760. var lineDistances = [ 0 ];
  15761. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15762. _start.fromBufferAttribute( positionAttribute, i - 1 );
  15763. _end.fromBufferAttribute( positionAttribute, i );
  15764. lineDistances[ i ] = lineDistances[ i - 1 ];
  15765. lineDistances[ i ] += _start.distanceTo( _end );
  15766. }
  15767. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15768. } else {
  15769. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15770. }
  15771. } else if ( geometry.isGeometry ) {
  15772. var vertices = geometry.vertices;
  15773. var lineDistances = geometry.lineDistances;
  15774. lineDistances[ 0 ] = 0;
  15775. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15776. lineDistances[ i ] = lineDistances[ i - 1 ];
  15777. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15778. }
  15779. }
  15780. return this;
  15781. },
  15782. raycast: function ( raycaster, intersects ) {
  15783. var precision = raycaster.linePrecision;
  15784. var geometry = this.geometry;
  15785. var matrixWorld = this.matrixWorld;
  15786. // Checking boundingSphere distance to ray
  15787. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15788. _sphere$2.copy( geometry.boundingSphere );
  15789. _sphere$2.applyMatrix4( matrixWorld );
  15790. _sphere$2.radius += precision;
  15791. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;
  15792. //
  15793. _inverseMatrix$1.getInverse( matrixWorld );
  15794. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  15795. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15796. var localPrecisionSq = localPrecision * localPrecision;
  15797. var vStart = new Vector3();
  15798. var vEnd = new Vector3();
  15799. var interSegment = new Vector3();
  15800. var interRay = new Vector3();
  15801. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15802. if ( geometry.isBufferGeometry ) {
  15803. var index = geometry.index;
  15804. var attributes = geometry.attributes;
  15805. var positions = attributes.position.array;
  15806. if ( index !== null ) {
  15807. var indices = index.array;
  15808. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15809. var a = indices[ i ];
  15810. var b = indices[ i + 1 ];
  15811. vStart.fromArray( positions, a * 3 );
  15812. vEnd.fromArray( positions, b * 3 );
  15813. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15814. if ( distSq > localPrecisionSq ) continue;
  15815. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15816. var distance = raycaster.ray.origin.distanceTo( interRay );
  15817. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15818. intersects.push( {
  15819. distance: distance,
  15820. // What do we want? intersection point on the ray or on the segment??
  15821. // point: raycaster.ray.at( distance ),
  15822. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15823. index: i,
  15824. face: null,
  15825. faceIndex: null,
  15826. object: this
  15827. } );
  15828. }
  15829. } else {
  15830. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15831. vStart.fromArray( positions, 3 * i );
  15832. vEnd.fromArray( positions, 3 * i + 3 );
  15833. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15834. if ( distSq > localPrecisionSq ) continue;
  15835. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15836. var distance = raycaster.ray.origin.distanceTo( interRay );
  15837. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15838. intersects.push( {
  15839. distance: distance,
  15840. // What do we want? intersection point on the ray or on the segment??
  15841. // point: raycaster.ray.at( distance ),
  15842. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15843. index: i,
  15844. face: null,
  15845. faceIndex: null,
  15846. object: this
  15847. } );
  15848. }
  15849. }
  15850. } else if ( geometry.isGeometry ) {
  15851. var vertices = geometry.vertices;
  15852. var nbVertices = vertices.length;
  15853. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15854. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15855. if ( distSq > localPrecisionSq ) continue;
  15856. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15857. var distance = raycaster.ray.origin.distanceTo( interRay );
  15858. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15859. intersects.push( {
  15860. distance: distance,
  15861. // What do we want? intersection point on the ray or on the segment??
  15862. // point: raycaster.ray.at( distance ),
  15863. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15864. index: i,
  15865. face: null,
  15866. faceIndex: null,
  15867. object: this
  15868. } );
  15869. }
  15870. }
  15871. },
  15872. clone: function () {
  15873. return new this.constructor( this.geometry, this.material ).copy( this );
  15874. }
  15875. } );
  15876. /**
  15877. * @author mrdoob / http://mrdoob.com/
  15878. */
  15879. var _start$1 = new Vector3();
  15880. var _end$1 = new Vector3();
  15881. function LineSegments( geometry, material ) {
  15882. Line.call( this, geometry, material );
  15883. this.type = 'LineSegments';
  15884. }
  15885. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15886. constructor: LineSegments,
  15887. isLineSegments: true,
  15888. computeLineDistances: function () {
  15889. var geometry = this.geometry;
  15890. if ( geometry.isBufferGeometry ) {
  15891. // we assume non-indexed geometry
  15892. if ( geometry.index === null ) {
  15893. var positionAttribute = geometry.attributes.position;
  15894. var lineDistances = [];
  15895. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15896. _start$1.fromBufferAttribute( positionAttribute, i );
  15897. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  15898. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15899. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15900. }
  15901. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15902. } else {
  15903. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15904. }
  15905. } else if ( geometry.isGeometry ) {
  15906. var vertices = geometry.vertices;
  15907. var lineDistances = geometry.lineDistances;
  15908. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15909. _start$1.copy( vertices[ i ] );
  15910. _end$1.copy( vertices[ i + 1 ] );
  15911. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15912. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15913. }
  15914. }
  15915. return this;
  15916. }
  15917. } );
  15918. /**
  15919. * @author mgreter / http://github.com/mgreter
  15920. */
  15921. function LineLoop( geometry, material ) {
  15922. Line.call( this, geometry, material );
  15923. this.type = 'LineLoop';
  15924. }
  15925. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15926. constructor: LineLoop,
  15927. isLineLoop: true,
  15928. } );
  15929. /**
  15930. * @author mrdoob / http://mrdoob.com/
  15931. * @author alteredq / http://alteredqualia.com/
  15932. *
  15933. * parameters = {
  15934. * color: <hex>,
  15935. * opacity: <float>,
  15936. * map: new THREE.Texture( <Image> ),
  15937. *
  15938. * size: <float>,
  15939. * sizeAttenuation: <bool>
  15940. *
  15941. * morphTargets: <bool>
  15942. * }
  15943. */
  15944. function PointsMaterial( parameters ) {
  15945. Material.call( this );
  15946. this.type = 'PointsMaterial';
  15947. this.color = new Color( 0xffffff );
  15948. this.map = null;
  15949. this.size = 1;
  15950. this.sizeAttenuation = true;
  15951. this.morphTargets = false;
  15952. this.lights = false;
  15953. this.setValues( parameters );
  15954. }
  15955. PointsMaterial.prototype = Object.create( Material.prototype );
  15956. PointsMaterial.prototype.constructor = PointsMaterial;
  15957. PointsMaterial.prototype.isPointsMaterial = true;
  15958. PointsMaterial.prototype.copy = function ( source ) {
  15959. Material.prototype.copy.call( this, source );
  15960. this.color.copy( source.color );
  15961. this.map = source.map;
  15962. this.size = source.size;
  15963. this.sizeAttenuation = source.sizeAttenuation;
  15964. this.morphTargets = source.morphTargets;
  15965. return this;
  15966. };
  15967. /**
  15968. * @author alteredq / http://alteredqualia.com/
  15969. */
  15970. var _inverseMatrix$2 = new Matrix4();
  15971. var _ray$2 = new Ray();
  15972. var _sphere$3 = new Sphere();
  15973. var _position$1 = new Vector3();
  15974. function Points( geometry, material ) {
  15975. Object3D.call( this );
  15976. this.type = 'Points';
  15977. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15978. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15979. this.updateMorphTargets();
  15980. }
  15981. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15982. constructor: Points,
  15983. isPoints: true,
  15984. raycast: function ( raycaster, intersects ) {
  15985. var geometry = this.geometry;
  15986. var matrixWorld = this.matrixWorld;
  15987. var threshold = raycaster.params.Points.threshold;
  15988. // Checking boundingSphere distance to ray
  15989. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15990. _sphere$3.copy( geometry.boundingSphere );
  15991. _sphere$3.applyMatrix4( matrixWorld );
  15992. _sphere$3.radius += threshold;
  15993. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
  15994. //
  15995. _inverseMatrix$2.getInverse( matrixWorld );
  15996. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  15997. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15998. var localThresholdSq = localThreshold * localThreshold;
  15999. if ( geometry.isBufferGeometry ) {
  16000. var index = geometry.index;
  16001. var attributes = geometry.attributes;
  16002. var positions = attributes.position.array;
  16003. if ( index !== null ) {
  16004. var indices = index.array;
  16005. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16006. var a = indices[ i ];
  16007. _position$1.fromArray( positions, a * 3 );
  16008. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16009. }
  16010. } else {
  16011. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16012. _position$1.fromArray( positions, i * 3 );
  16013. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16014. }
  16015. }
  16016. } else {
  16017. var vertices = geometry.vertices;
  16018. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16019. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16020. }
  16021. }
  16022. },
  16023. updateMorphTargets: function () {
  16024. var geometry = this.geometry;
  16025. var m, ml, name;
  16026. if ( geometry.isBufferGeometry ) {
  16027. var morphAttributes = geometry.morphAttributes;
  16028. var keys = Object.keys( morphAttributes );
  16029. if ( keys.length > 0 ) {
  16030. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16031. if ( morphAttribute !== undefined ) {
  16032. this.morphTargetInfluences = [];
  16033. this.morphTargetDictionary = {};
  16034. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16035. name = morphAttribute[ m ].name || String( m );
  16036. this.morphTargetInfluences.push( 0 );
  16037. this.morphTargetDictionary[ name ] = m;
  16038. }
  16039. }
  16040. }
  16041. } else {
  16042. var morphTargets = geometry.morphTargets;
  16043. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16044. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16045. }
  16046. }
  16047. },
  16048. clone: function () {
  16049. return new this.constructor( this.geometry, this.material ).copy( this );
  16050. }
  16051. } );
  16052. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16053. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16054. if ( rayPointDistanceSq < localThresholdSq ) {
  16055. var intersectPoint = new Vector3();
  16056. _ray$2.closestPointToPoint( point, intersectPoint );
  16057. intersectPoint.applyMatrix4( matrixWorld );
  16058. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16059. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16060. intersects.push( {
  16061. distance: distance,
  16062. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16063. point: intersectPoint,
  16064. index: index,
  16065. face: null,
  16066. object: object
  16067. } );
  16068. }
  16069. }
  16070. /**
  16071. * @author mrdoob / http://mrdoob.com/
  16072. */
  16073. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16074. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16075. this.format = format !== undefined ? format : RGBFormat;
  16076. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16077. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16078. this.generateMipmaps = false;
  16079. }
  16080. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16081. constructor: VideoTexture,
  16082. isVideoTexture: true,
  16083. update: function () {
  16084. var video = this.image;
  16085. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16086. this.needsUpdate = true;
  16087. }
  16088. }
  16089. } );
  16090. /**
  16091. * @author alteredq / http://alteredqualia.com/
  16092. */
  16093. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16094. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16095. this.image = { width: width, height: height };
  16096. this.mipmaps = mipmaps;
  16097. // no flipping for cube textures
  16098. // (also flipping doesn't work for compressed textures )
  16099. this.flipY = false;
  16100. // can't generate mipmaps for compressed textures
  16101. // mips must be embedded in DDS files
  16102. this.generateMipmaps = false;
  16103. }
  16104. CompressedTexture.prototype = Object.create( Texture.prototype );
  16105. CompressedTexture.prototype.constructor = CompressedTexture;
  16106. CompressedTexture.prototype.isCompressedTexture = true;
  16107. /**
  16108. * @author mrdoob / http://mrdoob.com/
  16109. */
  16110. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16111. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16112. this.needsUpdate = true;
  16113. }
  16114. CanvasTexture.prototype = Object.create( Texture.prototype );
  16115. CanvasTexture.prototype.constructor = CanvasTexture;
  16116. CanvasTexture.prototype.isCanvasTexture = true;
  16117. /**
  16118. * @author Matt DesLauriers / @mattdesl
  16119. * @author atix / arthursilber.de
  16120. */
  16121. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16122. format = format !== undefined ? format : DepthFormat;
  16123. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16124. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16125. }
  16126. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16127. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16128. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16129. this.image = { width: width, height: height };
  16130. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16131. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16132. this.flipY = false;
  16133. this.generateMipmaps = false;
  16134. }
  16135. DepthTexture.prototype = Object.create( Texture.prototype );
  16136. DepthTexture.prototype.constructor = DepthTexture;
  16137. DepthTexture.prototype.isDepthTexture = true;
  16138. /**
  16139. * @author mrdoob / http://mrdoob.com/
  16140. * @author Mugen87 / https://github.com/Mugen87
  16141. */
  16142. function WireframeGeometry( geometry ) {
  16143. BufferGeometry.call( this );
  16144. this.type = 'WireframeGeometry';
  16145. // buffer
  16146. var vertices = [];
  16147. // helper variables
  16148. var i, j, l, o, ol;
  16149. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16150. var key, keys = [ 'a', 'b', 'c' ];
  16151. var vertex;
  16152. // different logic for Geometry and BufferGeometry
  16153. if ( geometry && geometry.isGeometry ) {
  16154. // create a data structure that contains all edges without duplicates
  16155. var faces = geometry.faces;
  16156. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16157. var face = faces[ i ];
  16158. for ( j = 0; j < 3; j ++ ) {
  16159. edge1 = face[ keys[ j ] ];
  16160. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16161. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16162. edge[ 1 ] = Math.max( edge1, edge2 );
  16163. key = edge[ 0 ] + ',' + edge[ 1 ];
  16164. if ( edges[ key ] === undefined ) {
  16165. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16166. }
  16167. }
  16168. }
  16169. // generate vertices
  16170. for ( key in edges ) {
  16171. e = edges[ key ];
  16172. vertex = geometry.vertices[ e.index1 ];
  16173. vertices.push( vertex.x, vertex.y, vertex.z );
  16174. vertex = geometry.vertices[ e.index2 ];
  16175. vertices.push( vertex.x, vertex.y, vertex.z );
  16176. }
  16177. } else if ( geometry && geometry.isBufferGeometry ) {
  16178. var position, indices, groups;
  16179. var group, start, count;
  16180. var index1, index2;
  16181. vertex = new Vector3();
  16182. if ( geometry.index !== null ) {
  16183. // indexed BufferGeometry
  16184. position = geometry.attributes.position;
  16185. indices = geometry.index;
  16186. groups = geometry.groups;
  16187. if ( groups.length === 0 ) {
  16188. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16189. }
  16190. // create a data structure that contains all eges without duplicates
  16191. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16192. group = groups[ o ];
  16193. start = group.start;
  16194. count = group.count;
  16195. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16196. for ( j = 0; j < 3; j ++ ) {
  16197. edge1 = indices.getX( i + j );
  16198. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16199. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16200. edge[ 1 ] = Math.max( edge1, edge2 );
  16201. key = edge[ 0 ] + ',' + edge[ 1 ];
  16202. if ( edges[ key ] === undefined ) {
  16203. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16204. }
  16205. }
  16206. }
  16207. }
  16208. // generate vertices
  16209. for ( key in edges ) {
  16210. e = edges[ key ];
  16211. vertex.fromBufferAttribute( position, e.index1 );
  16212. vertices.push( vertex.x, vertex.y, vertex.z );
  16213. vertex.fromBufferAttribute( position, e.index2 );
  16214. vertices.push( vertex.x, vertex.y, vertex.z );
  16215. }
  16216. } else {
  16217. // non-indexed BufferGeometry
  16218. position = geometry.attributes.position;
  16219. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16220. for ( j = 0; j < 3; j ++ ) {
  16221. // three edges per triangle, an edge is represented as (index1, index2)
  16222. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16223. index1 = 3 * i + j;
  16224. vertex.fromBufferAttribute( position, index1 );
  16225. vertices.push( vertex.x, vertex.y, vertex.z );
  16226. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16227. vertex.fromBufferAttribute( position, index2 );
  16228. vertices.push( vertex.x, vertex.y, vertex.z );
  16229. }
  16230. }
  16231. }
  16232. }
  16233. // build geometry
  16234. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16235. }
  16236. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16237. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16238. /**
  16239. * @author zz85 / https://github.com/zz85
  16240. * @author Mugen87 / https://github.com/Mugen87
  16241. *
  16242. * Parametric Surfaces Geometry
  16243. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16244. */
  16245. // ParametricGeometry
  16246. function ParametricGeometry( func, slices, stacks ) {
  16247. Geometry.call( this );
  16248. this.type = 'ParametricGeometry';
  16249. this.parameters = {
  16250. func: func,
  16251. slices: slices,
  16252. stacks: stacks
  16253. };
  16254. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16255. this.mergeVertices();
  16256. }
  16257. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16258. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16259. // ParametricBufferGeometry
  16260. function ParametricBufferGeometry( func, slices, stacks ) {
  16261. BufferGeometry.call( this );
  16262. this.type = 'ParametricBufferGeometry';
  16263. this.parameters = {
  16264. func: func,
  16265. slices: slices,
  16266. stacks: stacks
  16267. };
  16268. // buffers
  16269. var indices = [];
  16270. var vertices = [];
  16271. var normals = [];
  16272. var uvs = [];
  16273. var EPS = 0.00001;
  16274. var normal = new Vector3();
  16275. var p0 = new Vector3(), p1 = new Vector3();
  16276. var pu = new Vector3(), pv = new Vector3();
  16277. var i, j;
  16278. if ( func.length < 3 ) {
  16279. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16280. }
  16281. // generate vertices, normals and uvs
  16282. var sliceCount = slices + 1;
  16283. for ( i = 0; i <= stacks; i ++ ) {
  16284. var v = i / stacks;
  16285. for ( j = 0; j <= slices; j ++ ) {
  16286. var u = j / slices;
  16287. // vertex
  16288. func( u, v, p0 );
  16289. vertices.push( p0.x, p0.y, p0.z );
  16290. // normal
  16291. // approximate tangent vectors via finite differences
  16292. if ( u - EPS >= 0 ) {
  16293. func( u - EPS, v, p1 );
  16294. pu.subVectors( p0, p1 );
  16295. } else {
  16296. func( u + EPS, v, p1 );
  16297. pu.subVectors( p1, p0 );
  16298. }
  16299. if ( v - EPS >= 0 ) {
  16300. func( u, v - EPS, p1 );
  16301. pv.subVectors( p0, p1 );
  16302. } else {
  16303. func( u, v + EPS, p1 );
  16304. pv.subVectors( p1, p0 );
  16305. }
  16306. // cross product of tangent vectors returns surface normal
  16307. normal.crossVectors( pu, pv ).normalize();
  16308. normals.push( normal.x, normal.y, normal.z );
  16309. // uv
  16310. uvs.push( u, v );
  16311. }
  16312. }
  16313. // generate indices
  16314. for ( i = 0; i < stacks; i ++ ) {
  16315. for ( j = 0; j < slices; j ++ ) {
  16316. var a = i * sliceCount + j;
  16317. var b = i * sliceCount + j + 1;
  16318. var c = ( i + 1 ) * sliceCount + j + 1;
  16319. var d = ( i + 1 ) * sliceCount + j;
  16320. // faces one and two
  16321. indices.push( a, b, d );
  16322. indices.push( b, c, d );
  16323. }
  16324. }
  16325. // build geometry
  16326. this.setIndex( indices );
  16327. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16328. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16329. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16330. }
  16331. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16332. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16333. /**
  16334. * @author clockworkgeek / https://github.com/clockworkgeek
  16335. * @author timothypratley / https://github.com/timothypratley
  16336. * @author WestLangley / http://github.com/WestLangley
  16337. * @author Mugen87 / https://github.com/Mugen87
  16338. */
  16339. // PolyhedronGeometry
  16340. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16341. Geometry.call( this );
  16342. this.type = 'PolyhedronGeometry';
  16343. this.parameters = {
  16344. vertices: vertices,
  16345. indices: indices,
  16346. radius: radius,
  16347. detail: detail
  16348. };
  16349. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16350. this.mergeVertices();
  16351. }
  16352. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16353. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16354. // PolyhedronBufferGeometry
  16355. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16356. BufferGeometry.call( this );
  16357. this.type = 'PolyhedronBufferGeometry';
  16358. this.parameters = {
  16359. vertices: vertices,
  16360. indices: indices,
  16361. radius: radius,
  16362. detail: detail
  16363. };
  16364. radius = radius || 1;
  16365. detail = detail || 0;
  16366. // default buffer data
  16367. var vertexBuffer = [];
  16368. var uvBuffer = [];
  16369. // the subdivision creates the vertex buffer data
  16370. subdivide( detail );
  16371. // all vertices should lie on a conceptual sphere with a given radius
  16372. applyRadius( radius );
  16373. // finally, create the uv data
  16374. generateUVs();
  16375. // build non-indexed geometry
  16376. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16377. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16378. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16379. if ( detail === 0 ) {
  16380. this.computeVertexNormals(); // flat normals
  16381. } else {
  16382. this.normalizeNormals(); // smooth normals
  16383. }
  16384. // helper functions
  16385. function subdivide( detail ) {
  16386. var a = new Vector3();
  16387. var b = new Vector3();
  16388. var c = new Vector3();
  16389. // iterate over all faces and apply a subdivison with the given detail value
  16390. for ( var i = 0; i < indices.length; i += 3 ) {
  16391. // get the vertices of the face
  16392. getVertexByIndex( indices[ i + 0 ], a );
  16393. getVertexByIndex( indices[ i + 1 ], b );
  16394. getVertexByIndex( indices[ i + 2 ], c );
  16395. // perform subdivision
  16396. subdivideFace( a, b, c, detail );
  16397. }
  16398. }
  16399. function subdivideFace( a, b, c, detail ) {
  16400. var cols = Math.pow( 2, detail );
  16401. // we use this multidimensional array as a data structure for creating the subdivision
  16402. var v = [];
  16403. var i, j;
  16404. // construct all of the vertices for this subdivision
  16405. for ( i = 0; i <= cols; i ++ ) {
  16406. v[ i ] = [];
  16407. var aj = a.clone().lerp( c, i / cols );
  16408. var bj = b.clone().lerp( c, i / cols );
  16409. var rows = cols - i;
  16410. for ( j = 0; j <= rows; j ++ ) {
  16411. if ( j === 0 && i === cols ) {
  16412. v[ i ][ j ] = aj;
  16413. } else {
  16414. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16415. }
  16416. }
  16417. }
  16418. // construct all of the faces
  16419. for ( i = 0; i < cols; i ++ ) {
  16420. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16421. var k = Math.floor( j / 2 );
  16422. if ( j % 2 === 0 ) {
  16423. pushVertex( v[ i ][ k + 1 ] );
  16424. pushVertex( v[ i + 1 ][ k ] );
  16425. pushVertex( v[ i ][ k ] );
  16426. } else {
  16427. pushVertex( v[ i ][ k + 1 ] );
  16428. pushVertex( v[ i + 1 ][ k + 1 ] );
  16429. pushVertex( v[ i + 1 ][ k ] );
  16430. }
  16431. }
  16432. }
  16433. }
  16434. function applyRadius( radius ) {
  16435. var vertex = new Vector3();
  16436. // iterate over the entire buffer and apply the radius to each vertex
  16437. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16438. vertex.x = vertexBuffer[ i + 0 ];
  16439. vertex.y = vertexBuffer[ i + 1 ];
  16440. vertex.z = vertexBuffer[ i + 2 ];
  16441. vertex.normalize().multiplyScalar( radius );
  16442. vertexBuffer[ i + 0 ] = vertex.x;
  16443. vertexBuffer[ i + 1 ] = vertex.y;
  16444. vertexBuffer[ i + 2 ] = vertex.z;
  16445. }
  16446. }
  16447. function generateUVs() {
  16448. var vertex = new Vector3();
  16449. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16450. vertex.x = vertexBuffer[ i + 0 ];
  16451. vertex.y = vertexBuffer[ i + 1 ];
  16452. vertex.z = vertexBuffer[ i + 2 ];
  16453. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16454. var v = inclination( vertex ) / Math.PI + 0.5;
  16455. uvBuffer.push( u, 1 - v );
  16456. }
  16457. correctUVs();
  16458. correctSeam();
  16459. }
  16460. function correctSeam() {
  16461. // handle case when face straddles the seam, see #3269
  16462. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16463. // uv data of a single face
  16464. var x0 = uvBuffer[ i + 0 ];
  16465. var x1 = uvBuffer[ i + 2 ];
  16466. var x2 = uvBuffer[ i + 4 ];
  16467. var max = Math.max( x0, x1, x2 );
  16468. var min = Math.min( x0, x1, x2 );
  16469. // 0.9 is somewhat arbitrary
  16470. if ( max > 0.9 && min < 0.1 ) {
  16471. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16472. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16473. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16474. }
  16475. }
  16476. }
  16477. function pushVertex( vertex ) {
  16478. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16479. }
  16480. function getVertexByIndex( index, vertex ) {
  16481. var stride = index * 3;
  16482. vertex.x = vertices[ stride + 0 ];
  16483. vertex.y = vertices[ stride + 1 ];
  16484. vertex.z = vertices[ stride + 2 ];
  16485. }
  16486. function correctUVs() {
  16487. var a = new Vector3();
  16488. var b = new Vector3();
  16489. var c = new Vector3();
  16490. var centroid = new Vector3();
  16491. var uvA = new Vector2();
  16492. var uvB = new Vector2();
  16493. var uvC = new Vector2();
  16494. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16495. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16496. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16497. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16498. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16499. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16500. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16501. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16502. var azi = azimuth( centroid );
  16503. correctUV( uvA, j + 0, a, azi );
  16504. correctUV( uvB, j + 2, b, azi );
  16505. correctUV( uvC, j + 4, c, azi );
  16506. }
  16507. }
  16508. function correctUV( uv, stride, vector, azimuth ) {
  16509. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16510. uvBuffer[ stride ] = uv.x - 1;
  16511. }
  16512. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16513. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16514. }
  16515. }
  16516. // Angle around the Y axis, counter-clockwise when looking from above.
  16517. function azimuth( vector ) {
  16518. return Math.atan2( vector.z, - vector.x );
  16519. }
  16520. // Angle above the XZ plane.
  16521. function inclination( vector ) {
  16522. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16523. }
  16524. }
  16525. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16526. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16527. /**
  16528. * @author timothypratley / https://github.com/timothypratley
  16529. * @author Mugen87 / https://github.com/Mugen87
  16530. */
  16531. // TetrahedronGeometry
  16532. function TetrahedronGeometry( radius, detail ) {
  16533. Geometry.call( this );
  16534. this.type = 'TetrahedronGeometry';
  16535. this.parameters = {
  16536. radius: radius,
  16537. detail: detail
  16538. };
  16539. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16540. this.mergeVertices();
  16541. }
  16542. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16543. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16544. // TetrahedronBufferGeometry
  16545. function TetrahedronBufferGeometry( radius, detail ) {
  16546. var vertices = [
  16547. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16548. ];
  16549. var indices = [
  16550. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16551. ];
  16552. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16553. this.type = 'TetrahedronBufferGeometry';
  16554. this.parameters = {
  16555. radius: radius,
  16556. detail: detail
  16557. };
  16558. }
  16559. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16560. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16561. /**
  16562. * @author timothypratley / https://github.com/timothypratley
  16563. * @author Mugen87 / https://github.com/Mugen87
  16564. */
  16565. // OctahedronGeometry
  16566. function OctahedronGeometry( radius, detail ) {
  16567. Geometry.call( this );
  16568. this.type = 'OctahedronGeometry';
  16569. this.parameters = {
  16570. radius: radius,
  16571. detail: detail
  16572. };
  16573. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16574. this.mergeVertices();
  16575. }
  16576. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16577. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16578. // OctahedronBufferGeometry
  16579. function OctahedronBufferGeometry( radius, detail ) {
  16580. var vertices = [
  16581. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16582. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16583. ];
  16584. var indices = [
  16585. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16586. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16587. 1, 3, 4, 1, 4, 2
  16588. ];
  16589. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16590. this.type = 'OctahedronBufferGeometry';
  16591. this.parameters = {
  16592. radius: radius,
  16593. detail: detail
  16594. };
  16595. }
  16596. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16597. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16598. /**
  16599. * @author timothypratley / https://github.com/timothypratley
  16600. * @author Mugen87 / https://github.com/Mugen87
  16601. */
  16602. // IcosahedronGeometry
  16603. function IcosahedronGeometry( radius, detail ) {
  16604. Geometry.call( this );
  16605. this.type = 'IcosahedronGeometry';
  16606. this.parameters = {
  16607. radius: radius,
  16608. detail: detail
  16609. };
  16610. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16611. this.mergeVertices();
  16612. }
  16613. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16614. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16615. // IcosahedronBufferGeometry
  16616. function IcosahedronBufferGeometry( radius, detail ) {
  16617. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16618. var vertices = [
  16619. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16620. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16621. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16622. ];
  16623. var indices = [
  16624. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16625. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16626. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16627. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16628. ];
  16629. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16630. this.type = 'IcosahedronBufferGeometry';
  16631. this.parameters = {
  16632. radius: radius,
  16633. detail: detail
  16634. };
  16635. }
  16636. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16637. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16638. /**
  16639. * @author Abe Pazos / https://hamoid.com
  16640. * @author Mugen87 / https://github.com/Mugen87
  16641. */
  16642. // DodecahedronGeometry
  16643. function DodecahedronGeometry( radius, detail ) {
  16644. Geometry.call( this );
  16645. this.type = 'DodecahedronGeometry';
  16646. this.parameters = {
  16647. radius: radius,
  16648. detail: detail
  16649. };
  16650. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16651. this.mergeVertices();
  16652. }
  16653. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16654. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16655. // DodecahedronBufferGeometry
  16656. function DodecahedronBufferGeometry( radius, detail ) {
  16657. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16658. var r = 1 / t;
  16659. var vertices = [
  16660. // (±1, ±1, ±1)
  16661. - 1, - 1, - 1, - 1, - 1, 1,
  16662. - 1, 1, - 1, - 1, 1, 1,
  16663. 1, - 1, - 1, 1, - 1, 1,
  16664. 1, 1, - 1, 1, 1, 1,
  16665. // (0, ±1/φ, ±φ)
  16666. 0, - r, - t, 0, - r, t,
  16667. 0, r, - t, 0, r, t,
  16668. // (±1/φ, ±φ, 0)
  16669. - r, - t, 0, - r, t, 0,
  16670. r, - t, 0, r, t, 0,
  16671. // (±φ, 0, ±1/φ)
  16672. - t, 0, - r, t, 0, - r,
  16673. - t, 0, r, t, 0, r
  16674. ];
  16675. var indices = [
  16676. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16677. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16678. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16679. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16680. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16681. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16682. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16683. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16684. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16685. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16686. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16687. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16688. ];
  16689. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16690. this.type = 'DodecahedronBufferGeometry';
  16691. this.parameters = {
  16692. radius: radius,
  16693. detail: detail
  16694. };
  16695. }
  16696. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16697. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16698. /**
  16699. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16700. * @author WestLangley / https://github.com/WestLangley
  16701. * @author zz85 / https://github.com/zz85
  16702. * @author miningold / https://github.com/miningold
  16703. * @author jonobr1 / https://github.com/jonobr1
  16704. * @author Mugen87 / https://github.com/Mugen87
  16705. *
  16706. */
  16707. // TubeGeometry
  16708. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16709. Geometry.call( this );
  16710. this.type = 'TubeGeometry';
  16711. this.parameters = {
  16712. path: path,
  16713. tubularSegments: tubularSegments,
  16714. radius: radius,
  16715. radialSegments: radialSegments,
  16716. closed: closed
  16717. };
  16718. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16719. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16720. // expose internals
  16721. this.tangents = bufferGeometry.tangents;
  16722. this.normals = bufferGeometry.normals;
  16723. this.binormals = bufferGeometry.binormals;
  16724. // create geometry
  16725. this.fromBufferGeometry( bufferGeometry );
  16726. this.mergeVertices();
  16727. }
  16728. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16729. TubeGeometry.prototype.constructor = TubeGeometry;
  16730. // TubeBufferGeometry
  16731. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16732. BufferGeometry.call( this );
  16733. this.type = 'TubeBufferGeometry';
  16734. this.parameters = {
  16735. path: path,
  16736. tubularSegments: tubularSegments,
  16737. radius: radius,
  16738. radialSegments: radialSegments,
  16739. closed: closed
  16740. };
  16741. tubularSegments = tubularSegments || 64;
  16742. radius = radius || 1;
  16743. radialSegments = radialSegments || 8;
  16744. closed = closed || false;
  16745. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16746. // expose internals
  16747. this.tangents = frames.tangents;
  16748. this.normals = frames.normals;
  16749. this.binormals = frames.binormals;
  16750. // helper variables
  16751. var vertex = new Vector3();
  16752. var normal = new Vector3();
  16753. var uv = new Vector2();
  16754. var P = new Vector3();
  16755. var i, j;
  16756. // buffer
  16757. var vertices = [];
  16758. var normals = [];
  16759. var uvs = [];
  16760. var indices = [];
  16761. // create buffer data
  16762. generateBufferData();
  16763. // build geometry
  16764. this.setIndex( indices );
  16765. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16766. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16767. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16768. // functions
  16769. function generateBufferData() {
  16770. for ( i = 0; i < tubularSegments; i ++ ) {
  16771. generateSegment( i );
  16772. }
  16773. // if the geometry is not closed, generate the last row of vertices and normals
  16774. // at the regular position on the given path
  16775. //
  16776. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16777. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16778. // uvs are generated in a separate function.
  16779. // this makes it easy compute correct values for closed geometries
  16780. generateUVs();
  16781. // finally create faces
  16782. generateIndices();
  16783. }
  16784. function generateSegment( i ) {
  16785. // we use getPointAt to sample evenly distributed points from the given path
  16786. P = path.getPointAt( i / tubularSegments, P );
  16787. // retrieve corresponding normal and binormal
  16788. var N = frames.normals[ i ];
  16789. var B = frames.binormals[ i ];
  16790. // generate normals and vertices for the current segment
  16791. for ( j = 0; j <= radialSegments; j ++ ) {
  16792. var v = j / radialSegments * Math.PI * 2;
  16793. var sin = Math.sin( v );
  16794. var cos = - Math.cos( v );
  16795. // normal
  16796. normal.x = ( cos * N.x + sin * B.x );
  16797. normal.y = ( cos * N.y + sin * B.y );
  16798. normal.z = ( cos * N.z + sin * B.z );
  16799. normal.normalize();
  16800. normals.push( normal.x, normal.y, normal.z );
  16801. // vertex
  16802. vertex.x = P.x + radius * normal.x;
  16803. vertex.y = P.y + radius * normal.y;
  16804. vertex.z = P.z + radius * normal.z;
  16805. vertices.push( vertex.x, vertex.y, vertex.z );
  16806. }
  16807. }
  16808. function generateIndices() {
  16809. for ( j = 1; j <= tubularSegments; j ++ ) {
  16810. for ( i = 1; i <= radialSegments; i ++ ) {
  16811. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16812. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16813. var c = ( radialSegments + 1 ) * j + i;
  16814. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16815. // faces
  16816. indices.push( a, b, d );
  16817. indices.push( b, c, d );
  16818. }
  16819. }
  16820. }
  16821. function generateUVs() {
  16822. for ( i = 0; i <= tubularSegments; i ++ ) {
  16823. for ( j = 0; j <= radialSegments; j ++ ) {
  16824. uv.x = i / tubularSegments;
  16825. uv.y = j / radialSegments;
  16826. uvs.push( uv.x, uv.y );
  16827. }
  16828. }
  16829. }
  16830. }
  16831. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16832. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16833. TubeBufferGeometry.prototype.toJSON = function () {
  16834. var data = BufferGeometry.prototype.toJSON.call( this );
  16835. data.path = this.parameters.path.toJSON();
  16836. return data;
  16837. };
  16838. /**
  16839. * @author oosmoxiecode
  16840. * @author Mugen87 / https://github.com/Mugen87
  16841. *
  16842. * based on http://www.blackpawn.com/texts/pqtorus/
  16843. */
  16844. // TorusKnotGeometry
  16845. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16846. Geometry.call( this );
  16847. this.type = 'TorusKnotGeometry';
  16848. this.parameters = {
  16849. radius: radius,
  16850. tube: tube,
  16851. tubularSegments: tubularSegments,
  16852. radialSegments: radialSegments,
  16853. p: p,
  16854. q: q
  16855. };
  16856. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16857. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16858. this.mergeVertices();
  16859. }
  16860. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16861. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16862. // TorusKnotBufferGeometry
  16863. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16864. BufferGeometry.call( this );
  16865. this.type = 'TorusKnotBufferGeometry';
  16866. this.parameters = {
  16867. radius: radius,
  16868. tube: tube,
  16869. tubularSegments: tubularSegments,
  16870. radialSegments: radialSegments,
  16871. p: p,
  16872. q: q
  16873. };
  16874. radius = radius || 1;
  16875. tube = tube || 0.4;
  16876. tubularSegments = Math.floor( tubularSegments ) || 64;
  16877. radialSegments = Math.floor( radialSegments ) || 8;
  16878. p = p || 2;
  16879. q = q || 3;
  16880. // buffers
  16881. var indices = [];
  16882. var vertices = [];
  16883. var normals = [];
  16884. var uvs = [];
  16885. // helper variables
  16886. var i, j;
  16887. var vertex = new Vector3();
  16888. var normal = new Vector3();
  16889. var P1 = new Vector3();
  16890. var P2 = new Vector3();
  16891. var B = new Vector3();
  16892. var T = new Vector3();
  16893. var N = new Vector3();
  16894. // generate vertices, normals and uvs
  16895. for ( i = 0; i <= tubularSegments; ++ i ) {
  16896. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16897. var u = i / tubularSegments * p * Math.PI * 2;
  16898. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16899. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16900. calculatePositionOnCurve( u, p, q, radius, P1 );
  16901. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16902. // calculate orthonormal basis
  16903. T.subVectors( P2, P1 );
  16904. N.addVectors( P2, P1 );
  16905. B.crossVectors( T, N );
  16906. N.crossVectors( B, T );
  16907. // normalize B, N. T can be ignored, we don't use it
  16908. B.normalize();
  16909. N.normalize();
  16910. for ( j = 0; j <= radialSegments; ++ j ) {
  16911. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16912. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16913. var v = j / radialSegments * Math.PI * 2;
  16914. var cx = - tube * Math.cos( v );
  16915. var cy = tube * Math.sin( v );
  16916. // now calculate the final vertex position.
  16917. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16918. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16919. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16920. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16921. vertices.push( vertex.x, vertex.y, vertex.z );
  16922. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16923. normal.subVectors( vertex, P1 ).normalize();
  16924. normals.push( normal.x, normal.y, normal.z );
  16925. // uv
  16926. uvs.push( i / tubularSegments );
  16927. uvs.push( j / radialSegments );
  16928. }
  16929. }
  16930. // generate indices
  16931. for ( j = 1; j <= tubularSegments; j ++ ) {
  16932. for ( i = 1; i <= radialSegments; i ++ ) {
  16933. // indices
  16934. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16935. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16936. var c = ( radialSegments + 1 ) * j + i;
  16937. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16938. // faces
  16939. indices.push( a, b, d );
  16940. indices.push( b, c, d );
  16941. }
  16942. }
  16943. // build geometry
  16944. this.setIndex( indices );
  16945. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16946. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16947. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16948. // this function calculates the current position on the torus curve
  16949. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16950. var cu = Math.cos( u );
  16951. var su = Math.sin( u );
  16952. var quOverP = q / p * u;
  16953. var cs = Math.cos( quOverP );
  16954. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16955. position.y = radius * ( 2 + cs ) * su * 0.5;
  16956. position.z = radius * Math.sin( quOverP ) * 0.5;
  16957. }
  16958. }
  16959. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16960. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16961. /**
  16962. * @author oosmoxiecode
  16963. * @author mrdoob / http://mrdoob.com/
  16964. * @author Mugen87 / https://github.com/Mugen87
  16965. */
  16966. // TorusGeometry
  16967. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16968. Geometry.call( this );
  16969. this.type = 'TorusGeometry';
  16970. this.parameters = {
  16971. radius: radius,
  16972. tube: tube,
  16973. radialSegments: radialSegments,
  16974. tubularSegments: tubularSegments,
  16975. arc: arc
  16976. };
  16977. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16978. this.mergeVertices();
  16979. }
  16980. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16981. TorusGeometry.prototype.constructor = TorusGeometry;
  16982. // TorusBufferGeometry
  16983. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16984. BufferGeometry.call( this );
  16985. this.type = 'TorusBufferGeometry';
  16986. this.parameters = {
  16987. radius: radius,
  16988. tube: tube,
  16989. radialSegments: radialSegments,
  16990. tubularSegments: tubularSegments,
  16991. arc: arc
  16992. };
  16993. radius = radius || 1;
  16994. tube = tube || 0.4;
  16995. radialSegments = Math.floor( radialSegments ) || 8;
  16996. tubularSegments = Math.floor( tubularSegments ) || 6;
  16997. arc = arc || Math.PI * 2;
  16998. // buffers
  16999. var indices = [];
  17000. var vertices = [];
  17001. var normals = [];
  17002. var uvs = [];
  17003. // helper variables
  17004. var center = new Vector3();
  17005. var vertex = new Vector3();
  17006. var normal = new Vector3();
  17007. var j, i;
  17008. // generate vertices, normals and uvs
  17009. for ( j = 0; j <= radialSegments; j ++ ) {
  17010. for ( i = 0; i <= tubularSegments; i ++ ) {
  17011. var u = i / tubularSegments * arc;
  17012. var v = j / radialSegments * Math.PI * 2;
  17013. // vertex
  17014. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17015. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17016. vertex.z = tube * Math.sin( v );
  17017. vertices.push( vertex.x, vertex.y, vertex.z );
  17018. // normal
  17019. center.x = radius * Math.cos( u );
  17020. center.y = radius * Math.sin( u );
  17021. normal.subVectors( vertex, center ).normalize();
  17022. normals.push( normal.x, normal.y, normal.z );
  17023. // uv
  17024. uvs.push( i / tubularSegments );
  17025. uvs.push( j / radialSegments );
  17026. }
  17027. }
  17028. // generate indices
  17029. for ( j = 1; j <= radialSegments; j ++ ) {
  17030. for ( i = 1; i <= tubularSegments; i ++ ) {
  17031. // indices
  17032. var a = ( tubularSegments + 1 ) * j + i - 1;
  17033. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17034. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17035. var d = ( tubularSegments + 1 ) * j + i;
  17036. // faces
  17037. indices.push( a, b, d );
  17038. indices.push( b, c, d );
  17039. }
  17040. }
  17041. // build geometry
  17042. this.setIndex( indices );
  17043. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17044. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17045. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17046. }
  17047. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17048. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17049. /**
  17050. * @author Mugen87 / https://github.com/Mugen87
  17051. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17052. */
  17053. var Earcut = {
  17054. triangulate: function ( data, holeIndices, dim ) {
  17055. dim = dim || 2;
  17056. var hasHoles = holeIndices && holeIndices.length,
  17057. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17058. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17059. triangles = [];
  17060. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17061. var minX, minY, maxX, maxY, x, y, invSize;
  17062. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17063. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17064. if ( data.length > 80 * dim ) {
  17065. minX = maxX = data[ 0 ];
  17066. minY = maxY = data[ 1 ];
  17067. for ( var i = dim; i < outerLen; i += dim ) {
  17068. x = data[ i ];
  17069. y = data[ i + 1 ];
  17070. if ( x < minX ) minX = x;
  17071. if ( y < minY ) minY = y;
  17072. if ( x > maxX ) maxX = x;
  17073. if ( y > maxY ) maxY = y;
  17074. }
  17075. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17076. invSize = Math.max( maxX - minX, maxY - minY );
  17077. invSize = invSize !== 0 ? 1 / invSize : 0;
  17078. }
  17079. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17080. return triangles;
  17081. }
  17082. };
  17083. // create a circular doubly linked list from polygon points in the specified winding order
  17084. function linkedList( data, start, end, dim, clockwise ) {
  17085. var i, last;
  17086. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17087. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17088. } else {
  17089. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17090. }
  17091. if ( last && equals( last, last.next ) ) {
  17092. removeNode( last );
  17093. last = last.next;
  17094. }
  17095. return last;
  17096. }
  17097. // eliminate colinear or duplicate points
  17098. function filterPoints( start, end ) {
  17099. if ( ! start ) return start;
  17100. if ( ! end ) end = start;
  17101. var p = start,
  17102. again;
  17103. do {
  17104. again = false;
  17105. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17106. removeNode( p );
  17107. p = end = p.prev;
  17108. if ( p === p.next ) break;
  17109. again = true;
  17110. } else {
  17111. p = p.next;
  17112. }
  17113. } while ( again || p !== end );
  17114. return end;
  17115. }
  17116. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17117. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17118. if ( ! ear ) return;
  17119. // interlink polygon nodes in z-order
  17120. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17121. var stop = ear,
  17122. prev, next;
  17123. // iterate through ears, slicing them one by one
  17124. while ( ear.prev !== ear.next ) {
  17125. prev = ear.prev;
  17126. next = ear.next;
  17127. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17128. // cut off the triangle
  17129. triangles.push( prev.i / dim );
  17130. triangles.push( ear.i / dim );
  17131. triangles.push( next.i / dim );
  17132. removeNode( ear );
  17133. // skipping the next vertex leads to less sliver triangles
  17134. ear = next.next;
  17135. stop = next.next;
  17136. continue;
  17137. }
  17138. ear = next;
  17139. // if we looped through the whole remaining polygon and can't find any more ears
  17140. if ( ear === stop ) {
  17141. // try filtering points and slicing again
  17142. if ( ! pass ) {
  17143. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17144. // if this didn't work, try curing all small self-intersections locally
  17145. } else if ( pass === 1 ) {
  17146. ear = cureLocalIntersections( ear, triangles, dim );
  17147. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17148. // as a last resort, try splitting the remaining polygon into two
  17149. } else if ( pass === 2 ) {
  17150. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17151. }
  17152. break;
  17153. }
  17154. }
  17155. }
  17156. // check whether a polygon node forms a valid ear with adjacent nodes
  17157. function isEar( ear ) {
  17158. var a = ear.prev,
  17159. b = ear,
  17160. c = ear.next;
  17161. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17162. // now make sure we don't have other points inside the potential ear
  17163. var p = ear.next.next;
  17164. while ( p !== ear.prev ) {
  17165. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17166. area( p.prev, p, p.next ) >= 0 ) return false;
  17167. p = p.next;
  17168. }
  17169. return true;
  17170. }
  17171. function isEarHashed( ear, minX, minY, invSize ) {
  17172. var a = ear.prev,
  17173. b = ear,
  17174. c = ear.next;
  17175. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17176. // triangle bbox; min & max are calculated like this for speed
  17177. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17178. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17179. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17180. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17181. // z-order range for the current triangle bbox;
  17182. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17183. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17184. var p = ear.prevZ,
  17185. n = ear.nextZ;
  17186. // look for points inside the triangle in both directions
  17187. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17188. if ( p !== ear.prev && p !== ear.next &&
  17189. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17190. area( p.prev, p, p.next ) >= 0 ) return false;
  17191. p = p.prevZ;
  17192. if ( n !== ear.prev && n !== ear.next &&
  17193. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17194. area( n.prev, n, n.next ) >= 0 ) return false;
  17195. n = n.nextZ;
  17196. }
  17197. // look for remaining points in decreasing z-order
  17198. while ( p && p.z >= minZ ) {
  17199. if ( p !== ear.prev && p !== ear.next &&
  17200. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17201. area( p.prev, p, p.next ) >= 0 ) return false;
  17202. p = p.prevZ;
  17203. }
  17204. // look for remaining points in increasing z-order
  17205. while ( n && n.z <= maxZ ) {
  17206. if ( n !== ear.prev && n !== ear.next &&
  17207. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17208. area( n.prev, n, n.next ) >= 0 ) return false;
  17209. n = n.nextZ;
  17210. }
  17211. return true;
  17212. }
  17213. // go through all polygon nodes and cure small local self-intersections
  17214. function cureLocalIntersections( start, triangles, dim ) {
  17215. var p = start;
  17216. do {
  17217. var a = p.prev,
  17218. b = p.next.next;
  17219. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17220. triangles.push( a.i / dim );
  17221. triangles.push( p.i / dim );
  17222. triangles.push( b.i / dim );
  17223. // remove two nodes involved
  17224. removeNode( p );
  17225. removeNode( p.next );
  17226. p = start = b;
  17227. }
  17228. p = p.next;
  17229. } while ( p !== start );
  17230. return p;
  17231. }
  17232. // try splitting polygon into two and triangulate them independently
  17233. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17234. // look for a valid diagonal that divides the polygon into two
  17235. var a = start;
  17236. do {
  17237. var b = a.next.next;
  17238. while ( b !== a.prev ) {
  17239. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17240. // split the polygon in two by the diagonal
  17241. var c = splitPolygon( a, b );
  17242. // filter colinear points around the cuts
  17243. a = filterPoints( a, a.next );
  17244. c = filterPoints( c, c.next );
  17245. // run earcut on each half
  17246. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17247. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17248. return;
  17249. }
  17250. b = b.next;
  17251. }
  17252. a = a.next;
  17253. } while ( a !== start );
  17254. }
  17255. // link every hole into the outer loop, producing a single-ring polygon without holes
  17256. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17257. var queue = [],
  17258. i, len, start, end, list;
  17259. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17260. start = holeIndices[ i ] * dim;
  17261. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17262. list = linkedList( data, start, end, dim, false );
  17263. if ( list === list.next ) list.steiner = true;
  17264. queue.push( getLeftmost( list ) );
  17265. }
  17266. queue.sort( compareX );
  17267. // process holes from left to right
  17268. for ( i = 0; i < queue.length; i ++ ) {
  17269. eliminateHole( queue[ i ], outerNode );
  17270. outerNode = filterPoints( outerNode, outerNode.next );
  17271. }
  17272. return outerNode;
  17273. }
  17274. function compareX( a, b ) {
  17275. return a.x - b.x;
  17276. }
  17277. // find a bridge between vertices that connects hole with an outer ring and and link it
  17278. function eliminateHole( hole, outerNode ) {
  17279. outerNode = findHoleBridge( hole, outerNode );
  17280. if ( outerNode ) {
  17281. var b = splitPolygon( outerNode, hole );
  17282. filterPoints( b, b.next );
  17283. }
  17284. }
  17285. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17286. function findHoleBridge( hole, outerNode ) {
  17287. var p = outerNode,
  17288. hx = hole.x,
  17289. hy = hole.y,
  17290. qx = - Infinity,
  17291. m;
  17292. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17293. // segment's endpoint with lesser x will be potential connection point
  17294. do {
  17295. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17296. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17297. if ( x <= hx && x > qx ) {
  17298. qx = x;
  17299. if ( x === hx ) {
  17300. if ( hy === p.y ) return p;
  17301. if ( hy === p.next.y ) return p.next;
  17302. }
  17303. m = p.x < p.next.x ? p : p.next;
  17304. }
  17305. }
  17306. p = p.next;
  17307. } while ( p !== outerNode );
  17308. if ( ! m ) return null;
  17309. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17310. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17311. // if there are no points found, we have a valid connection;
  17312. // otherwise choose the point of the minimum angle with the ray as connection point
  17313. var stop = m,
  17314. mx = m.x,
  17315. my = m.y,
  17316. tanMin = Infinity,
  17317. tan;
  17318. p = m.next;
  17319. while ( p !== stop ) {
  17320. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17321. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17322. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17323. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17324. m = p;
  17325. tanMin = tan;
  17326. }
  17327. }
  17328. p = p.next;
  17329. }
  17330. return m;
  17331. }
  17332. // interlink polygon nodes in z-order
  17333. function indexCurve( start, minX, minY, invSize ) {
  17334. var p = start;
  17335. do {
  17336. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17337. p.prevZ = p.prev;
  17338. p.nextZ = p.next;
  17339. p = p.next;
  17340. } while ( p !== start );
  17341. p.prevZ.nextZ = null;
  17342. p.prevZ = null;
  17343. sortLinked( p );
  17344. }
  17345. // Simon Tatham's linked list merge sort algorithm
  17346. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17347. function sortLinked( list ) {
  17348. var i, p, q, e, tail, numMerges, pSize, qSize,
  17349. inSize = 1;
  17350. do {
  17351. p = list;
  17352. list = null;
  17353. tail = null;
  17354. numMerges = 0;
  17355. while ( p ) {
  17356. numMerges ++;
  17357. q = p;
  17358. pSize = 0;
  17359. for ( i = 0; i < inSize; i ++ ) {
  17360. pSize ++;
  17361. q = q.nextZ;
  17362. if ( ! q ) break;
  17363. }
  17364. qSize = inSize;
  17365. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17366. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17367. e = p;
  17368. p = p.nextZ;
  17369. pSize --;
  17370. } else {
  17371. e = q;
  17372. q = q.nextZ;
  17373. qSize --;
  17374. }
  17375. if ( tail ) tail.nextZ = e;
  17376. else list = e;
  17377. e.prevZ = tail;
  17378. tail = e;
  17379. }
  17380. p = q;
  17381. }
  17382. tail.nextZ = null;
  17383. inSize *= 2;
  17384. } while ( numMerges > 1 );
  17385. return list;
  17386. }
  17387. // z-order of a point given coords and inverse of the longer side of data bbox
  17388. function zOrder( x, y, minX, minY, invSize ) {
  17389. // coords are transformed into non-negative 15-bit integer range
  17390. x = 32767 * ( x - minX ) * invSize;
  17391. y = 32767 * ( y - minY ) * invSize;
  17392. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17393. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17394. x = ( x | ( x << 2 ) ) & 0x33333333;
  17395. x = ( x | ( x << 1 ) ) & 0x55555555;
  17396. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17397. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17398. y = ( y | ( y << 2 ) ) & 0x33333333;
  17399. y = ( y | ( y << 1 ) ) & 0x55555555;
  17400. return x | ( y << 1 );
  17401. }
  17402. // find the leftmost node of a polygon ring
  17403. function getLeftmost( start ) {
  17404. var p = start,
  17405. leftmost = start;
  17406. do {
  17407. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17408. p = p.next;
  17409. } while ( p !== start );
  17410. return leftmost;
  17411. }
  17412. // check if a point lies within a convex triangle
  17413. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17414. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17415. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17416. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17417. }
  17418. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17419. function isValidDiagonal( a, b ) {
  17420. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17421. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17422. }
  17423. // signed area of a triangle
  17424. function area( p, q, r ) {
  17425. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17426. }
  17427. // check if two points are equal
  17428. function equals( p1, p2 ) {
  17429. return p1.x === p2.x && p1.y === p2.y;
  17430. }
  17431. // check if two segments intersect
  17432. function intersects( p1, q1, p2, q2 ) {
  17433. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17434. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17435. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17436. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17437. }
  17438. // check if a polygon diagonal intersects any polygon segments
  17439. function intersectsPolygon( a, b ) {
  17440. var p = a;
  17441. do {
  17442. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17443. intersects( p, p.next, a, b ) ) return true;
  17444. p = p.next;
  17445. } while ( p !== a );
  17446. return false;
  17447. }
  17448. // check if a polygon diagonal is locally inside the polygon
  17449. function locallyInside( a, b ) {
  17450. return area( a.prev, a, a.next ) < 0 ?
  17451. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17452. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17453. }
  17454. // check if the middle point of a polygon diagonal is inside the polygon
  17455. function middleInside( a, b ) {
  17456. var p = a,
  17457. inside = false,
  17458. px = ( a.x + b.x ) / 2,
  17459. py = ( a.y + b.y ) / 2;
  17460. do {
  17461. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17462. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17463. inside = ! inside;
  17464. p = p.next;
  17465. } while ( p !== a );
  17466. return inside;
  17467. }
  17468. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17469. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17470. function splitPolygon( a, b ) {
  17471. var a2 = new Node( a.i, a.x, a.y ),
  17472. b2 = new Node( b.i, b.x, b.y ),
  17473. an = a.next,
  17474. bp = b.prev;
  17475. a.next = b;
  17476. b.prev = a;
  17477. a2.next = an;
  17478. an.prev = a2;
  17479. b2.next = a2;
  17480. a2.prev = b2;
  17481. bp.next = b2;
  17482. b2.prev = bp;
  17483. return b2;
  17484. }
  17485. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17486. function insertNode( i, x, y, last ) {
  17487. var p = new Node( i, x, y );
  17488. if ( ! last ) {
  17489. p.prev = p;
  17490. p.next = p;
  17491. } else {
  17492. p.next = last.next;
  17493. p.prev = last;
  17494. last.next.prev = p;
  17495. last.next = p;
  17496. }
  17497. return p;
  17498. }
  17499. function removeNode( p ) {
  17500. p.next.prev = p.prev;
  17501. p.prev.next = p.next;
  17502. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17503. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17504. }
  17505. function Node( i, x, y ) {
  17506. // vertex index in coordinates array
  17507. this.i = i;
  17508. // vertex coordinates
  17509. this.x = x;
  17510. this.y = y;
  17511. // previous and next vertex nodes in a polygon ring
  17512. this.prev = null;
  17513. this.next = null;
  17514. // z-order curve value
  17515. this.z = null;
  17516. // previous and next nodes in z-order
  17517. this.prevZ = null;
  17518. this.nextZ = null;
  17519. // indicates whether this is a steiner point
  17520. this.steiner = false;
  17521. }
  17522. function signedArea( data, start, end, dim ) {
  17523. var sum = 0;
  17524. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17525. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17526. j = i;
  17527. }
  17528. return sum;
  17529. }
  17530. /**
  17531. * @author zz85 / http://www.lab4games.net/zz85/blog
  17532. */
  17533. var ShapeUtils = {
  17534. // calculate area of the contour polygon
  17535. area: function ( contour ) {
  17536. var n = contour.length;
  17537. var a = 0.0;
  17538. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17539. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17540. }
  17541. return a * 0.5;
  17542. },
  17543. isClockWise: function ( pts ) {
  17544. return ShapeUtils.area( pts ) < 0;
  17545. },
  17546. triangulateShape: function ( contour, holes ) {
  17547. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17548. var holeIndices = []; // array of hole indices
  17549. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17550. removeDupEndPts( contour );
  17551. addContour( vertices, contour );
  17552. //
  17553. var holeIndex = contour.length;
  17554. holes.forEach( removeDupEndPts );
  17555. for ( var i = 0; i < holes.length; i ++ ) {
  17556. holeIndices.push( holeIndex );
  17557. holeIndex += holes[ i ].length;
  17558. addContour( vertices, holes[ i ] );
  17559. }
  17560. //
  17561. var triangles = Earcut.triangulate( vertices, holeIndices );
  17562. //
  17563. for ( var i = 0; i < triangles.length; i += 3 ) {
  17564. faces.push( triangles.slice( i, i + 3 ) );
  17565. }
  17566. return faces;
  17567. }
  17568. };
  17569. function removeDupEndPts( points ) {
  17570. var l = points.length;
  17571. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17572. points.pop();
  17573. }
  17574. }
  17575. function addContour( vertices, contour ) {
  17576. for ( var i = 0; i < contour.length; i ++ ) {
  17577. vertices.push( contour[ i ].x );
  17578. vertices.push( contour[ i ].y );
  17579. }
  17580. }
  17581. /**
  17582. * @author zz85 / http://www.lab4games.net/zz85/blog
  17583. *
  17584. * Creates extruded geometry from a path shape.
  17585. *
  17586. * parameters = {
  17587. *
  17588. * curveSegments: <int>, // number of points on the curves
  17589. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17590. * depth: <float>, // Depth to extrude the shape
  17591. *
  17592. * bevelEnabled: <bool>, // turn on bevel
  17593. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17594. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17595. * bevelOffset: <float>, // how far from shape outline does bevel start
  17596. * bevelSegments: <int>, // number of bevel layers
  17597. *
  17598. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17599. *
  17600. * UVGenerator: <Object> // object that provides UV generator functions
  17601. *
  17602. * }
  17603. */
  17604. // ExtrudeGeometry
  17605. function ExtrudeGeometry( shapes, options ) {
  17606. Geometry.call( this );
  17607. this.type = 'ExtrudeGeometry';
  17608. this.parameters = {
  17609. shapes: shapes,
  17610. options: options
  17611. };
  17612. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17613. this.mergeVertices();
  17614. }
  17615. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17616. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17617. ExtrudeGeometry.prototype.toJSON = function () {
  17618. var data = Geometry.prototype.toJSON.call( this );
  17619. var shapes = this.parameters.shapes;
  17620. var options = this.parameters.options;
  17621. return toJSON( shapes, options, data );
  17622. };
  17623. // ExtrudeBufferGeometry
  17624. function ExtrudeBufferGeometry( shapes, options ) {
  17625. BufferGeometry.call( this );
  17626. this.type = 'ExtrudeBufferGeometry';
  17627. this.parameters = {
  17628. shapes: shapes,
  17629. options: options
  17630. };
  17631. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17632. var scope = this;
  17633. var verticesArray = [];
  17634. var uvArray = [];
  17635. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17636. var shape = shapes[ i ];
  17637. addShape( shape );
  17638. }
  17639. // build geometry
  17640. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17641. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17642. this.computeVertexNormals();
  17643. // functions
  17644. function addShape( shape ) {
  17645. var placeholder = [];
  17646. // options
  17647. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17648. var steps = options.steps !== undefined ? options.steps : 1;
  17649. var depth = options.depth !== undefined ? options.depth : 100;
  17650. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17651. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17652. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17653. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17654. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17655. var extrudePath = options.extrudePath;
  17656. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17657. // deprecated options
  17658. if ( options.amount !== undefined ) {
  17659. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17660. depth = options.amount;
  17661. }
  17662. //
  17663. var extrudePts, extrudeByPath = false;
  17664. var splineTube, binormal, normal, position2;
  17665. if ( extrudePath ) {
  17666. extrudePts = extrudePath.getSpacedPoints( steps );
  17667. extrudeByPath = true;
  17668. bevelEnabled = false; // bevels not supported for path extrusion
  17669. // SETUP TNB variables
  17670. // TODO1 - have a .isClosed in spline?
  17671. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17672. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17673. binormal = new Vector3();
  17674. normal = new Vector3();
  17675. position2 = new Vector3();
  17676. }
  17677. // Safeguards if bevels are not enabled
  17678. if ( ! bevelEnabled ) {
  17679. bevelSegments = 0;
  17680. bevelThickness = 0;
  17681. bevelSize = 0;
  17682. bevelOffset = 0;
  17683. }
  17684. // Variables initialization
  17685. var ahole, h, hl; // looping of holes
  17686. var shapePoints = shape.extractPoints( curveSegments );
  17687. var vertices = shapePoints.shape;
  17688. var holes = shapePoints.holes;
  17689. var reverse = ! ShapeUtils.isClockWise( vertices );
  17690. if ( reverse ) {
  17691. vertices = vertices.reverse();
  17692. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17693. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17694. ahole = holes[ h ];
  17695. if ( ShapeUtils.isClockWise( ahole ) ) {
  17696. holes[ h ] = ahole.reverse();
  17697. }
  17698. }
  17699. }
  17700. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17701. /* Vertices */
  17702. var contour = vertices; // vertices has all points but contour has only points of circumference
  17703. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17704. ahole = holes[ h ];
  17705. vertices = vertices.concat( ahole );
  17706. }
  17707. function scalePt2( pt, vec, size ) {
  17708. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17709. return vec.clone().multiplyScalar( size ).add( pt );
  17710. }
  17711. var b, bs, t, z,
  17712. vert, vlen = vertices.length,
  17713. face, flen = faces.length;
  17714. // Find directions for point movement
  17715. function getBevelVec( inPt, inPrev, inNext ) {
  17716. // computes for inPt the corresponding point inPt' on a new contour
  17717. // shifted by 1 unit (length of normalized vector) to the left
  17718. // if we walk along contour clockwise, this new contour is outside the old one
  17719. //
  17720. // inPt' is the intersection of the two lines parallel to the two
  17721. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17722. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17723. // good reading for geometry algorithms (here: line-line intersection)
  17724. // http://geomalgorithms.com/a05-_intersect-1.html
  17725. var v_prev_x = inPt.x - inPrev.x,
  17726. v_prev_y = inPt.y - inPrev.y;
  17727. var v_next_x = inNext.x - inPt.x,
  17728. v_next_y = inNext.y - inPt.y;
  17729. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17730. // check for collinear edges
  17731. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17732. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17733. // not collinear
  17734. // length of vectors for normalizing
  17735. var v_prev_len = Math.sqrt( v_prev_lensq );
  17736. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17737. // shift adjacent points by unit vectors to the left
  17738. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17739. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17740. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17741. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17742. // scaling factor for v_prev to intersection point
  17743. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17744. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17745. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17746. // vector from inPt to intersection point
  17747. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17748. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17749. // Don't normalize!, otherwise sharp corners become ugly
  17750. // but prevent crazy spikes
  17751. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17752. if ( v_trans_lensq <= 2 ) {
  17753. return new Vector2( v_trans_x, v_trans_y );
  17754. } else {
  17755. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17756. }
  17757. } else {
  17758. // handle special case of collinear edges
  17759. var direction_eq = false; // assumes: opposite
  17760. if ( v_prev_x > Number.EPSILON ) {
  17761. if ( v_next_x > Number.EPSILON ) {
  17762. direction_eq = true;
  17763. }
  17764. } else {
  17765. if ( v_prev_x < - Number.EPSILON ) {
  17766. if ( v_next_x < - Number.EPSILON ) {
  17767. direction_eq = true;
  17768. }
  17769. } else {
  17770. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17771. direction_eq = true;
  17772. }
  17773. }
  17774. }
  17775. if ( direction_eq ) {
  17776. // console.log("Warning: lines are a straight sequence");
  17777. v_trans_x = - v_prev_y;
  17778. v_trans_y = v_prev_x;
  17779. shrink_by = Math.sqrt( v_prev_lensq );
  17780. } else {
  17781. // console.log("Warning: lines are a straight spike");
  17782. v_trans_x = v_prev_x;
  17783. v_trans_y = v_prev_y;
  17784. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17785. }
  17786. }
  17787. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17788. }
  17789. var contourMovements = [];
  17790. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17791. if ( j === il ) j = 0;
  17792. if ( k === il ) k = 0;
  17793. // (j)---(i)---(k)
  17794. // console.log('i,j,k', i, j , k)
  17795. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17796. }
  17797. var holesMovements = [],
  17798. oneHoleMovements, verticesMovements = contourMovements.concat();
  17799. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17800. ahole = holes[ h ];
  17801. oneHoleMovements = [];
  17802. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17803. if ( j === il ) j = 0;
  17804. if ( k === il ) k = 0;
  17805. // (j)---(i)---(k)
  17806. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17807. }
  17808. holesMovements.push( oneHoleMovements );
  17809. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17810. }
  17811. // Loop bevelSegments, 1 for the front, 1 for the back
  17812. for ( b = 0; b < bevelSegments; b ++ ) {
  17813. //for ( b = bevelSegments; b > 0; b -- ) {
  17814. t = b / bevelSegments;
  17815. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17816. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17817. // contract shape
  17818. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17819. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17820. v( vert.x, vert.y, - z );
  17821. }
  17822. // expand holes
  17823. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17824. ahole = holes[ h ];
  17825. oneHoleMovements = holesMovements[ h ];
  17826. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17827. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17828. v( vert.x, vert.y, - z );
  17829. }
  17830. }
  17831. }
  17832. bs = bevelSize + bevelOffset;
  17833. // Back facing vertices
  17834. for ( i = 0; i < vlen; i ++ ) {
  17835. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17836. if ( ! extrudeByPath ) {
  17837. v( vert.x, vert.y, 0 );
  17838. } else {
  17839. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17840. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17841. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17842. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17843. v( position2.x, position2.y, position2.z );
  17844. }
  17845. }
  17846. // Add stepped vertices...
  17847. // Including front facing vertices
  17848. var s;
  17849. for ( s = 1; s <= steps; s ++ ) {
  17850. for ( i = 0; i < vlen; i ++ ) {
  17851. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17852. if ( ! extrudeByPath ) {
  17853. v( vert.x, vert.y, depth / steps * s );
  17854. } else {
  17855. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17856. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17857. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17858. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17859. v( position2.x, position2.y, position2.z );
  17860. }
  17861. }
  17862. }
  17863. // Add bevel segments planes
  17864. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17865. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17866. t = b / bevelSegments;
  17867. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17868. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17869. // contract shape
  17870. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17871. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17872. v( vert.x, vert.y, depth + z );
  17873. }
  17874. // expand holes
  17875. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17876. ahole = holes[ h ];
  17877. oneHoleMovements = holesMovements[ h ];
  17878. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17879. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17880. if ( ! extrudeByPath ) {
  17881. v( vert.x, vert.y, depth + z );
  17882. } else {
  17883. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17884. }
  17885. }
  17886. }
  17887. }
  17888. /* Faces */
  17889. // Top and bottom faces
  17890. buildLidFaces();
  17891. // Sides faces
  17892. buildSideFaces();
  17893. ///// Internal functions
  17894. function buildLidFaces() {
  17895. var start = verticesArray.length / 3;
  17896. if ( bevelEnabled ) {
  17897. var layer = 0; // steps + 1
  17898. var offset = vlen * layer;
  17899. // Bottom faces
  17900. for ( i = 0; i < flen; i ++ ) {
  17901. face = faces[ i ];
  17902. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17903. }
  17904. layer = steps + bevelSegments * 2;
  17905. offset = vlen * layer;
  17906. // Top faces
  17907. for ( i = 0; i < flen; i ++ ) {
  17908. face = faces[ i ];
  17909. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17910. }
  17911. } else {
  17912. // Bottom faces
  17913. for ( i = 0; i < flen; i ++ ) {
  17914. face = faces[ i ];
  17915. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17916. }
  17917. // Top faces
  17918. for ( i = 0; i < flen; i ++ ) {
  17919. face = faces[ i ];
  17920. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17921. }
  17922. }
  17923. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17924. }
  17925. // Create faces for the z-sides of the shape
  17926. function buildSideFaces() {
  17927. var start = verticesArray.length / 3;
  17928. var layeroffset = 0;
  17929. sidewalls( contour, layeroffset );
  17930. layeroffset += contour.length;
  17931. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17932. ahole = holes[ h ];
  17933. sidewalls( ahole, layeroffset );
  17934. //, true
  17935. layeroffset += ahole.length;
  17936. }
  17937. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17938. }
  17939. function sidewalls( contour, layeroffset ) {
  17940. var j, k;
  17941. i = contour.length;
  17942. while ( -- i >= 0 ) {
  17943. j = i;
  17944. k = i - 1;
  17945. if ( k < 0 ) k = contour.length - 1;
  17946. //console.log('b', i,j, i-1, k,vertices.length);
  17947. var s = 0,
  17948. sl = steps + bevelSegments * 2;
  17949. for ( s = 0; s < sl; s ++ ) {
  17950. var slen1 = vlen * s;
  17951. var slen2 = vlen * ( s + 1 );
  17952. var a = layeroffset + j + slen1,
  17953. b = layeroffset + k + slen1,
  17954. c = layeroffset + k + slen2,
  17955. d = layeroffset + j + slen2;
  17956. f4( a, b, c, d );
  17957. }
  17958. }
  17959. }
  17960. function v( x, y, z ) {
  17961. placeholder.push( x );
  17962. placeholder.push( y );
  17963. placeholder.push( z );
  17964. }
  17965. function f3( a, b, c ) {
  17966. addVertex( a );
  17967. addVertex( b );
  17968. addVertex( c );
  17969. var nextIndex = verticesArray.length / 3;
  17970. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17971. addUV( uvs[ 0 ] );
  17972. addUV( uvs[ 1 ] );
  17973. addUV( uvs[ 2 ] );
  17974. }
  17975. function f4( a, b, c, d ) {
  17976. addVertex( a );
  17977. addVertex( b );
  17978. addVertex( d );
  17979. addVertex( b );
  17980. addVertex( c );
  17981. addVertex( d );
  17982. var nextIndex = verticesArray.length / 3;
  17983. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17984. addUV( uvs[ 0 ] );
  17985. addUV( uvs[ 1 ] );
  17986. addUV( uvs[ 3 ] );
  17987. addUV( uvs[ 1 ] );
  17988. addUV( uvs[ 2 ] );
  17989. addUV( uvs[ 3 ] );
  17990. }
  17991. function addVertex( index ) {
  17992. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17993. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17994. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17995. }
  17996. function addUV( vector2 ) {
  17997. uvArray.push( vector2.x );
  17998. uvArray.push( vector2.y );
  17999. }
  18000. }
  18001. }
  18002. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18003. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18004. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18005. var data = BufferGeometry.prototype.toJSON.call( this );
  18006. var shapes = this.parameters.shapes;
  18007. var options = this.parameters.options;
  18008. return toJSON( shapes, options, data );
  18009. };
  18010. //
  18011. var WorldUVGenerator = {
  18012. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18013. var a_x = vertices[ indexA * 3 ];
  18014. var a_y = vertices[ indexA * 3 + 1 ];
  18015. var b_x = vertices[ indexB * 3 ];
  18016. var b_y = vertices[ indexB * 3 + 1 ];
  18017. var c_x = vertices[ indexC * 3 ];
  18018. var c_y = vertices[ indexC * 3 + 1 ];
  18019. return [
  18020. new Vector2( a_x, a_y ),
  18021. new Vector2( b_x, b_y ),
  18022. new Vector2( c_x, c_y )
  18023. ];
  18024. },
  18025. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18026. var a_x = vertices[ indexA * 3 ];
  18027. var a_y = vertices[ indexA * 3 + 1 ];
  18028. var a_z = vertices[ indexA * 3 + 2 ];
  18029. var b_x = vertices[ indexB * 3 ];
  18030. var b_y = vertices[ indexB * 3 + 1 ];
  18031. var b_z = vertices[ indexB * 3 + 2 ];
  18032. var c_x = vertices[ indexC * 3 ];
  18033. var c_y = vertices[ indexC * 3 + 1 ];
  18034. var c_z = vertices[ indexC * 3 + 2 ];
  18035. var d_x = vertices[ indexD * 3 ];
  18036. var d_y = vertices[ indexD * 3 + 1 ];
  18037. var d_z = vertices[ indexD * 3 + 2 ];
  18038. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18039. return [
  18040. new Vector2( a_x, 1 - a_z ),
  18041. new Vector2( b_x, 1 - b_z ),
  18042. new Vector2( c_x, 1 - c_z ),
  18043. new Vector2( d_x, 1 - d_z )
  18044. ];
  18045. } else {
  18046. return [
  18047. new Vector2( a_y, 1 - a_z ),
  18048. new Vector2( b_y, 1 - b_z ),
  18049. new Vector2( c_y, 1 - c_z ),
  18050. new Vector2( d_y, 1 - d_z )
  18051. ];
  18052. }
  18053. }
  18054. };
  18055. function toJSON( shapes, options, data ) {
  18056. //
  18057. data.shapes = [];
  18058. if ( Array.isArray( shapes ) ) {
  18059. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18060. var shape = shapes[ i ];
  18061. data.shapes.push( shape.uuid );
  18062. }
  18063. } else {
  18064. data.shapes.push( shapes.uuid );
  18065. }
  18066. //
  18067. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18068. return data;
  18069. }
  18070. /**
  18071. * @author zz85 / http://www.lab4games.net/zz85/blog
  18072. * @author alteredq / http://alteredqualia.com/
  18073. *
  18074. * Text = 3D Text
  18075. *
  18076. * parameters = {
  18077. * font: <THREE.Font>, // font
  18078. *
  18079. * size: <float>, // size of the text
  18080. * height: <float>, // thickness to extrude text
  18081. * curveSegments: <int>, // number of points on the curves
  18082. *
  18083. * bevelEnabled: <bool>, // turn on bevel
  18084. * bevelThickness: <float>, // how deep into text bevel goes
  18085. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18086. * bevelOffset: <float> // how far from text outline does bevel start
  18087. * }
  18088. */
  18089. // TextGeometry
  18090. function TextGeometry( text, parameters ) {
  18091. Geometry.call( this );
  18092. this.type = 'TextGeometry';
  18093. this.parameters = {
  18094. text: text,
  18095. parameters: parameters
  18096. };
  18097. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18098. this.mergeVertices();
  18099. }
  18100. TextGeometry.prototype = Object.create( Geometry.prototype );
  18101. TextGeometry.prototype.constructor = TextGeometry;
  18102. // TextBufferGeometry
  18103. function TextBufferGeometry( text, parameters ) {
  18104. parameters = parameters || {};
  18105. var font = parameters.font;
  18106. if ( ! ( font && font.isFont ) ) {
  18107. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18108. return new Geometry();
  18109. }
  18110. var shapes = font.generateShapes( text, parameters.size );
  18111. // translate parameters to ExtrudeGeometry API
  18112. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18113. // defaults
  18114. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18115. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18116. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18117. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18118. this.type = 'TextBufferGeometry';
  18119. }
  18120. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18121. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18122. /**
  18123. * @author mrdoob / http://mrdoob.com/
  18124. * @author benaadams / https://twitter.com/ben_a_adams
  18125. * @author Mugen87 / https://github.com/Mugen87
  18126. */
  18127. // SphereGeometry
  18128. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18129. Geometry.call( this );
  18130. this.type = 'SphereGeometry';
  18131. this.parameters = {
  18132. radius: radius,
  18133. widthSegments: widthSegments,
  18134. heightSegments: heightSegments,
  18135. phiStart: phiStart,
  18136. phiLength: phiLength,
  18137. thetaStart: thetaStart,
  18138. thetaLength: thetaLength
  18139. };
  18140. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18141. this.mergeVertices();
  18142. }
  18143. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18144. SphereGeometry.prototype.constructor = SphereGeometry;
  18145. // SphereBufferGeometry
  18146. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18147. BufferGeometry.call( this );
  18148. this.type = 'SphereBufferGeometry';
  18149. this.parameters = {
  18150. radius: radius,
  18151. widthSegments: widthSegments,
  18152. heightSegments: heightSegments,
  18153. phiStart: phiStart,
  18154. phiLength: phiLength,
  18155. thetaStart: thetaStart,
  18156. thetaLength: thetaLength
  18157. };
  18158. radius = radius || 1;
  18159. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18160. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18161. phiStart = phiStart !== undefined ? phiStart : 0;
  18162. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18163. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18164. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18165. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18166. var ix, iy;
  18167. var index = 0;
  18168. var grid = [];
  18169. var vertex = new Vector3();
  18170. var normal = new Vector3();
  18171. // buffers
  18172. var indices = [];
  18173. var vertices = [];
  18174. var normals = [];
  18175. var uvs = [];
  18176. // generate vertices, normals and uvs
  18177. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18178. var verticesRow = [];
  18179. var v = iy / heightSegments;
  18180. // special case for the poles
  18181. var uOffset = 0;
  18182. if ( iy == 0 && thetaStart == 0 ) {
  18183. uOffset = 0.5 / widthSegments;
  18184. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18185. uOffset = - 0.5 / widthSegments;
  18186. }
  18187. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18188. var u = ix / widthSegments;
  18189. // vertex
  18190. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18191. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18192. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18193. vertices.push( vertex.x, vertex.y, vertex.z );
  18194. // normal
  18195. normal.copy( vertex ).normalize();
  18196. normals.push( normal.x, normal.y, normal.z );
  18197. // uv
  18198. uvs.push( u + uOffset, 1 - v );
  18199. verticesRow.push( index ++ );
  18200. }
  18201. grid.push( verticesRow );
  18202. }
  18203. // indices
  18204. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18205. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18206. var a = grid[ iy ][ ix + 1 ];
  18207. var b = grid[ iy ][ ix ];
  18208. var c = grid[ iy + 1 ][ ix ];
  18209. var d = grid[ iy + 1 ][ ix + 1 ];
  18210. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18211. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18212. }
  18213. }
  18214. // build geometry
  18215. this.setIndex( indices );
  18216. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18217. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18218. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18219. }
  18220. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18221. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18222. /**
  18223. * @author Kaleb Murphy
  18224. * @author Mugen87 / https://github.com/Mugen87
  18225. */
  18226. // RingGeometry
  18227. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18228. Geometry.call( this );
  18229. this.type = 'RingGeometry';
  18230. this.parameters = {
  18231. innerRadius: innerRadius,
  18232. outerRadius: outerRadius,
  18233. thetaSegments: thetaSegments,
  18234. phiSegments: phiSegments,
  18235. thetaStart: thetaStart,
  18236. thetaLength: thetaLength
  18237. };
  18238. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18239. this.mergeVertices();
  18240. }
  18241. RingGeometry.prototype = Object.create( Geometry.prototype );
  18242. RingGeometry.prototype.constructor = RingGeometry;
  18243. // RingBufferGeometry
  18244. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18245. BufferGeometry.call( this );
  18246. this.type = 'RingBufferGeometry';
  18247. this.parameters = {
  18248. innerRadius: innerRadius,
  18249. outerRadius: outerRadius,
  18250. thetaSegments: thetaSegments,
  18251. phiSegments: phiSegments,
  18252. thetaStart: thetaStart,
  18253. thetaLength: thetaLength
  18254. };
  18255. innerRadius = innerRadius || 0.5;
  18256. outerRadius = outerRadius || 1;
  18257. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18258. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18259. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18260. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18261. // buffers
  18262. var indices = [];
  18263. var vertices = [];
  18264. var normals = [];
  18265. var uvs = [];
  18266. // some helper variables
  18267. var segment;
  18268. var radius = innerRadius;
  18269. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18270. var vertex = new Vector3();
  18271. var uv = new Vector2();
  18272. var j, i;
  18273. // generate vertices, normals and uvs
  18274. for ( j = 0; j <= phiSegments; j ++ ) {
  18275. for ( i = 0; i <= thetaSegments; i ++ ) {
  18276. // values are generate from the inside of the ring to the outside
  18277. segment = thetaStart + i / thetaSegments * thetaLength;
  18278. // vertex
  18279. vertex.x = radius * Math.cos( segment );
  18280. vertex.y = radius * Math.sin( segment );
  18281. vertices.push( vertex.x, vertex.y, vertex.z );
  18282. // normal
  18283. normals.push( 0, 0, 1 );
  18284. // uv
  18285. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18286. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18287. uvs.push( uv.x, uv.y );
  18288. }
  18289. // increase the radius for next row of vertices
  18290. radius += radiusStep;
  18291. }
  18292. // indices
  18293. for ( j = 0; j < phiSegments; j ++ ) {
  18294. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18295. for ( i = 0; i < thetaSegments; i ++ ) {
  18296. segment = i + thetaSegmentLevel;
  18297. var a = segment;
  18298. var b = segment + thetaSegments + 1;
  18299. var c = segment + thetaSegments + 2;
  18300. var d = segment + 1;
  18301. // faces
  18302. indices.push( a, b, d );
  18303. indices.push( b, c, d );
  18304. }
  18305. }
  18306. // build geometry
  18307. this.setIndex( indices );
  18308. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18309. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18310. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18311. }
  18312. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18313. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18314. /**
  18315. * @author zz85 / https://github.com/zz85
  18316. * @author bhouston / http://clara.io
  18317. * @author Mugen87 / https://github.com/Mugen87
  18318. */
  18319. // LatheGeometry
  18320. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18321. Geometry.call( this );
  18322. this.type = 'LatheGeometry';
  18323. this.parameters = {
  18324. points: points,
  18325. segments: segments,
  18326. phiStart: phiStart,
  18327. phiLength: phiLength
  18328. };
  18329. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18330. this.mergeVertices();
  18331. }
  18332. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18333. LatheGeometry.prototype.constructor = LatheGeometry;
  18334. // LatheBufferGeometry
  18335. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18336. BufferGeometry.call( this );
  18337. this.type = 'LatheBufferGeometry';
  18338. this.parameters = {
  18339. points: points,
  18340. segments: segments,
  18341. phiStart: phiStart,
  18342. phiLength: phiLength
  18343. };
  18344. segments = Math.floor( segments ) || 12;
  18345. phiStart = phiStart || 0;
  18346. phiLength = phiLength || Math.PI * 2;
  18347. // clamp phiLength so it's in range of [ 0, 2PI ]
  18348. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18349. // buffers
  18350. var indices = [];
  18351. var vertices = [];
  18352. var uvs = [];
  18353. // helper variables
  18354. var base;
  18355. var inverseSegments = 1.0 / segments;
  18356. var vertex = new Vector3();
  18357. var uv = new Vector2();
  18358. var i, j;
  18359. // generate vertices and uvs
  18360. for ( i = 0; i <= segments; i ++ ) {
  18361. var phi = phiStart + i * inverseSegments * phiLength;
  18362. var sin = Math.sin( phi );
  18363. var cos = Math.cos( phi );
  18364. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18365. // vertex
  18366. vertex.x = points[ j ].x * sin;
  18367. vertex.y = points[ j ].y;
  18368. vertex.z = points[ j ].x * cos;
  18369. vertices.push( vertex.x, vertex.y, vertex.z );
  18370. // uv
  18371. uv.x = i / segments;
  18372. uv.y = j / ( points.length - 1 );
  18373. uvs.push( uv.x, uv.y );
  18374. }
  18375. }
  18376. // indices
  18377. for ( i = 0; i < segments; i ++ ) {
  18378. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18379. base = j + i * points.length;
  18380. var a = base;
  18381. var b = base + points.length;
  18382. var c = base + points.length + 1;
  18383. var d = base + 1;
  18384. // faces
  18385. indices.push( a, b, d );
  18386. indices.push( b, c, d );
  18387. }
  18388. }
  18389. // build geometry
  18390. this.setIndex( indices );
  18391. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18392. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18393. // generate normals
  18394. this.computeVertexNormals();
  18395. // if the geometry is closed, we need to average the normals along the seam.
  18396. // because the corresponding vertices are identical (but still have different UVs).
  18397. if ( phiLength === Math.PI * 2 ) {
  18398. var normals = this.attributes.normal.array;
  18399. var n1 = new Vector3();
  18400. var n2 = new Vector3();
  18401. var n = new Vector3();
  18402. // this is the buffer offset for the last line of vertices
  18403. base = segments * points.length * 3;
  18404. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18405. // select the normal of the vertex in the first line
  18406. n1.x = normals[ j + 0 ];
  18407. n1.y = normals[ j + 1 ];
  18408. n1.z = normals[ j + 2 ];
  18409. // select the normal of the vertex in the last line
  18410. n2.x = normals[ base + j + 0 ];
  18411. n2.y = normals[ base + j + 1 ];
  18412. n2.z = normals[ base + j + 2 ];
  18413. // average normals
  18414. n.addVectors( n1, n2 ).normalize();
  18415. // assign the new values to both normals
  18416. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18417. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18418. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18419. }
  18420. }
  18421. }
  18422. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18423. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18424. /**
  18425. * @author jonobr1 / http://jonobr1.com
  18426. * @author Mugen87 / https://github.com/Mugen87
  18427. */
  18428. // ShapeGeometry
  18429. function ShapeGeometry( shapes, curveSegments ) {
  18430. Geometry.call( this );
  18431. this.type = 'ShapeGeometry';
  18432. if ( typeof curveSegments === 'object' ) {
  18433. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18434. curveSegments = curveSegments.curveSegments;
  18435. }
  18436. this.parameters = {
  18437. shapes: shapes,
  18438. curveSegments: curveSegments
  18439. };
  18440. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18441. this.mergeVertices();
  18442. }
  18443. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18444. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18445. ShapeGeometry.prototype.toJSON = function () {
  18446. var data = Geometry.prototype.toJSON.call( this );
  18447. var shapes = this.parameters.shapes;
  18448. return toJSON$1( shapes, data );
  18449. };
  18450. // ShapeBufferGeometry
  18451. function ShapeBufferGeometry( shapes, curveSegments ) {
  18452. BufferGeometry.call( this );
  18453. this.type = 'ShapeBufferGeometry';
  18454. this.parameters = {
  18455. shapes: shapes,
  18456. curveSegments: curveSegments
  18457. };
  18458. curveSegments = curveSegments || 12;
  18459. // buffers
  18460. var indices = [];
  18461. var vertices = [];
  18462. var normals = [];
  18463. var uvs = [];
  18464. // helper variables
  18465. var groupStart = 0;
  18466. var groupCount = 0;
  18467. // allow single and array values for "shapes" parameter
  18468. if ( Array.isArray( shapes ) === false ) {
  18469. addShape( shapes );
  18470. } else {
  18471. for ( var i = 0; i < shapes.length; i ++ ) {
  18472. addShape( shapes[ i ] );
  18473. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18474. groupStart += groupCount;
  18475. groupCount = 0;
  18476. }
  18477. }
  18478. // build geometry
  18479. this.setIndex( indices );
  18480. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18481. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18482. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18483. // helper functions
  18484. function addShape( shape ) {
  18485. var i, l, shapeHole;
  18486. var indexOffset = vertices.length / 3;
  18487. var points = shape.extractPoints( curveSegments );
  18488. var shapeVertices = points.shape;
  18489. var shapeHoles = points.holes;
  18490. // check direction of vertices
  18491. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18492. shapeVertices = shapeVertices.reverse();
  18493. }
  18494. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18495. shapeHole = shapeHoles[ i ];
  18496. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18497. shapeHoles[ i ] = shapeHole.reverse();
  18498. }
  18499. }
  18500. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18501. // join vertices of inner and outer paths to a single array
  18502. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18503. shapeHole = shapeHoles[ i ];
  18504. shapeVertices = shapeVertices.concat( shapeHole );
  18505. }
  18506. // vertices, normals, uvs
  18507. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18508. var vertex = shapeVertices[ i ];
  18509. vertices.push( vertex.x, vertex.y, 0 );
  18510. normals.push( 0, 0, 1 );
  18511. uvs.push( vertex.x, vertex.y ); // world uvs
  18512. }
  18513. // incides
  18514. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18515. var face = faces[ i ];
  18516. var a = face[ 0 ] + indexOffset;
  18517. var b = face[ 1 ] + indexOffset;
  18518. var c = face[ 2 ] + indexOffset;
  18519. indices.push( a, b, c );
  18520. groupCount += 3;
  18521. }
  18522. }
  18523. }
  18524. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18525. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18526. ShapeBufferGeometry.prototype.toJSON = function () {
  18527. var data = BufferGeometry.prototype.toJSON.call( this );
  18528. var shapes = this.parameters.shapes;
  18529. return toJSON$1( shapes, data );
  18530. };
  18531. //
  18532. function toJSON$1( shapes, data ) {
  18533. data.shapes = [];
  18534. if ( Array.isArray( shapes ) ) {
  18535. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18536. var shape = shapes[ i ];
  18537. data.shapes.push( shape.uuid );
  18538. }
  18539. } else {
  18540. data.shapes.push( shapes.uuid );
  18541. }
  18542. return data;
  18543. }
  18544. /**
  18545. * @author WestLangley / http://github.com/WestLangley
  18546. * @author Mugen87 / https://github.com/Mugen87
  18547. */
  18548. function EdgesGeometry( geometry, thresholdAngle ) {
  18549. BufferGeometry.call( this );
  18550. this.type = 'EdgesGeometry';
  18551. this.parameters = {
  18552. thresholdAngle: thresholdAngle
  18553. };
  18554. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18555. // buffer
  18556. var vertices = [];
  18557. // helper variables
  18558. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18559. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18560. var key, keys = [ 'a', 'b', 'c' ];
  18561. // prepare source geometry
  18562. var geometry2;
  18563. if ( geometry.isBufferGeometry ) {
  18564. geometry2 = new Geometry();
  18565. geometry2.fromBufferGeometry( geometry );
  18566. } else {
  18567. geometry2 = geometry.clone();
  18568. }
  18569. geometry2.mergeVertices();
  18570. geometry2.computeFaceNormals();
  18571. var sourceVertices = geometry2.vertices;
  18572. var faces = geometry2.faces;
  18573. // now create a data structure where each entry represents an edge with its adjoining faces
  18574. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18575. var face = faces[ i ];
  18576. for ( var j = 0; j < 3; j ++ ) {
  18577. edge1 = face[ keys[ j ] ];
  18578. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18579. edge[ 0 ] = Math.min( edge1, edge2 );
  18580. edge[ 1 ] = Math.max( edge1, edge2 );
  18581. key = edge[ 0 ] + ',' + edge[ 1 ];
  18582. if ( edges[ key ] === undefined ) {
  18583. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18584. } else {
  18585. edges[ key ].face2 = i;
  18586. }
  18587. }
  18588. }
  18589. // generate vertices
  18590. for ( key in edges ) {
  18591. var e = edges[ key ];
  18592. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18593. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18594. var vertex = sourceVertices[ e.index1 ];
  18595. vertices.push( vertex.x, vertex.y, vertex.z );
  18596. vertex = sourceVertices[ e.index2 ];
  18597. vertices.push( vertex.x, vertex.y, vertex.z );
  18598. }
  18599. }
  18600. // build geometry
  18601. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18602. }
  18603. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18604. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18605. /**
  18606. * @author mrdoob / http://mrdoob.com/
  18607. * @author Mugen87 / https://github.com/Mugen87
  18608. */
  18609. // CylinderGeometry
  18610. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18611. Geometry.call( this );
  18612. this.type = 'CylinderGeometry';
  18613. this.parameters = {
  18614. radiusTop: radiusTop,
  18615. radiusBottom: radiusBottom,
  18616. height: height,
  18617. radialSegments: radialSegments,
  18618. heightSegments: heightSegments,
  18619. openEnded: openEnded,
  18620. thetaStart: thetaStart,
  18621. thetaLength: thetaLength
  18622. };
  18623. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18624. this.mergeVertices();
  18625. }
  18626. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18627. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18628. // CylinderBufferGeometry
  18629. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18630. BufferGeometry.call( this );
  18631. this.type = 'CylinderBufferGeometry';
  18632. this.parameters = {
  18633. radiusTop: radiusTop,
  18634. radiusBottom: radiusBottom,
  18635. height: height,
  18636. radialSegments: radialSegments,
  18637. heightSegments: heightSegments,
  18638. openEnded: openEnded,
  18639. thetaStart: thetaStart,
  18640. thetaLength: thetaLength
  18641. };
  18642. var scope = this;
  18643. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18644. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18645. height = height || 1;
  18646. radialSegments = Math.floor( radialSegments ) || 8;
  18647. heightSegments = Math.floor( heightSegments ) || 1;
  18648. openEnded = openEnded !== undefined ? openEnded : false;
  18649. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18650. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18651. // buffers
  18652. var indices = [];
  18653. var vertices = [];
  18654. var normals = [];
  18655. var uvs = [];
  18656. // helper variables
  18657. var index = 0;
  18658. var indexArray = [];
  18659. var halfHeight = height / 2;
  18660. var groupStart = 0;
  18661. // generate geometry
  18662. generateTorso();
  18663. if ( openEnded === false ) {
  18664. if ( radiusTop > 0 ) generateCap( true );
  18665. if ( radiusBottom > 0 ) generateCap( false );
  18666. }
  18667. // build geometry
  18668. this.setIndex( indices );
  18669. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18670. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18671. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18672. function generateTorso() {
  18673. var x, y;
  18674. var normal = new Vector3();
  18675. var vertex = new Vector3();
  18676. var groupCount = 0;
  18677. // this will be used to calculate the normal
  18678. var slope = ( radiusBottom - radiusTop ) / height;
  18679. // generate vertices, normals and uvs
  18680. for ( y = 0; y <= heightSegments; y ++ ) {
  18681. var indexRow = [];
  18682. var v = y / heightSegments;
  18683. // calculate the radius of the current row
  18684. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18685. for ( x = 0; x <= radialSegments; x ++ ) {
  18686. var u = x / radialSegments;
  18687. var theta = u * thetaLength + thetaStart;
  18688. var sinTheta = Math.sin( theta );
  18689. var cosTheta = Math.cos( theta );
  18690. // vertex
  18691. vertex.x = radius * sinTheta;
  18692. vertex.y = - v * height + halfHeight;
  18693. vertex.z = radius * cosTheta;
  18694. vertices.push( vertex.x, vertex.y, vertex.z );
  18695. // normal
  18696. normal.set( sinTheta, slope, cosTheta ).normalize();
  18697. normals.push( normal.x, normal.y, normal.z );
  18698. // uv
  18699. uvs.push( u, 1 - v );
  18700. // save index of vertex in respective row
  18701. indexRow.push( index ++ );
  18702. }
  18703. // now save vertices of the row in our index array
  18704. indexArray.push( indexRow );
  18705. }
  18706. // generate indices
  18707. for ( x = 0; x < radialSegments; x ++ ) {
  18708. for ( y = 0; y < heightSegments; y ++ ) {
  18709. // we use the index array to access the correct indices
  18710. var a = indexArray[ y ][ x ];
  18711. var b = indexArray[ y + 1 ][ x ];
  18712. var c = indexArray[ y + 1 ][ x + 1 ];
  18713. var d = indexArray[ y ][ x + 1 ];
  18714. // faces
  18715. indices.push( a, b, d );
  18716. indices.push( b, c, d );
  18717. // update group counter
  18718. groupCount += 6;
  18719. }
  18720. }
  18721. // add a group to the geometry. this will ensure multi material support
  18722. scope.addGroup( groupStart, groupCount, 0 );
  18723. // calculate new start value for groups
  18724. groupStart += groupCount;
  18725. }
  18726. function generateCap( top ) {
  18727. var x, centerIndexStart, centerIndexEnd;
  18728. var uv = new Vector2();
  18729. var vertex = new Vector3();
  18730. var groupCount = 0;
  18731. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18732. var sign = ( top === true ) ? 1 : - 1;
  18733. // save the index of the first center vertex
  18734. centerIndexStart = index;
  18735. // first we generate the center vertex data of the cap.
  18736. // because the geometry needs one set of uvs per face,
  18737. // we must generate a center vertex per face/segment
  18738. for ( x = 1; x <= radialSegments; x ++ ) {
  18739. // vertex
  18740. vertices.push( 0, halfHeight * sign, 0 );
  18741. // normal
  18742. normals.push( 0, sign, 0 );
  18743. // uv
  18744. uvs.push( 0.5, 0.5 );
  18745. // increase index
  18746. index ++;
  18747. }
  18748. // save the index of the last center vertex
  18749. centerIndexEnd = index;
  18750. // now we generate the surrounding vertices, normals and uvs
  18751. for ( x = 0; x <= radialSegments; x ++ ) {
  18752. var u = x / radialSegments;
  18753. var theta = u * thetaLength + thetaStart;
  18754. var cosTheta = Math.cos( theta );
  18755. var sinTheta = Math.sin( theta );
  18756. // vertex
  18757. vertex.x = radius * sinTheta;
  18758. vertex.y = halfHeight * sign;
  18759. vertex.z = radius * cosTheta;
  18760. vertices.push( vertex.x, vertex.y, vertex.z );
  18761. // normal
  18762. normals.push( 0, sign, 0 );
  18763. // uv
  18764. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18765. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18766. uvs.push( uv.x, uv.y );
  18767. // increase index
  18768. index ++;
  18769. }
  18770. // generate indices
  18771. for ( x = 0; x < radialSegments; x ++ ) {
  18772. var c = centerIndexStart + x;
  18773. var i = centerIndexEnd + x;
  18774. if ( top === true ) {
  18775. // face top
  18776. indices.push( i, i + 1, c );
  18777. } else {
  18778. // face bottom
  18779. indices.push( i + 1, i, c );
  18780. }
  18781. groupCount += 3;
  18782. }
  18783. // add a group to the geometry. this will ensure multi material support
  18784. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18785. // calculate new start value for groups
  18786. groupStart += groupCount;
  18787. }
  18788. }
  18789. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18790. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18791. /**
  18792. * @author abelnation / http://github.com/abelnation
  18793. */
  18794. // ConeGeometry
  18795. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18796. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18797. this.type = 'ConeGeometry';
  18798. this.parameters = {
  18799. radius: radius,
  18800. height: height,
  18801. radialSegments: radialSegments,
  18802. heightSegments: heightSegments,
  18803. openEnded: openEnded,
  18804. thetaStart: thetaStart,
  18805. thetaLength: thetaLength
  18806. };
  18807. }
  18808. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18809. ConeGeometry.prototype.constructor = ConeGeometry;
  18810. // ConeBufferGeometry
  18811. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18812. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18813. this.type = 'ConeBufferGeometry';
  18814. this.parameters = {
  18815. radius: radius,
  18816. height: height,
  18817. radialSegments: radialSegments,
  18818. heightSegments: heightSegments,
  18819. openEnded: openEnded,
  18820. thetaStart: thetaStart,
  18821. thetaLength: thetaLength
  18822. };
  18823. }
  18824. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18825. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18826. /**
  18827. * @author benaadams / https://twitter.com/ben_a_adams
  18828. * @author Mugen87 / https://github.com/Mugen87
  18829. * @author hughes
  18830. */
  18831. // CircleGeometry
  18832. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18833. Geometry.call( this );
  18834. this.type = 'CircleGeometry';
  18835. this.parameters = {
  18836. radius: radius,
  18837. segments: segments,
  18838. thetaStart: thetaStart,
  18839. thetaLength: thetaLength
  18840. };
  18841. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18842. this.mergeVertices();
  18843. }
  18844. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18845. CircleGeometry.prototype.constructor = CircleGeometry;
  18846. // CircleBufferGeometry
  18847. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18848. BufferGeometry.call( this );
  18849. this.type = 'CircleBufferGeometry';
  18850. this.parameters = {
  18851. radius: radius,
  18852. segments: segments,
  18853. thetaStart: thetaStart,
  18854. thetaLength: thetaLength
  18855. };
  18856. radius = radius || 1;
  18857. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18858. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18859. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18860. // buffers
  18861. var indices = [];
  18862. var vertices = [];
  18863. var normals = [];
  18864. var uvs = [];
  18865. // helper variables
  18866. var i, s;
  18867. var vertex = new Vector3();
  18868. var uv = new Vector2();
  18869. // center point
  18870. vertices.push( 0, 0, 0 );
  18871. normals.push( 0, 0, 1 );
  18872. uvs.push( 0.5, 0.5 );
  18873. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18874. var segment = thetaStart + s / segments * thetaLength;
  18875. // vertex
  18876. vertex.x = radius * Math.cos( segment );
  18877. vertex.y = radius * Math.sin( segment );
  18878. vertices.push( vertex.x, vertex.y, vertex.z );
  18879. // normal
  18880. normals.push( 0, 0, 1 );
  18881. // uvs
  18882. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18883. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18884. uvs.push( uv.x, uv.y );
  18885. }
  18886. // indices
  18887. for ( i = 1; i <= segments; i ++ ) {
  18888. indices.push( i, i + 1, 0 );
  18889. }
  18890. // build geometry
  18891. this.setIndex( indices );
  18892. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18893. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18894. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18895. }
  18896. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18897. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18898. var Geometries = /*#__PURE__*/Object.freeze({
  18899. WireframeGeometry: WireframeGeometry,
  18900. ParametricGeometry: ParametricGeometry,
  18901. ParametricBufferGeometry: ParametricBufferGeometry,
  18902. TetrahedronGeometry: TetrahedronGeometry,
  18903. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18904. OctahedronGeometry: OctahedronGeometry,
  18905. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18906. IcosahedronGeometry: IcosahedronGeometry,
  18907. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18908. DodecahedronGeometry: DodecahedronGeometry,
  18909. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18910. PolyhedronGeometry: PolyhedronGeometry,
  18911. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18912. TubeGeometry: TubeGeometry,
  18913. TubeBufferGeometry: TubeBufferGeometry,
  18914. TorusKnotGeometry: TorusKnotGeometry,
  18915. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18916. TorusGeometry: TorusGeometry,
  18917. TorusBufferGeometry: TorusBufferGeometry,
  18918. TextGeometry: TextGeometry,
  18919. TextBufferGeometry: TextBufferGeometry,
  18920. SphereGeometry: SphereGeometry,
  18921. SphereBufferGeometry: SphereBufferGeometry,
  18922. RingGeometry: RingGeometry,
  18923. RingBufferGeometry: RingBufferGeometry,
  18924. PlaneGeometry: PlaneGeometry,
  18925. PlaneBufferGeometry: PlaneBufferGeometry,
  18926. LatheGeometry: LatheGeometry,
  18927. LatheBufferGeometry: LatheBufferGeometry,
  18928. ShapeGeometry: ShapeGeometry,
  18929. ShapeBufferGeometry: ShapeBufferGeometry,
  18930. ExtrudeGeometry: ExtrudeGeometry,
  18931. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18932. EdgesGeometry: EdgesGeometry,
  18933. ConeGeometry: ConeGeometry,
  18934. ConeBufferGeometry: ConeBufferGeometry,
  18935. CylinderGeometry: CylinderGeometry,
  18936. CylinderBufferGeometry: CylinderBufferGeometry,
  18937. CircleGeometry: CircleGeometry,
  18938. CircleBufferGeometry: CircleBufferGeometry,
  18939. BoxGeometry: BoxGeometry,
  18940. BoxBufferGeometry: BoxBufferGeometry
  18941. });
  18942. /**
  18943. * @author mrdoob / http://mrdoob.com/
  18944. *
  18945. * parameters = {
  18946. * color: <THREE.Color>
  18947. * }
  18948. */
  18949. function ShadowMaterial( parameters ) {
  18950. Material.call( this );
  18951. this.type = 'ShadowMaterial';
  18952. this.color = new Color( 0x000000 );
  18953. this.transparent = true;
  18954. this.setValues( parameters );
  18955. }
  18956. ShadowMaterial.prototype = Object.create( Material.prototype );
  18957. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18958. ShadowMaterial.prototype.isShadowMaterial = true;
  18959. ShadowMaterial.prototype.copy = function ( source ) {
  18960. Material.prototype.copy.call( this, source );
  18961. this.color.copy( source.color );
  18962. return this;
  18963. };
  18964. /**
  18965. * @author mrdoob / http://mrdoob.com/
  18966. */
  18967. function RawShaderMaterial( parameters ) {
  18968. ShaderMaterial.call( this, parameters );
  18969. this.type = 'RawShaderMaterial';
  18970. }
  18971. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18972. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18973. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18974. /**
  18975. * @author WestLangley / http://github.com/WestLangley
  18976. *
  18977. * parameters = {
  18978. * color: <hex>,
  18979. * roughness: <float>,
  18980. * metalness: <float>,
  18981. * opacity: <float>,
  18982. *
  18983. * map: new THREE.Texture( <Image> ),
  18984. *
  18985. * lightMap: new THREE.Texture( <Image> ),
  18986. * lightMapIntensity: <float>
  18987. *
  18988. * aoMap: new THREE.Texture( <Image> ),
  18989. * aoMapIntensity: <float>
  18990. *
  18991. * emissive: <hex>,
  18992. * emissiveIntensity: <float>
  18993. * emissiveMap: new THREE.Texture( <Image> ),
  18994. *
  18995. * bumpMap: new THREE.Texture( <Image> ),
  18996. * bumpScale: <float>,
  18997. *
  18998. * normalMap: new THREE.Texture( <Image> ),
  18999. * normalMapType: THREE.TangentSpaceNormalMap,
  19000. * normalScale: <Vector2>,
  19001. *
  19002. * displacementMap: new THREE.Texture( <Image> ),
  19003. * displacementScale: <float>,
  19004. * displacementBias: <float>,
  19005. *
  19006. * roughnessMap: new THREE.Texture( <Image> ),
  19007. *
  19008. * metalnessMap: new THREE.Texture( <Image> ),
  19009. *
  19010. * alphaMap: new THREE.Texture( <Image> ),
  19011. *
  19012. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19013. * envMapIntensity: <float>
  19014. *
  19015. * refractionRatio: <float>,
  19016. *
  19017. * wireframe: <boolean>,
  19018. * wireframeLinewidth: <float>,
  19019. *
  19020. * skinning: <bool>,
  19021. * morphTargets: <bool>,
  19022. * morphNormals: <bool>
  19023. * }
  19024. */
  19025. function MeshStandardMaterial( parameters ) {
  19026. Material.call( this );
  19027. this.defines = { 'STANDARD': '' };
  19028. this.type = 'MeshStandardMaterial';
  19029. this.color = new Color( 0xffffff ); // diffuse
  19030. this.roughness = 0.5;
  19031. this.metalness = 0.5;
  19032. this.map = null;
  19033. this.lightMap = null;
  19034. this.lightMapIntensity = 1.0;
  19035. this.aoMap = null;
  19036. this.aoMapIntensity = 1.0;
  19037. this.emissive = new Color( 0x000000 );
  19038. this.emissiveIntensity = 1.0;
  19039. this.emissiveMap = null;
  19040. this.bumpMap = null;
  19041. this.bumpScale = 1;
  19042. this.normalMap = null;
  19043. this.normalMapType = TangentSpaceNormalMap;
  19044. this.normalScale = new Vector2( 1, 1 );
  19045. this.displacementMap = null;
  19046. this.displacementScale = 1;
  19047. this.displacementBias = 0;
  19048. this.roughnessMap = null;
  19049. this.metalnessMap = null;
  19050. this.alphaMap = null;
  19051. this.envMap = null;
  19052. this.envMapIntensity = 1.0;
  19053. this.refractionRatio = 0.98;
  19054. this.wireframe = false;
  19055. this.wireframeLinewidth = 1;
  19056. this.wireframeLinecap = 'round';
  19057. this.wireframeLinejoin = 'round';
  19058. this.skinning = false;
  19059. this.morphTargets = false;
  19060. this.morphNormals = false;
  19061. this.setValues( parameters );
  19062. }
  19063. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19064. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19065. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19066. MeshStandardMaterial.prototype.copy = function ( source ) {
  19067. Material.prototype.copy.call( this, source );
  19068. this.defines = { 'STANDARD': '' };
  19069. this.color.copy( source.color );
  19070. this.roughness = source.roughness;
  19071. this.metalness = source.metalness;
  19072. this.map = source.map;
  19073. this.lightMap = source.lightMap;
  19074. this.lightMapIntensity = source.lightMapIntensity;
  19075. this.aoMap = source.aoMap;
  19076. this.aoMapIntensity = source.aoMapIntensity;
  19077. this.emissive.copy( source.emissive );
  19078. this.emissiveMap = source.emissiveMap;
  19079. this.emissiveIntensity = source.emissiveIntensity;
  19080. this.bumpMap = source.bumpMap;
  19081. this.bumpScale = source.bumpScale;
  19082. this.normalMap = source.normalMap;
  19083. this.normalMapType = source.normalMapType;
  19084. this.normalScale.copy( source.normalScale );
  19085. this.displacementMap = source.displacementMap;
  19086. this.displacementScale = source.displacementScale;
  19087. this.displacementBias = source.displacementBias;
  19088. this.roughnessMap = source.roughnessMap;
  19089. this.metalnessMap = source.metalnessMap;
  19090. this.alphaMap = source.alphaMap;
  19091. this.envMap = source.envMap;
  19092. this.envMapIntensity = source.envMapIntensity;
  19093. this.refractionRatio = source.refractionRatio;
  19094. this.wireframe = source.wireframe;
  19095. this.wireframeLinewidth = source.wireframeLinewidth;
  19096. this.wireframeLinecap = source.wireframeLinecap;
  19097. this.wireframeLinejoin = source.wireframeLinejoin;
  19098. this.skinning = source.skinning;
  19099. this.morphTargets = source.morphTargets;
  19100. this.morphNormals = source.morphNormals;
  19101. return this;
  19102. };
  19103. /**
  19104. * @author WestLangley / http://github.com/WestLangley
  19105. *
  19106. * parameters = {
  19107. * reflectivity: <float>
  19108. * clearcoat: <float>
  19109. * clearcoatRoughness: <float>
  19110. *
  19111. * sheen: <Color>
  19112. *
  19113. * clearcoatNormalScale: <Vector2>,
  19114. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19115. * }
  19116. */
  19117. function MeshPhysicalMaterial( parameters ) {
  19118. MeshStandardMaterial.call( this );
  19119. this.defines = { 'PHYSICAL': '' };
  19120. this.type = 'MeshPhysicalMaterial';
  19121. this.reflectivity = 0.5; // maps to F0 = 0.04
  19122. this.clearcoat = 0.0;
  19123. this.clearcoatRoughness = 0.0;
  19124. this.sheen = null; // null will disable sheen bsdf
  19125. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19126. this.clearcoatNormalMap = null;
  19127. this.setValues( parameters );
  19128. }
  19129. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19130. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19131. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19132. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19133. MeshStandardMaterial.prototype.copy.call( this, source );
  19134. this.defines = { 'PHYSICAL': '' };
  19135. this.reflectivity = source.reflectivity;
  19136. this.clearcoat = source.clearcoat;
  19137. this.clearcoatRoughness = source.clearcoatRoughness;
  19138. if ( source.sheen ) this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19139. else this.sheen = null;
  19140. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19141. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19142. return this;
  19143. };
  19144. /**
  19145. * @author mrdoob / http://mrdoob.com/
  19146. * @author alteredq / http://alteredqualia.com/
  19147. *
  19148. * parameters = {
  19149. * color: <hex>,
  19150. * specular: <hex>,
  19151. * shininess: <float>,
  19152. * opacity: <float>,
  19153. *
  19154. * map: new THREE.Texture( <Image> ),
  19155. *
  19156. * lightMap: new THREE.Texture( <Image> ),
  19157. * lightMapIntensity: <float>
  19158. *
  19159. * aoMap: new THREE.Texture( <Image> ),
  19160. * aoMapIntensity: <float>
  19161. *
  19162. * emissive: <hex>,
  19163. * emissiveIntensity: <float>
  19164. * emissiveMap: new THREE.Texture( <Image> ),
  19165. *
  19166. * bumpMap: new THREE.Texture( <Image> ),
  19167. * bumpScale: <float>,
  19168. *
  19169. * normalMap: new THREE.Texture( <Image> ),
  19170. * normalMapType: THREE.TangentSpaceNormalMap,
  19171. * normalScale: <Vector2>,
  19172. *
  19173. * displacementMap: new THREE.Texture( <Image> ),
  19174. * displacementScale: <float>,
  19175. * displacementBias: <float>,
  19176. *
  19177. * specularMap: new THREE.Texture( <Image> ),
  19178. *
  19179. * alphaMap: new THREE.Texture( <Image> ),
  19180. *
  19181. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19182. * combine: THREE.Multiply,
  19183. * reflectivity: <float>,
  19184. * refractionRatio: <float>,
  19185. *
  19186. * wireframe: <boolean>,
  19187. * wireframeLinewidth: <float>,
  19188. *
  19189. * skinning: <bool>,
  19190. * morphTargets: <bool>,
  19191. * morphNormals: <bool>
  19192. * }
  19193. */
  19194. function MeshPhongMaterial( parameters ) {
  19195. Material.call( this );
  19196. this.type = 'MeshPhongMaterial';
  19197. this.color = new Color( 0xffffff ); // diffuse
  19198. this.specular = new Color( 0x111111 );
  19199. this.shininess = 30;
  19200. this.map = null;
  19201. this.lightMap = null;
  19202. this.lightMapIntensity = 1.0;
  19203. this.aoMap = null;
  19204. this.aoMapIntensity = 1.0;
  19205. this.emissive = new Color( 0x000000 );
  19206. this.emissiveIntensity = 1.0;
  19207. this.emissiveMap = null;
  19208. this.bumpMap = null;
  19209. this.bumpScale = 1;
  19210. this.normalMap = null;
  19211. this.normalMapType = TangentSpaceNormalMap;
  19212. this.normalScale = new Vector2( 1, 1 );
  19213. this.displacementMap = null;
  19214. this.displacementScale = 1;
  19215. this.displacementBias = 0;
  19216. this.specularMap = null;
  19217. this.alphaMap = null;
  19218. this.envMap = null;
  19219. this.combine = MultiplyOperation;
  19220. this.reflectivity = 1;
  19221. this.refractionRatio = 0.98;
  19222. this.wireframe = false;
  19223. this.wireframeLinewidth = 1;
  19224. this.wireframeLinecap = 'round';
  19225. this.wireframeLinejoin = 'round';
  19226. this.skinning = false;
  19227. this.morphTargets = false;
  19228. this.morphNormals = false;
  19229. this.setValues( parameters );
  19230. }
  19231. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19232. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19233. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19234. MeshPhongMaterial.prototype.copy = function ( source ) {
  19235. Material.prototype.copy.call( this, source );
  19236. this.color.copy( source.color );
  19237. this.specular.copy( source.specular );
  19238. this.shininess = source.shininess;
  19239. this.map = source.map;
  19240. this.lightMap = source.lightMap;
  19241. this.lightMapIntensity = source.lightMapIntensity;
  19242. this.aoMap = source.aoMap;
  19243. this.aoMapIntensity = source.aoMapIntensity;
  19244. this.emissive.copy( source.emissive );
  19245. this.emissiveMap = source.emissiveMap;
  19246. this.emissiveIntensity = source.emissiveIntensity;
  19247. this.bumpMap = source.bumpMap;
  19248. this.bumpScale = source.bumpScale;
  19249. this.normalMap = source.normalMap;
  19250. this.normalMapType = source.normalMapType;
  19251. this.normalScale.copy( source.normalScale );
  19252. this.displacementMap = source.displacementMap;
  19253. this.displacementScale = source.displacementScale;
  19254. this.displacementBias = source.displacementBias;
  19255. this.specularMap = source.specularMap;
  19256. this.alphaMap = source.alphaMap;
  19257. this.envMap = source.envMap;
  19258. this.combine = source.combine;
  19259. this.reflectivity = source.reflectivity;
  19260. this.refractionRatio = source.refractionRatio;
  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. * @author takahirox / http://github.com/takahirox
  19272. *
  19273. * parameters = {
  19274. * gradientMap: new THREE.Texture( <Image> )
  19275. * }
  19276. */
  19277. function MeshToonMaterial( parameters ) {
  19278. MeshPhongMaterial.call( this );
  19279. this.defines = { 'TOON': '' };
  19280. this.type = 'MeshToonMaterial';
  19281. this.gradientMap = null;
  19282. this.setValues( parameters );
  19283. }
  19284. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19285. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19286. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19287. MeshToonMaterial.prototype.copy = function ( source ) {
  19288. MeshPhongMaterial.prototype.copy.call( this, source );
  19289. this.gradientMap = source.gradientMap;
  19290. return this;
  19291. };
  19292. /**
  19293. * @author mrdoob / http://mrdoob.com/
  19294. * @author WestLangley / http://github.com/WestLangley
  19295. *
  19296. * parameters = {
  19297. * opacity: <float>,
  19298. *
  19299. * bumpMap: new THREE.Texture( <Image> ),
  19300. * bumpScale: <float>,
  19301. *
  19302. * normalMap: new THREE.Texture( <Image> ),
  19303. * normalMapType: THREE.TangentSpaceNormalMap,
  19304. * normalScale: <Vector2>,
  19305. *
  19306. * displacementMap: new THREE.Texture( <Image> ),
  19307. * displacementScale: <float>,
  19308. * displacementBias: <float>,
  19309. *
  19310. * wireframe: <boolean>,
  19311. * wireframeLinewidth: <float>
  19312. *
  19313. * skinning: <bool>,
  19314. * morphTargets: <bool>,
  19315. * morphNormals: <bool>
  19316. * }
  19317. */
  19318. function MeshNormalMaterial( parameters ) {
  19319. Material.call( this );
  19320. this.type = 'MeshNormalMaterial';
  19321. this.bumpMap = null;
  19322. this.bumpScale = 1;
  19323. this.normalMap = null;
  19324. this.normalMapType = TangentSpaceNormalMap;
  19325. this.normalScale = new Vector2( 1, 1 );
  19326. this.displacementMap = null;
  19327. this.displacementScale = 1;
  19328. this.displacementBias = 0;
  19329. this.wireframe = false;
  19330. this.wireframeLinewidth = 1;
  19331. this.fog = false;
  19332. this.lights = false;
  19333. this.skinning = false;
  19334. this.morphTargets = false;
  19335. this.morphNormals = false;
  19336. this.setValues( parameters );
  19337. }
  19338. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19339. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19340. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19341. MeshNormalMaterial.prototype.copy = function ( source ) {
  19342. Material.prototype.copy.call( this, source );
  19343. this.bumpMap = source.bumpMap;
  19344. this.bumpScale = source.bumpScale;
  19345. this.normalMap = source.normalMap;
  19346. this.normalMapType = source.normalMapType;
  19347. this.normalScale.copy( source.normalScale );
  19348. this.displacementMap = source.displacementMap;
  19349. this.displacementScale = source.displacementScale;
  19350. this.displacementBias = source.displacementBias;
  19351. this.wireframe = source.wireframe;
  19352. this.wireframeLinewidth = source.wireframeLinewidth;
  19353. this.skinning = source.skinning;
  19354. this.morphTargets = source.morphTargets;
  19355. this.morphNormals = source.morphNormals;
  19356. return this;
  19357. };
  19358. /**
  19359. * @author mrdoob / http://mrdoob.com/
  19360. * @author alteredq / http://alteredqualia.com/
  19361. *
  19362. * parameters = {
  19363. * color: <hex>,
  19364. * opacity: <float>,
  19365. *
  19366. * map: new THREE.Texture( <Image> ),
  19367. *
  19368. * lightMap: new THREE.Texture( <Image> ),
  19369. * lightMapIntensity: <float>
  19370. *
  19371. * aoMap: new THREE.Texture( <Image> ),
  19372. * aoMapIntensity: <float>
  19373. *
  19374. * emissive: <hex>,
  19375. * emissiveIntensity: <float>
  19376. * emissiveMap: new THREE.Texture( <Image> ),
  19377. *
  19378. * specularMap: new THREE.Texture( <Image> ),
  19379. *
  19380. * alphaMap: new THREE.Texture( <Image> ),
  19381. *
  19382. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19383. * combine: THREE.Multiply,
  19384. * reflectivity: <float>,
  19385. * refractionRatio: <float>,
  19386. *
  19387. * wireframe: <boolean>,
  19388. * wireframeLinewidth: <float>,
  19389. *
  19390. * skinning: <bool>,
  19391. * morphTargets: <bool>,
  19392. * morphNormals: <bool>
  19393. * }
  19394. */
  19395. function MeshLambertMaterial( parameters ) {
  19396. Material.call( this );
  19397. this.type = 'MeshLambertMaterial';
  19398. this.color = new Color( 0xffffff ); // diffuse
  19399. this.map = null;
  19400. this.lightMap = null;
  19401. this.lightMapIntensity = 1.0;
  19402. this.aoMap = null;
  19403. this.aoMapIntensity = 1.0;
  19404. this.emissive = new Color( 0x000000 );
  19405. this.emissiveIntensity = 1.0;
  19406. this.emissiveMap = null;
  19407. this.specularMap = null;
  19408. this.alphaMap = null;
  19409. this.envMap = null;
  19410. this.combine = MultiplyOperation;
  19411. this.reflectivity = 1;
  19412. this.refractionRatio = 0.98;
  19413. this.wireframe = false;
  19414. this.wireframeLinewidth = 1;
  19415. this.wireframeLinecap = 'round';
  19416. this.wireframeLinejoin = 'round';
  19417. this.skinning = false;
  19418. this.morphTargets = false;
  19419. this.morphNormals = false;
  19420. this.setValues( parameters );
  19421. }
  19422. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19423. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19424. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19425. MeshLambertMaterial.prototype.copy = function ( source ) {
  19426. Material.prototype.copy.call( this, source );
  19427. this.color.copy( source.color );
  19428. this.map = source.map;
  19429. this.lightMap = source.lightMap;
  19430. this.lightMapIntensity = source.lightMapIntensity;
  19431. this.aoMap = source.aoMap;
  19432. this.aoMapIntensity = source.aoMapIntensity;
  19433. this.emissive.copy( source.emissive );
  19434. this.emissiveMap = source.emissiveMap;
  19435. this.emissiveIntensity = source.emissiveIntensity;
  19436. this.specularMap = source.specularMap;
  19437. this.alphaMap = source.alphaMap;
  19438. this.envMap = source.envMap;
  19439. this.combine = source.combine;
  19440. this.reflectivity = source.reflectivity;
  19441. this.refractionRatio = source.refractionRatio;
  19442. this.wireframe = source.wireframe;
  19443. this.wireframeLinewidth = source.wireframeLinewidth;
  19444. this.wireframeLinecap = source.wireframeLinecap;
  19445. this.wireframeLinejoin = source.wireframeLinejoin;
  19446. this.skinning = source.skinning;
  19447. this.morphTargets = source.morphTargets;
  19448. this.morphNormals = source.morphNormals;
  19449. return this;
  19450. };
  19451. /**
  19452. * @author WestLangley / http://github.com/WestLangley
  19453. *
  19454. * parameters = {
  19455. * color: <hex>,
  19456. * opacity: <float>,
  19457. *
  19458. * matcap: new THREE.Texture( <Image> ),
  19459. *
  19460. * map: new THREE.Texture( <Image> ),
  19461. *
  19462. * bumpMap: new THREE.Texture( <Image> ),
  19463. * bumpScale: <float>,
  19464. *
  19465. * normalMap: new THREE.Texture( <Image> ),
  19466. * normalMapType: THREE.TangentSpaceNormalMap,
  19467. * normalScale: <Vector2>,
  19468. *
  19469. * displacementMap: new THREE.Texture( <Image> ),
  19470. * displacementScale: <float>,
  19471. * displacementBias: <float>,
  19472. *
  19473. * alphaMap: new THREE.Texture( <Image> ),
  19474. *
  19475. * skinning: <bool>,
  19476. * morphTargets: <bool>,
  19477. * morphNormals: <bool>
  19478. * }
  19479. */
  19480. function MeshMatcapMaterial( parameters ) {
  19481. Material.call( this );
  19482. this.defines = { 'MATCAP': '' };
  19483. this.type = 'MeshMatcapMaterial';
  19484. this.color = new Color( 0xffffff ); // diffuse
  19485. this.matcap = null;
  19486. this.map = null;
  19487. this.bumpMap = null;
  19488. this.bumpScale = 1;
  19489. this.normalMap = null;
  19490. this.normalMapType = TangentSpaceNormalMap;
  19491. this.normalScale = new Vector2( 1, 1 );
  19492. this.displacementMap = null;
  19493. this.displacementScale = 1;
  19494. this.displacementBias = 0;
  19495. this.alphaMap = null;
  19496. this.skinning = false;
  19497. this.morphTargets = false;
  19498. this.morphNormals = false;
  19499. this.lights = false;
  19500. this.setValues( parameters );
  19501. }
  19502. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19503. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19504. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19505. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19506. Material.prototype.copy.call( this, source );
  19507. this.defines = { 'MATCAP': '' };
  19508. this.color.copy( source.color );
  19509. this.matcap = source.matcap;
  19510. this.map = source.map;
  19511. this.bumpMap = source.bumpMap;
  19512. this.bumpScale = source.bumpScale;
  19513. this.normalMap = source.normalMap;
  19514. this.normalMapType = source.normalMapType;
  19515. this.normalScale.copy( source.normalScale );
  19516. this.displacementMap = source.displacementMap;
  19517. this.displacementScale = source.displacementScale;
  19518. this.displacementBias = source.displacementBias;
  19519. this.alphaMap = source.alphaMap;
  19520. this.skinning = source.skinning;
  19521. this.morphTargets = source.morphTargets;
  19522. this.morphNormals = source.morphNormals;
  19523. return this;
  19524. };
  19525. /**
  19526. * @author alteredq / http://alteredqualia.com/
  19527. *
  19528. * parameters = {
  19529. * color: <hex>,
  19530. * opacity: <float>,
  19531. *
  19532. * linewidth: <float>,
  19533. *
  19534. * scale: <float>,
  19535. * dashSize: <float>,
  19536. * gapSize: <float>
  19537. * }
  19538. */
  19539. function LineDashedMaterial( parameters ) {
  19540. LineBasicMaterial.call( this );
  19541. this.type = 'LineDashedMaterial';
  19542. this.scale = 1;
  19543. this.dashSize = 3;
  19544. this.gapSize = 1;
  19545. this.setValues( parameters );
  19546. }
  19547. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19548. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19549. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19550. LineDashedMaterial.prototype.copy = function ( source ) {
  19551. LineBasicMaterial.prototype.copy.call( this, source );
  19552. this.scale = source.scale;
  19553. this.dashSize = source.dashSize;
  19554. this.gapSize = source.gapSize;
  19555. return this;
  19556. };
  19557. var Materials = /*#__PURE__*/Object.freeze({
  19558. ShadowMaterial: ShadowMaterial,
  19559. SpriteMaterial: SpriteMaterial,
  19560. RawShaderMaterial: RawShaderMaterial,
  19561. ShaderMaterial: ShaderMaterial,
  19562. PointsMaterial: PointsMaterial,
  19563. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19564. MeshStandardMaterial: MeshStandardMaterial,
  19565. MeshPhongMaterial: MeshPhongMaterial,
  19566. MeshToonMaterial: MeshToonMaterial,
  19567. MeshNormalMaterial: MeshNormalMaterial,
  19568. MeshLambertMaterial: MeshLambertMaterial,
  19569. MeshDepthMaterial: MeshDepthMaterial,
  19570. MeshDistanceMaterial: MeshDistanceMaterial,
  19571. MeshBasicMaterial: MeshBasicMaterial,
  19572. MeshMatcapMaterial: MeshMatcapMaterial,
  19573. LineDashedMaterial: LineDashedMaterial,
  19574. LineBasicMaterial: LineBasicMaterial,
  19575. Material: Material
  19576. });
  19577. /**
  19578. * @author tschw
  19579. * @author Ben Houston / http://clara.io/
  19580. * @author David Sarno / http://lighthaus.us/
  19581. */
  19582. var AnimationUtils = {
  19583. // same as Array.prototype.slice, but also works on typed arrays
  19584. arraySlice: function ( array, from, to ) {
  19585. if ( AnimationUtils.isTypedArray( array ) ) {
  19586. // in ios9 array.subarray(from, undefined) will return empty array
  19587. // but array.subarray(from) or array.subarray(from, len) is correct
  19588. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19589. }
  19590. return array.slice( from, to );
  19591. },
  19592. // converts an array to a specific type
  19593. convertArray: function ( array, type, forceClone ) {
  19594. if ( ! array || // let 'undefined' and 'null' pass
  19595. ! forceClone && array.constructor === type ) return array;
  19596. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19597. return new type( array ); // create typed array
  19598. }
  19599. return Array.prototype.slice.call( array ); // create Array
  19600. },
  19601. isTypedArray: function ( object ) {
  19602. return ArrayBuffer.isView( object ) &&
  19603. ! ( object instanceof DataView );
  19604. },
  19605. // returns an array by which times and values can be sorted
  19606. getKeyframeOrder: function ( times ) {
  19607. function compareTime( i, j ) {
  19608. return times[ i ] - times[ j ];
  19609. }
  19610. var n = times.length;
  19611. var result = new Array( n );
  19612. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19613. result.sort( compareTime );
  19614. return result;
  19615. },
  19616. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19617. sortedArray: function ( values, stride, order ) {
  19618. var nValues = values.length;
  19619. var result = new values.constructor( nValues );
  19620. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19621. var srcOffset = order[ i ] * stride;
  19622. for ( var j = 0; j !== stride; ++ j ) {
  19623. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19624. }
  19625. }
  19626. return result;
  19627. },
  19628. // function for parsing AOS keyframe formats
  19629. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19630. var i = 1, key = jsonKeys[ 0 ];
  19631. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19632. key = jsonKeys[ i ++ ];
  19633. }
  19634. if ( key === undefined ) return; // no data
  19635. var value = key[ valuePropertyName ];
  19636. if ( value === undefined ) return; // no data
  19637. if ( Array.isArray( value ) ) {
  19638. do {
  19639. value = key[ valuePropertyName ];
  19640. if ( value !== undefined ) {
  19641. times.push( key.time );
  19642. values.push.apply( values, value ); // push all elements
  19643. }
  19644. key = jsonKeys[ i ++ ];
  19645. } while ( key !== undefined );
  19646. } else if ( value.toArray !== undefined ) {
  19647. // ...assume THREE.Math-ish
  19648. do {
  19649. value = key[ valuePropertyName ];
  19650. if ( value !== undefined ) {
  19651. times.push( key.time );
  19652. value.toArray( values, values.length );
  19653. }
  19654. key = jsonKeys[ i ++ ];
  19655. } while ( key !== undefined );
  19656. } else {
  19657. // otherwise push as-is
  19658. do {
  19659. value = key[ valuePropertyName ];
  19660. if ( value !== undefined ) {
  19661. times.push( key.time );
  19662. values.push( value );
  19663. }
  19664. key = jsonKeys[ i ++ ];
  19665. } while ( key !== undefined );
  19666. }
  19667. }
  19668. };
  19669. /**
  19670. * Abstract base class of interpolants over parametric samples.
  19671. *
  19672. * The parameter domain is one dimensional, typically the time or a path
  19673. * along a curve defined by the data.
  19674. *
  19675. * The sample values can have any dimensionality and derived classes may
  19676. * apply special interpretations to the data.
  19677. *
  19678. * This class provides the interval seek in a Template Method, deferring
  19679. * the actual interpolation to derived classes.
  19680. *
  19681. * Time complexity is O(1) for linear access crossing at most two points
  19682. * and O(log N) for random access, where N is the number of positions.
  19683. *
  19684. * References:
  19685. *
  19686. * http://www.oodesign.com/template-method-pattern.html
  19687. *
  19688. * @author tschw
  19689. */
  19690. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19691. this.parameterPositions = parameterPositions;
  19692. this._cachedIndex = 0;
  19693. this.resultBuffer = resultBuffer !== undefined ?
  19694. resultBuffer : new sampleValues.constructor( sampleSize );
  19695. this.sampleValues = sampleValues;
  19696. this.valueSize = sampleSize;
  19697. }
  19698. Object.assign( Interpolant.prototype, {
  19699. evaluate: function ( t ) {
  19700. var pp = this.parameterPositions,
  19701. i1 = this._cachedIndex,
  19702. t1 = pp[ i1 ],
  19703. t0 = pp[ i1 - 1 ];
  19704. validate_interval: {
  19705. seek: {
  19706. var right;
  19707. linear_scan: {
  19708. //- See http://jsperf.com/comparison-to-undefined/3
  19709. //- slower code:
  19710. //-
  19711. //- if ( t >= t1 || t1 === undefined ) {
  19712. forward_scan: if ( ! ( t < t1 ) ) {
  19713. for ( var giveUpAt = i1 + 2; ; ) {
  19714. if ( t1 === undefined ) {
  19715. if ( t < t0 ) break forward_scan;
  19716. // after end
  19717. i1 = pp.length;
  19718. this._cachedIndex = i1;
  19719. return this.afterEnd_( i1 - 1, t, t0 );
  19720. }
  19721. if ( i1 === giveUpAt ) break; // this loop
  19722. t0 = t1;
  19723. t1 = pp[ ++ i1 ];
  19724. if ( t < t1 ) {
  19725. // we have arrived at the sought interval
  19726. break seek;
  19727. }
  19728. }
  19729. // prepare binary search on the right side of the index
  19730. right = pp.length;
  19731. break linear_scan;
  19732. }
  19733. //- slower code:
  19734. //- if ( t < t0 || t0 === undefined ) {
  19735. if ( ! ( t >= t0 ) ) {
  19736. // looping?
  19737. var t1global = pp[ 1 ];
  19738. if ( t < t1global ) {
  19739. i1 = 2; // + 1, using the scan for the details
  19740. t0 = t1global;
  19741. }
  19742. // linear reverse scan
  19743. for ( var giveUpAt = i1 - 2; ; ) {
  19744. if ( t0 === undefined ) {
  19745. // before start
  19746. this._cachedIndex = 0;
  19747. return this.beforeStart_( 0, t, t1 );
  19748. }
  19749. if ( i1 === giveUpAt ) break; // this loop
  19750. t1 = t0;
  19751. t0 = pp[ -- i1 - 1 ];
  19752. if ( t >= t0 ) {
  19753. // we have arrived at the sought interval
  19754. break seek;
  19755. }
  19756. }
  19757. // prepare binary search on the left side of the index
  19758. right = i1;
  19759. i1 = 0;
  19760. break linear_scan;
  19761. }
  19762. // the interval is valid
  19763. break validate_interval;
  19764. } // linear scan
  19765. // binary search
  19766. while ( i1 < right ) {
  19767. var mid = ( i1 + right ) >>> 1;
  19768. if ( t < pp[ mid ] ) {
  19769. right = mid;
  19770. } else {
  19771. i1 = mid + 1;
  19772. }
  19773. }
  19774. t1 = pp[ i1 ];
  19775. t0 = pp[ i1 - 1 ];
  19776. // check boundary cases, again
  19777. if ( t0 === undefined ) {
  19778. this._cachedIndex = 0;
  19779. return this.beforeStart_( 0, t, t1 );
  19780. }
  19781. if ( t1 === undefined ) {
  19782. i1 = pp.length;
  19783. this._cachedIndex = i1;
  19784. return this.afterEnd_( i1 - 1, t0, t );
  19785. }
  19786. } // seek
  19787. this._cachedIndex = i1;
  19788. this.intervalChanged_( i1, t0, t1 );
  19789. } // validate_interval
  19790. return this.interpolate_( i1, t0, t, t1 );
  19791. },
  19792. settings: null, // optional, subclass-specific settings structure
  19793. // Note: The indirection allows central control of many interpolants.
  19794. // --- Protected interface
  19795. DefaultSettings_: {},
  19796. getSettings_: function () {
  19797. return this.settings || this.DefaultSettings_;
  19798. },
  19799. copySampleValue_: function ( index ) {
  19800. // copies a sample value to the result buffer
  19801. var result = this.resultBuffer,
  19802. values = this.sampleValues,
  19803. stride = this.valueSize,
  19804. offset = index * stride;
  19805. for ( var i = 0; i !== stride; ++ i ) {
  19806. result[ i ] = values[ offset + i ];
  19807. }
  19808. return result;
  19809. },
  19810. // Template methods for derived classes:
  19811. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19812. throw new Error( 'call to abstract method' );
  19813. // implementations shall return this.resultBuffer
  19814. },
  19815. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19816. // empty
  19817. }
  19818. } );
  19819. //!\ DECLARE ALIAS AFTER assign prototype !
  19820. Object.assign( Interpolant.prototype, {
  19821. //( 0, t, t0 ), returns this.resultBuffer
  19822. beforeStart_: Interpolant.prototype.copySampleValue_,
  19823. //( N-1, tN-1, t ), returns this.resultBuffer
  19824. afterEnd_: Interpolant.prototype.copySampleValue_,
  19825. } );
  19826. /**
  19827. * Fast and simple cubic spline interpolant.
  19828. *
  19829. * It was derived from a Hermitian construction setting the first derivative
  19830. * at each sample position to the linear slope between neighboring positions
  19831. * over their parameter interval.
  19832. *
  19833. * @author tschw
  19834. */
  19835. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19836. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19837. this._weightPrev = - 0;
  19838. this._offsetPrev = - 0;
  19839. this._weightNext = - 0;
  19840. this._offsetNext = - 0;
  19841. }
  19842. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19843. constructor: CubicInterpolant,
  19844. DefaultSettings_: {
  19845. endingStart: ZeroCurvatureEnding,
  19846. endingEnd: ZeroCurvatureEnding
  19847. },
  19848. intervalChanged_: function ( i1, t0, t1 ) {
  19849. var pp = this.parameterPositions,
  19850. iPrev = i1 - 2,
  19851. iNext = i1 + 1,
  19852. tPrev = pp[ iPrev ],
  19853. tNext = pp[ iNext ];
  19854. if ( tPrev === undefined ) {
  19855. switch ( this.getSettings_().endingStart ) {
  19856. case ZeroSlopeEnding:
  19857. // f'(t0) = 0
  19858. iPrev = i1;
  19859. tPrev = 2 * t0 - t1;
  19860. break;
  19861. case WrapAroundEnding:
  19862. // use the other end of the curve
  19863. iPrev = pp.length - 2;
  19864. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19865. break;
  19866. default: // ZeroCurvatureEnding
  19867. // f''(t0) = 0 a.k.a. Natural Spline
  19868. iPrev = i1;
  19869. tPrev = t1;
  19870. }
  19871. }
  19872. if ( tNext === undefined ) {
  19873. switch ( this.getSettings_().endingEnd ) {
  19874. case ZeroSlopeEnding:
  19875. // f'(tN) = 0
  19876. iNext = i1;
  19877. tNext = 2 * t1 - t0;
  19878. break;
  19879. case WrapAroundEnding:
  19880. // use the other end of the curve
  19881. iNext = 1;
  19882. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19883. break;
  19884. default: // ZeroCurvatureEnding
  19885. // f''(tN) = 0, a.k.a. Natural Spline
  19886. iNext = i1 - 1;
  19887. tNext = t0;
  19888. }
  19889. }
  19890. var halfDt = ( t1 - t0 ) * 0.5,
  19891. stride = this.valueSize;
  19892. this._weightPrev = halfDt / ( t0 - tPrev );
  19893. this._weightNext = halfDt / ( tNext - t1 );
  19894. this._offsetPrev = iPrev * stride;
  19895. this._offsetNext = iNext * stride;
  19896. },
  19897. interpolate_: function ( i1, t0, t, t1 ) {
  19898. var result = this.resultBuffer,
  19899. values = this.sampleValues,
  19900. stride = this.valueSize,
  19901. o1 = i1 * stride, o0 = o1 - stride,
  19902. oP = this._offsetPrev, oN = this._offsetNext,
  19903. wP = this._weightPrev, wN = this._weightNext,
  19904. p = ( t - t0 ) / ( t1 - t0 ),
  19905. pp = p * p,
  19906. ppp = pp * p;
  19907. // evaluate polynomials
  19908. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19909. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19910. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19911. var sN = wN * ppp - wN * pp;
  19912. // combine data linearly
  19913. for ( var i = 0; i !== stride; ++ i ) {
  19914. result[ i ] =
  19915. sP * values[ oP + i ] +
  19916. s0 * values[ o0 + i ] +
  19917. s1 * values[ o1 + i ] +
  19918. sN * values[ oN + i ];
  19919. }
  19920. return result;
  19921. }
  19922. } );
  19923. /**
  19924. * @author tschw
  19925. */
  19926. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19927. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19928. }
  19929. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19930. constructor: LinearInterpolant,
  19931. interpolate_: function ( i1, t0, t, t1 ) {
  19932. var result = this.resultBuffer,
  19933. values = this.sampleValues,
  19934. stride = this.valueSize,
  19935. offset1 = i1 * stride,
  19936. offset0 = offset1 - stride,
  19937. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19938. weight0 = 1 - weight1;
  19939. for ( var i = 0; i !== stride; ++ i ) {
  19940. result[ i ] =
  19941. values[ offset0 + i ] * weight0 +
  19942. values[ offset1 + i ] * weight1;
  19943. }
  19944. return result;
  19945. }
  19946. } );
  19947. /**
  19948. *
  19949. * Interpolant that evaluates to the sample value at the position preceeding
  19950. * the parameter.
  19951. *
  19952. * @author tschw
  19953. */
  19954. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19955. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19956. }
  19957. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19958. constructor: DiscreteInterpolant,
  19959. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19960. return this.copySampleValue_( i1 - 1 );
  19961. }
  19962. } );
  19963. /**
  19964. *
  19965. * A timed sequence of keyframes for a specific property.
  19966. *
  19967. *
  19968. * @author Ben Houston / http://clara.io/
  19969. * @author David Sarno / http://lighthaus.us/
  19970. * @author tschw
  19971. */
  19972. function KeyframeTrack( name, times, values, interpolation ) {
  19973. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19974. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19975. this.name = name;
  19976. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19977. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19978. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19979. }
  19980. // Static methods
  19981. Object.assign( KeyframeTrack, {
  19982. // Serialization (in static context, because of constructor invocation
  19983. // and automatic invocation of .toJSON):
  19984. toJSON: function ( track ) {
  19985. var trackType = track.constructor;
  19986. var json;
  19987. // derived classes can define a static toJSON method
  19988. if ( trackType.toJSON !== undefined ) {
  19989. json = trackType.toJSON( track );
  19990. } else {
  19991. // by default, we assume the data can be serialized as-is
  19992. json = {
  19993. 'name': track.name,
  19994. 'times': AnimationUtils.convertArray( track.times, Array ),
  19995. 'values': AnimationUtils.convertArray( track.values, Array )
  19996. };
  19997. var interpolation = track.getInterpolation();
  19998. if ( interpolation !== track.DefaultInterpolation ) {
  19999. json.interpolation = interpolation;
  20000. }
  20001. }
  20002. json.type = track.ValueTypeName; // mandatory
  20003. return json;
  20004. }
  20005. } );
  20006. Object.assign( KeyframeTrack.prototype, {
  20007. constructor: KeyframeTrack,
  20008. TimeBufferType: Float32Array,
  20009. ValueBufferType: Float32Array,
  20010. DefaultInterpolation: InterpolateLinear,
  20011. InterpolantFactoryMethodDiscrete: function ( result ) {
  20012. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20013. },
  20014. InterpolantFactoryMethodLinear: function ( result ) {
  20015. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20016. },
  20017. InterpolantFactoryMethodSmooth: function ( result ) {
  20018. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20019. },
  20020. setInterpolation: function ( interpolation ) {
  20021. var factoryMethod;
  20022. switch ( interpolation ) {
  20023. case InterpolateDiscrete:
  20024. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20025. break;
  20026. case InterpolateLinear:
  20027. factoryMethod = this.InterpolantFactoryMethodLinear;
  20028. break;
  20029. case InterpolateSmooth:
  20030. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20031. break;
  20032. }
  20033. if ( factoryMethod === undefined ) {
  20034. var message = "unsupported interpolation for " +
  20035. this.ValueTypeName + " keyframe track named " + this.name;
  20036. if ( this.createInterpolant === undefined ) {
  20037. // fall back to default, unless the default itself is messed up
  20038. if ( interpolation !== this.DefaultInterpolation ) {
  20039. this.setInterpolation( this.DefaultInterpolation );
  20040. } else {
  20041. throw new Error( message ); // fatal, in this case
  20042. }
  20043. }
  20044. console.warn( 'THREE.KeyframeTrack:', message );
  20045. return this;
  20046. }
  20047. this.createInterpolant = factoryMethod;
  20048. return this;
  20049. },
  20050. getInterpolation: function () {
  20051. switch ( this.createInterpolant ) {
  20052. case this.InterpolantFactoryMethodDiscrete:
  20053. return InterpolateDiscrete;
  20054. case this.InterpolantFactoryMethodLinear:
  20055. return InterpolateLinear;
  20056. case this.InterpolantFactoryMethodSmooth:
  20057. return InterpolateSmooth;
  20058. }
  20059. },
  20060. getValueSize: function () {
  20061. return this.values.length / this.times.length;
  20062. },
  20063. // move all keyframes either forwards or backwards in time
  20064. shift: function ( timeOffset ) {
  20065. if ( timeOffset !== 0.0 ) {
  20066. var times = this.times;
  20067. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20068. times[ i ] += timeOffset;
  20069. }
  20070. }
  20071. return this;
  20072. },
  20073. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20074. scale: function ( timeScale ) {
  20075. if ( timeScale !== 1.0 ) {
  20076. var times = this.times;
  20077. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20078. times[ i ] *= timeScale;
  20079. }
  20080. }
  20081. return this;
  20082. },
  20083. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20084. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20085. trim: function ( startTime, endTime ) {
  20086. var times = this.times,
  20087. nKeys = times.length,
  20088. from = 0,
  20089. to = nKeys - 1;
  20090. while ( from !== nKeys && times[ from ] < startTime ) {
  20091. ++ from;
  20092. }
  20093. while ( to !== - 1 && times[ to ] > endTime ) {
  20094. -- to;
  20095. }
  20096. ++ to; // inclusive -> exclusive bound
  20097. if ( from !== 0 || to !== nKeys ) {
  20098. // empty tracks are forbidden, so keep at least one keyframe
  20099. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20100. var stride = this.getValueSize();
  20101. this.times = AnimationUtils.arraySlice( times, from, to );
  20102. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20103. }
  20104. return this;
  20105. },
  20106. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20107. validate: function () {
  20108. var valid = true;
  20109. var valueSize = this.getValueSize();
  20110. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20111. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20112. valid = false;
  20113. }
  20114. var times = this.times,
  20115. values = this.values,
  20116. nKeys = times.length;
  20117. if ( nKeys === 0 ) {
  20118. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20119. valid = false;
  20120. }
  20121. var prevTime = null;
  20122. for ( var i = 0; i !== nKeys; i ++ ) {
  20123. var currTime = times[ i ];
  20124. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20125. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20126. valid = false;
  20127. break;
  20128. }
  20129. if ( prevTime !== null && prevTime > currTime ) {
  20130. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20131. valid = false;
  20132. break;
  20133. }
  20134. prevTime = currTime;
  20135. }
  20136. if ( values !== undefined ) {
  20137. if ( AnimationUtils.isTypedArray( values ) ) {
  20138. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20139. var value = values[ i ];
  20140. if ( isNaN( value ) ) {
  20141. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20142. valid = false;
  20143. break;
  20144. }
  20145. }
  20146. }
  20147. }
  20148. return valid;
  20149. },
  20150. // removes equivalent sequential keys as common in morph target sequences
  20151. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20152. optimize: function () {
  20153. var times = this.times,
  20154. values = this.values,
  20155. stride = this.getValueSize(),
  20156. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20157. writeIndex = 1,
  20158. lastIndex = times.length - 1;
  20159. for ( var i = 1; i < lastIndex; ++ i ) {
  20160. var keep = false;
  20161. var time = times[ i ];
  20162. var timeNext = times[ i + 1 ];
  20163. // remove adjacent keyframes scheduled at the same time
  20164. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20165. if ( ! smoothInterpolation ) {
  20166. // remove unnecessary keyframes same as their neighbors
  20167. var offset = i * stride,
  20168. offsetP = offset - stride,
  20169. offsetN = offset + stride;
  20170. for ( var j = 0; j !== stride; ++ j ) {
  20171. var value = values[ offset + j ];
  20172. if ( value !== values[ offsetP + j ] ||
  20173. value !== values[ offsetN + j ] ) {
  20174. keep = true;
  20175. break;
  20176. }
  20177. }
  20178. } else {
  20179. keep = true;
  20180. }
  20181. }
  20182. // in-place compaction
  20183. if ( keep ) {
  20184. if ( i !== writeIndex ) {
  20185. times[ writeIndex ] = times[ i ];
  20186. var readOffset = i * stride,
  20187. writeOffset = writeIndex * stride;
  20188. for ( var j = 0; j !== stride; ++ j ) {
  20189. values[ writeOffset + j ] = values[ readOffset + j ];
  20190. }
  20191. }
  20192. ++ writeIndex;
  20193. }
  20194. }
  20195. // flush last keyframe (compaction looks ahead)
  20196. if ( lastIndex > 0 ) {
  20197. times[ writeIndex ] = times[ lastIndex ];
  20198. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20199. values[ writeOffset + j ] = values[ readOffset + j ];
  20200. }
  20201. ++ writeIndex;
  20202. }
  20203. if ( writeIndex !== times.length ) {
  20204. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20205. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20206. }
  20207. return this;
  20208. },
  20209. clone: function () {
  20210. var times = AnimationUtils.arraySlice( this.times, 0 );
  20211. var values = AnimationUtils.arraySlice( this.values, 0 );
  20212. var TypedKeyframeTrack = this.constructor;
  20213. var track = new TypedKeyframeTrack( this.name, times, values );
  20214. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20215. track.createInterpolant = this.createInterpolant;
  20216. return track;
  20217. }
  20218. } );
  20219. /**
  20220. *
  20221. * A Track of Boolean keyframe values.
  20222. *
  20223. *
  20224. * @author Ben Houston / http://clara.io/
  20225. * @author David Sarno / http://lighthaus.us/
  20226. * @author tschw
  20227. */
  20228. function BooleanKeyframeTrack( name, times, values ) {
  20229. KeyframeTrack.call( this, name, times, values );
  20230. }
  20231. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20232. constructor: BooleanKeyframeTrack,
  20233. ValueTypeName: 'bool',
  20234. ValueBufferType: Array,
  20235. DefaultInterpolation: InterpolateDiscrete,
  20236. InterpolantFactoryMethodLinear: undefined,
  20237. InterpolantFactoryMethodSmooth: undefined
  20238. // Note: Actually this track could have a optimized / compressed
  20239. // representation of a single value and a custom interpolant that
  20240. // computes "firstValue ^ isOdd( index )".
  20241. } );
  20242. /**
  20243. *
  20244. * A Track of keyframe values that represent color.
  20245. *
  20246. *
  20247. * @author Ben Houston / http://clara.io/
  20248. * @author David Sarno / http://lighthaus.us/
  20249. * @author tschw
  20250. */
  20251. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20252. KeyframeTrack.call( this, name, times, values, interpolation );
  20253. }
  20254. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20255. constructor: ColorKeyframeTrack,
  20256. ValueTypeName: 'color'
  20257. // ValueBufferType is inherited
  20258. // DefaultInterpolation is inherited
  20259. // Note: Very basic implementation and nothing special yet.
  20260. // However, this is the place for color space parameterization.
  20261. } );
  20262. /**
  20263. *
  20264. * A Track of numeric keyframe values.
  20265. *
  20266. * @author Ben Houston / http://clara.io/
  20267. * @author David Sarno / http://lighthaus.us/
  20268. * @author tschw
  20269. */
  20270. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20271. KeyframeTrack.call( this, name, times, values, interpolation );
  20272. }
  20273. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20274. constructor: NumberKeyframeTrack,
  20275. ValueTypeName: 'number'
  20276. // ValueBufferType is inherited
  20277. // DefaultInterpolation is inherited
  20278. } );
  20279. /**
  20280. * Spherical linear unit quaternion interpolant.
  20281. *
  20282. * @author tschw
  20283. */
  20284. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20285. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20286. }
  20287. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20288. constructor: QuaternionLinearInterpolant,
  20289. interpolate_: function ( i1, t0, t, t1 ) {
  20290. var result = this.resultBuffer,
  20291. values = this.sampleValues,
  20292. stride = this.valueSize,
  20293. offset = i1 * stride,
  20294. alpha = ( t - t0 ) / ( t1 - t0 );
  20295. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20296. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20297. }
  20298. return result;
  20299. }
  20300. } );
  20301. /**
  20302. *
  20303. * A Track of quaternion keyframe values.
  20304. *
  20305. * @author Ben Houston / http://clara.io/
  20306. * @author David Sarno / http://lighthaus.us/
  20307. * @author tschw
  20308. */
  20309. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20310. KeyframeTrack.call( this, name, times, values, interpolation );
  20311. }
  20312. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20313. constructor: QuaternionKeyframeTrack,
  20314. ValueTypeName: 'quaternion',
  20315. // ValueBufferType is inherited
  20316. DefaultInterpolation: InterpolateLinear,
  20317. InterpolantFactoryMethodLinear: function ( result ) {
  20318. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20319. },
  20320. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20321. } );
  20322. /**
  20323. *
  20324. * A Track that interpolates Strings
  20325. *
  20326. *
  20327. * @author Ben Houston / http://clara.io/
  20328. * @author David Sarno / http://lighthaus.us/
  20329. * @author tschw
  20330. */
  20331. function StringKeyframeTrack( name, times, values, interpolation ) {
  20332. KeyframeTrack.call( this, name, times, values, interpolation );
  20333. }
  20334. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20335. constructor: StringKeyframeTrack,
  20336. ValueTypeName: 'string',
  20337. ValueBufferType: Array,
  20338. DefaultInterpolation: InterpolateDiscrete,
  20339. InterpolantFactoryMethodLinear: undefined,
  20340. InterpolantFactoryMethodSmooth: undefined
  20341. } );
  20342. /**
  20343. *
  20344. * A Track of vectored keyframe values.
  20345. *
  20346. *
  20347. * @author Ben Houston / http://clara.io/
  20348. * @author David Sarno / http://lighthaus.us/
  20349. * @author tschw
  20350. */
  20351. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20352. KeyframeTrack.call( this, name, times, values, interpolation );
  20353. }
  20354. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20355. constructor: VectorKeyframeTrack,
  20356. ValueTypeName: 'vector'
  20357. // ValueBufferType is inherited
  20358. // DefaultInterpolation is inherited
  20359. } );
  20360. /**
  20361. *
  20362. * Reusable set of Tracks that represent an animation.
  20363. *
  20364. * @author Ben Houston / http://clara.io/
  20365. * @author David Sarno / http://lighthaus.us/
  20366. */
  20367. function AnimationClip( name, duration, tracks ) {
  20368. this.name = name;
  20369. this.tracks = tracks;
  20370. this.duration = ( duration !== undefined ) ? duration : - 1;
  20371. this.uuid = _Math.generateUUID();
  20372. // this means it should figure out its duration by scanning the tracks
  20373. if ( this.duration < 0 ) {
  20374. this.resetDuration();
  20375. }
  20376. }
  20377. function getTrackTypeForValueTypeName( typeName ) {
  20378. switch ( typeName.toLowerCase() ) {
  20379. case 'scalar':
  20380. case 'double':
  20381. case 'float':
  20382. case 'number':
  20383. case 'integer':
  20384. return NumberKeyframeTrack;
  20385. case 'vector':
  20386. case 'vector2':
  20387. case 'vector3':
  20388. case 'vector4':
  20389. return VectorKeyframeTrack;
  20390. case 'color':
  20391. return ColorKeyframeTrack;
  20392. case 'quaternion':
  20393. return QuaternionKeyframeTrack;
  20394. case 'bool':
  20395. case 'boolean':
  20396. return BooleanKeyframeTrack;
  20397. case 'string':
  20398. return StringKeyframeTrack;
  20399. }
  20400. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20401. }
  20402. function parseKeyframeTrack( json ) {
  20403. if ( json.type === undefined ) {
  20404. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20405. }
  20406. var trackType = getTrackTypeForValueTypeName( json.type );
  20407. if ( json.times === undefined ) {
  20408. var times = [], values = [];
  20409. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20410. json.times = times;
  20411. json.values = values;
  20412. }
  20413. // derived classes can define a static parse method
  20414. if ( trackType.parse !== undefined ) {
  20415. return trackType.parse( json );
  20416. } else {
  20417. // by default, we assume a constructor compatible with the base
  20418. return new trackType( json.name, json.times, json.values, json.interpolation );
  20419. }
  20420. }
  20421. Object.assign( AnimationClip, {
  20422. parse: function ( json ) {
  20423. var tracks = [],
  20424. jsonTracks = json.tracks,
  20425. frameTime = 1.0 / ( json.fps || 1.0 );
  20426. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20427. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20428. }
  20429. return new AnimationClip( json.name, json.duration, tracks );
  20430. },
  20431. toJSON: function ( clip ) {
  20432. var tracks = [],
  20433. clipTracks = clip.tracks;
  20434. var json = {
  20435. 'name': clip.name,
  20436. 'duration': clip.duration,
  20437. 'tracks': tracks,
  20438. 'uuid': clip.uuid
  20439. };
  20440. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20441. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20442. }
  20443. return json;
  20444. },
  20445. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20446. var numMorphTargets = morphTargetSequence.length;
  20447. var tracks = [];
  20448. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20449. var times = [];
  20450. var values = [];
  20451. times.push(
  20452. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20453. i,
  20454. ( i + 1 ) % numMorphTargets );
  20455. values.push( 0, 1, 0 );
  20456. var order = AnimationUtils.getKeyframeOrder( times );
  20457. times = AnimationUtils.sortedArray( times, 1, order );
  20458. values = AnimationUtils.sortedArray( values, 1, order );
  20459. // if there is a key at the first frame, duplicate it as the
  20460. // last frame as well for perfect loop.
  20461. if ( ! noLoop && times[ 0 ] === 0 ) {
  20462. times.push( numMorphTargets );
  20463. values.push( values[ 0 ] );
  20464. }
  20465. tracks.push(
  20466. new NumberKeyframeTrack(
  20467. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20468. times, values
  20469. ).scale( 1.0 / fps ) );
  20470. }
  20471. return new AnimationClip( name, - 1, tracks );
  20472. },
  20473. findByName: function ( objectOrClipArray, name ) {
  20474. var clipArray = objectOrClipArray;
  20475. if ( ! Array.isArray( objectOrClipArray ) ) {
  20476. var o = objectOrClipArray;
  20477. clipArray = o.geometry && o.geometry.animations || o.animations;
  20478. }
  20479. for ( var i = 0; i < clipArray.length; i ++ ) {
  20480. if ( clipArray[ i ].name === name ) {
  20481. return clipArray[ i ];
  20482. }
  20483. }
  20484. return null;
  20485. },
  20486. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20487. var animationToMorphTargets = {};
  20488. // tested with https://regex101.com/ on trick sequences
  20489. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20490. var pattern = /^([\w-]*?)([\d]+)$/;
  20491. // sort morph target names into animation groups based
  20492. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20493. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20494. var morphTarget = morphTargets[ i ];
  20495. var parts = morphTarget.name.match( pattern );
  20496. if ( parts && parts.length > 1 ) {
  20497. var name = parts[ 1 ];
  20498. var animationMorphTargets = animationToMorphTargets[ name ];
  20499. if ( ! animationMorphTargets ) {
  20500. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20501. }
  20502. animationMorphTargets.push( morphTarget );
  20503. }
  20504. }
  20505. var clips = [];
  20506. for ( var name in animationToMorphTargets ) {
  20507. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20508. }
  20509. return clips;
  20510. },
  20511. // parse the animation.hierarchy format
  20512. parseAnimation: function ( animation, bones ) {
  20513. if ( ! animation ) {
  20514. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20515. return null;
  20516. }
  20517. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20518. // only return track if there are actually keys.
  20519. if ( animationKeys.length !== 0 ) {
  20520. var times = [];
  20521. var values = [];
  20522. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20523. // empty keys are filtered out, so check again
  20524. if ( times.length !== 0 ) {
  20525. destTracks.push( new trackType( trackName, times, values ) );
  20526. }
  20527. }
  20528. };
  20529. var tracks = [];
  20530. var clipName = animation.name || 'default';
  20531. // automatic length determination in AnimationClip.
  20532. var duration = animation.length || - 1;
  20533. var fps = animation.fps || 30;
  20534. var hierarchyTracks = animation.hierarchy || [];
  20535. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20536. var animationKeys = hierarchyTracks[ h ].keys;
  20537. // skip empty tracks
  20538. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20539. // process morph targets
  20540. if ( animationKeys[ 0 ].morphTargets ) {
  20541. // figure out all morph targets used in this track
  20542. var morphTargetNames = {};
  20543. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20544. if ( animationKeys[ k ].morphTargets ) {
  20545. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20546. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20547. }
  20548. }
  20549. }
  20550. // create a track for each morph target with all zero
  20551. // morphTargetInfluences except for the keys in which
  20552. // the morphTarget is named.
  20553. for ( var morphTargetName in morphTargetNames ) {
  20554. var times = [];
  20555. var values = [];
  20556. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20557. var animationKey = animationKeys[ k ];
  20558. times.push( animationKey.time );
  20559. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20560. }
  20561. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20562. }
  20563. duration = morphTargetNames.length * ( fps || 1.0 );
  20564. } else {
  20565. // ...assume skeletal animation
  20566. var boneName = '.bones[' + bones[ h ].name + ']';
  20567. addNonemptyTrack(
  20568. VectorKeyframeTrack, boneName + '.position',
  20569. animationKeys, 'pos', tracks );
  20570. addNonemptyTrack(
  20571. QuaternionKeyframeTrack, boneName + '.quaternion',
  20572. animationKeys, 'rot', tracks );
  20573. addNonemptyTrack(
  20574. VectorKeyframeTrack, boneName + '.scale',
  20575. animationKeys, 'scl', tracks );
  20576. }
  20577. }
  20578. if ( tracks.length === 0 ) {
  20579. return null;
  20580. }
  20581. var clip = new AnimationClip( clipName, duration, tracks );
  20582. return clip;
  20583. }
  20584. } );
  20585. Object.assign( AnimationClip.prototype, {
  20586. resetDuration: function () {
  20587. var tracks = this.tracks, duration = 0;
  20588. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20589. var track = this.tracks[ i ];
  20590. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20591. }
  20592. this.duration = duration;
  20593. return this;
  20594. },
  20595. trim: function () {
  20596. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20597. this.tracks[ i ].trim( 0, this.duration );
  20598. }
  20599. return this;
  20600. },
  20601. validate: function () {
  20602. var valid = true;
  20603. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20604. valid = valid && this.tracks[ i ].validate();
  20605. }
  20606. return valid;
  20607. },
  20608. optimize: function () {
  20609. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20610. this.tracks[ i ].optimize();
  20611. }
  20612. return this;
  20613. },
  20614. clone: function () {
  20615. var tracks = [];
  20616. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20617. tracks.push( this.tracks[ i ].clone() );
  20618. }
  20619. return new AnimationClip( this.name, this.duration, tracks );
  20620. }
  20621. } );
  20622. /**
  20623. * @author mrdoob / http://mrdoob.com/
  20624. */
  20625. var Cache = {
  20626. enabled: false,
  20627. files: {},
  20628. add: function ( key, file ) {
  20629. if ( this.enabled === false ) return;
  20630. // console.log( 'THREE.Cache', 'Adding key:', key );
  20631. this.files[ key ] = file;
  20632. },
  20633. get: function ( key ) {
  20634. if ( this.enabled === false ) return;
  20635. // console.log( 'THREE.Cache', 'Checking key:', key );
  20636. return this.files[ key ];
  20637. },
  20638. remove: function ( key ) {
  20639. delete this.files[ key ];
  20640. },
  20641. clear: function () {
  20642. this.files = {};
  20643. }
  20644. };
  20645. /**
  20646. * @author mrdoob / http://mrdoob.com/
  20647. */
  20648. function LoadingManager( onLoad, onProgress, onError ) {
  20649. var scope = this;
  20650. var isLoading = false;
  20651. var itemsLoaded = 0;
  20652. var itemsTotal = 0;
  20653. var urlModifier = undefined;
  20654. // Refer to #5689 for the reason why we don't set .onStart
  20655. // in the constructor
  20656. this.onStart = undefined;
  20657. this.onLoad = onLoad;
  20658. this.onProgress = onProgress;
  20659. this.onError = onError;
  20660. this.itemStart = function ( url ) {
  20661. itemsTotal ++;
  20662. if ( isLoading === false ) {
  20663. if ( scope.onStart !== undefined ) {
  20664. scope.onStart( url, itemsLoaded, itemsTotal );
  20665. }
  20666. }
  20667. isLoading = true;
  20668. };
  20669. this.itemEnd = function ( url ) {
  20670. itemsLoaded ++;
  20671. if ( scope.onProgress !== undefined ) {
  20672. scope.onProgress( url, itemsLoaded, itemsTotal );
  20673. }
  20674. if ( itemsLoaded === itemsTotal ) {
  20675. isLoading = false;
  20676. if ( scope.onLoad !== undefined ) {
  20677. scope.onLoad();
  20678. }
  20679. }
  20680. };
  20681. this.itemError = function ( url ) {
  20682. if ( scope.onError !== undefined ) {
  20683. scope.onError( url );
  20684. }
  20685. };
  20686. this.resolveURL = function ( url ) {
  20687. if ( urlModifier ) {
  20688. return urlModifier( url );
  20689. }
  20690. return url;
  20691. };
  20692. this.setURLModifier = function ( transform ) {
  20693. urlModifier = transform;
  20694. return this;
  20695. };
  20696. }
  20697. var DefaultLoadingManager = new LoadingManager();
  20698. /**
  20699. * @author mrdoob / http://mrdoob.com/
  20700. */
  20701. var loading = {};
  20702. function FileLoader( manager ) {
  20703. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20704. }
  20705. Object.assign( FileLoader.prototype, {
  20706. load: function ( url, onLoad, onProgress, onError ) {
  20707. if ( url === undefined ) url = '';
  20708. if ( this.path !== undefined ) url = this.path + url;
  20709. url = this.manager.resolveURL( url );
  20710. var scope = this;
  20711. var cached = Cache.get( url );
  20712. if ( cached !== undefined ) {
  20713. scope.manager.itemStart( url );
  20714. setTimeout( function () {
  20715. if ( onLoad ) onLoad( cached );
  20716. scope.manager.itemEnd( url );
  20717. }, 0 );
  20718. return cached;
  20719. }
  20720. // Check if request is duplicate
  20721. if ( loading[ url ] !== undefined ) {
  20722. loading[ url ].push( {
  20723. onLoad: onLoad,
  20724. onProgress: onProgress,
  20725. onError: onError
  20726. } );
  20727. return;
  20728. }
  20729. // Check for data: URI
  20730. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20731. var dataUriRegexResult = url.match( dataUriRegex );
  20732. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20733. if ( dataUriRegexResult ) {
  20734. var mimeType = dataUriRegexResult[ 1 ];
  20735. var isBase64 = !! dataUriRegexResult[ 2 ];
  20736. var data = dataUriRegexResult[ 3 ];
  20737. data = decodeURIComponent( data );
  20738. if ( isBase64 ) data = atob( data );
  20739. try {
  20740. var response;
  20741. var responseType = ( this.responseType || '' ).toLowerCase();
  20742. switch ( responseType ) {
  20743. case 'arraybuffer':
  20744. case 'blob':
  20745. var view = new Uint8Array( data.length );
  20746. for ( var i = 0; i < data.length; i ++ ) {
  20747. view[ i ] = data.charCodeAt( i );
  20748. }
  20749. if ( responseType === 'blob' ) {
  20750. response = new Blob( [ view.buffer ], { type: mimeType } );
  20751. } else {
  20752. response = view.buffer;
  20753. }
  20754. break;
  20755. case 'document':
  20756. var parser = new DOMParser();
  20757. response = parser.parseFromString( data, mimeType );
  20758. break;
  20759. case 'json':
  20760. response = JSON.parse( data );
  20761. break;
  20762. default: // 'text' or other
  20763. response = data;
  20764. break;
  20765. }
  20766. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20767. setTimeout( function () {
  20768. if ( onLoad ) onLoad( response );
  20769. scope.manager.itemEnd( url );
  20770. }, 0 );
  20771. } catch ( error ) {
  20772. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20773. setTimeout( function () {
  20774. if ( onError ) onError( error );
  20775. scope.manager.itemError( url );
  20776. scope.manager.itemEnd( url );
  20777. }, 0 );
  20778. }
  20779. } else {
  20780. // Initialise array for duplicate requests
  20781. loading[ url ] = [];
  20782. loading[ url ].push( {
  20783. onLoad: onLoad,
  20784. onProgress: onProgress,
  20785. onError: onError
  20786. } );
  20787. var request = new XMLHttpRequest();
  20788. request.open( 'GET', url, true );
  20789. request.addEventListener( 'load', function ( event ) {
  20790. var response = this.response;
  20791. Cache.add( url, response );
  20792. var callbacks = loading[ url ];
  20793. delete loading[ url ];
  20794. if ( this.status === 200 || this.status === 0 ) {
  20795. // Some browsers return HTTP Status 0 when using non-http protocol
  20796. // e.g. 'file://' or 'data://'. Handle as success.
  20797. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20798. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20799. var callback = callbacks[ i ];
  20800. if ( callback.onLoad ) callback.onLoad( response );
  20801. }
  20802. scope.manager.itemEnd( url );
  20803. } else {
  20804. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20805. var callback = callbacks[ i ];
  20806. if ( callback.onError ) callback.onError( event );
  20807. }
  20808. scope.manager.itemError( url );
  20809. scope.manager.itemEnd( url );
  20810. }
  20811. }, false );
  20812. request.addEventListener( 'progress', function ( event ) {
  20813. var callbacks = loading[ url ];
  20814. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20815. var callback = callbacks[ i ];
  20816. if ( callback.onProgress ) callback.onProgress( event );
  20817. }
  20818. }, false );
  20819. request.addEventListener( 'error', function ( event ) {
  20820. var callbacks = loading[ url ];
  20821. delete loading[ url ];
  20822. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20823. var callback = callbacks[ i ];
  20824. if ( callback.onError ) callback.onError( event );
  20825. }
  20826. scope.manager.itemError( url );
  20827. scope.manager.itemEnd( url );
  20828. }, false );
  20829. request.addEventListener( 'abort', function ( event ) {
  20830. var callbacks = loading[ url ];
  20831. delete loading[ url ];
  20832. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20833. var callback = callbacks[ i ];
  20834. if ( callback.onError ) callback.onError( event );
  20835. }
  20836. scope.manager.itemError( url );
  20837. scope.manager.itemEnd( url );
  20838. }, false );
  20839. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20840. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20841. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20842. for ( var header in this.requestHeader ) {
  20843. request.setRequestHeader( header, this.requestHeader[ header ] );
  20844. }
  20845. request.send( null );
  20846. }
  20847. scope.manager.itemStart( url );
  20848. return request;
  20849. },
  20850. setPath: function ( value ) {
  20851. this.path = value;
  20852. return this;
  20853. },
  20854. setResponseType: function ( value ) {
  20855. this.responseType = value;
  20856. return this;
  20857. },
  20858. setWithCredentials: function ( value ) {
  20859. this.withCredentials = value;
  20860. return this;
  20861. },
  20862. setMimeType: function ( value ) {
  20863. this.mimeType = value;
  20864. return this;
  20865. },
  20866. setRequestHeader: function ( value ) {
  20867. this.requestHeader = value;
  20868. return this;
  20869. }
  20870. } );
  20871. /**
  20872. * @author bhouston / http://clara.io/
  20873. */
  20874. function AnimationLoader( manager ) {
  20875. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20876. }
  20877. Object.assign( AnimationLoader.prototype, {
  20878. load: function ( url, onLoad, onProgress, onError ) {
  20879. var scope = this;
  20880. var loader = new FileLoader( scope.manager );
  20881. loader.setPath( scope.path );
  20882. loader.load( url, function ( text ) {
  20883. onLoad( scope.parse( JSON.parse( text ) ) );
  20884. }, onProgress, onError );
  20885. },
  20886. parse: function ( json ) {
  20887. var animations = [];
  20888. for ( var i = 0; i < json.length; i ++ ) {
  20889. var clip = AnimationClip.parse( json[ i ] );
  20890. animations.push( clip );
  20891. }
  20892. return animations;
  20893. },
  20894. setPath: function ( value ) {
  20895. this.path = value;
  20896. return this;
  20897. }
  20898. } );
  20899. /**
  20900. * @author mrdoob / http://mrdoob.com/
  20901. *
  20902. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20903. */
  20904. function CompressedTextureLoader( manager ) {
  20905. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20906. // override in sub classes
  20907. this._parser = null;
  20908. }
  20909. Object.assign( CompressedTextureLoader.prototype, {
  20910. load: function ( url, onLoad, onProgress, onError ) {
  20911. var scope = this;
  20912. var images = [];
  20913. var texture = new CompressedTexture();
  20914. texture.image = images;
  20915. var loader = new FileLoader( this.manager );
  20916. loader.setPath( this.path );
  20917. loader.setResponseType( 'arraybuffer' );
  20918. function loadTexture( i ) {
  20919. loader.load( url[ i ], function ( buffer ) {
  20920. var texDatas = scope._parser( buffer, true );
  20921. images[ i ] = {
  20922. width: texDatas.width,
  20923. height: texDatas.height,
  20924. format: texDatas.format,
  20925. mipmaps: texDatas.mipmaps
  20926. };
  20927. loaded += 1;
  20928. if ( loaded === 6 ) {
  20929. if ( texDatas.mipmapCount === 1 )
  20930. texture.minFilter = LinearFilter;
  20931. texture.format = texDatas.format;
  20932. texture.needsUpdate = true;
  20933. if ( onLoad ) onLoad( texture );
  20934. }
  20935. }, onProgress, onError );
  20936. }
  20937. if ( Array.isArray( url ) ) {
  20938. var loaded = 0;
  20939. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20940. loadTexture( i );
  20941. }
  20942. } else {
  20943. // compressed cubemap texture stored in a single DDS file
  20944. loader.load( url, function ( buffer ) {
  20945. var texDatas = scope._parser( buffer, true );
  20946. if ( texDatas.isCubemap ) {
  20947. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20948. for ( var f = 0; f < faces; f ++ ) {
  20949. images[ f ] = { mipmaps: [] };
  20950. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20951. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20952. images[ f ].format = texDatas.format;
  20953. images[ f ].width = texDatas.width;
  20954. images[ f ].height = texDatas.height;
  20955. }
  20956. }
  20957. } else {
  20958. texture.image.width = texDatas.width;
  20959. texture.image.height = texDatas.height;
  20960. texture.mipmaps = texDatas.mipmaps;
  20961. }
  20962. if ( texDatas.mipmapCount === 1 ) {
  20963. texture.minFilter = LinearFilter;
  20964. }
  20965. texture.format = texDatas.format;
  20966. texture.needsUpdate = true;
  20967. if ( onLoad ) onLoad( texture );
  20968. }, onProgress, onError );
  20969. }
  20970. return texture;
  20971. },
  20972. setPath: function ( value ) {
  20973. this.path = value;
  20974. return this;
  20975. }
  20976. } );
  20977. /**
  20978. * @author Nikos M. / https://github.com/foo123/
  20979. *
  20980. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20981. */
  20982. function DataTextureLoader( manager ) {
  20983. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20984. // override in sub classes
  20985. this._parser = null;
  20986. }
  20987. Object.assign( DataTextureLoader.prototype, {
  20988. load: function ( url, onLoad, onProgress, onError ) {
  20989. var scope = this;
  20990. var texture = new DataTexture();
  20991. var loader = new FileLoader( this.manager );
  20992. loader.setResponseType( 'arraybuffer' );
  20993. loader.setPath( this.path );
  20994. loader.load( url, function ( buffer ) {
  20995. var texData = scope._parser( buffer );
  20996. if ( ! texData ) return;
  20997. if ( texData.image !== undefined ) {
  20998. texture.image = texData.image;
  20999. } else if ( texData.data !== undefined ) {
  21000. texture.image.width = texData.width;
  21001. texture.image.height = texData.height;
  21002. texture.image.data = texData.data;
  21003. }
  21004. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21005. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21006. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21007. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21008. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21009. if ( texData.format !== undefined ) {
  21010. texture.format = texData.format;
  21011. }
  21012. if ( texData.type !== undefined ) {
  21013. texture.type = texData.type;
  21014. }
  21015. if ( texData.mipmaps !== undefined ) {
  21016. texture.mipmaps = texData.mipmaps;
  21017. }
  21018. if ( texData.mipmapCount === 1 ) {
  21019. texture.minFilter = LinearFilter;
  21020. }
  21021. texture.needsUpdate = true;
  21022. if ( onLoad ) onLoad( texture, texData );
  21023. }, onProgress, onError );
  21024. return texture;
  21025. },
  21026. setPath: function ( value ) {
  21027. this.path = value;
  21028. return this;
  21029. }
  21030. } );
  21031. /**
  21032. * @author mrdoob / http://mrdoob.com/
  21033. */
  21034. function ImageLoader( manager ) {
  21035. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21036. }
  21037. Object.assign( ImageLoader.prototype, {
  21038. crossOrigin: 'anonymous',
  21039. load: function ( url, onLoad, onProgress, onError ) {
  21040. if ( url === undefined ) url = '';
  21041. if ( this.path !== undefined ) url = this.path + url;
  21042. url = this.manager.resolveURL( url );
  21043. var scope = this;
  21044. var cached = Cache.get( url );
  21045. if ( cached !== undefined ) {
  21046. scope.manager.itemStart( url );
  21047. setTimeout( function () {
  21048. if ( onLoad ) onLoad( cached );
  21049. scope.manager.itemEnd( url );
  21050. }, 0 );
  21051. return cached;
  21052. }
  21053. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21054. function onImageLoad() {
  21055. image.removeEventListener( 'load', onImageLoad, false );
  21056. image.removeEventListener( 'error', onImageError, false );
  21057. Cache.add( url, this );
  21058. if ( onLoad ) onLoad( this );
  21059. scope.manager.itemEnd( url );
  21060. }
  21061. function onImageError( event ) {
  21062. image.removeEventListener( 'load', onImageLoad, false );
  21063. image.removeEventListener( 'error', onImageError, false );
  21064. if ( onError ) onError( event );
  21065. scope.manager.itemError( url );
  21066. scope.manager.itemEnd( url );
  21067. }
  21068. image.addEventListener( 'load', onImageLoad, false );
  21069. image.addEventListener( 'error', onImageError, false );
  21070. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21071. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21072. }
  21073. scope.manager.itemStart( url );
  21074. image.src = url;
  21075. return image;
  21076. },
  21077. setCrossOrigin: function ( value ) {
  21078. this.crossOrigin = value;
  21079. return this;
  21080. },
  21081. setPath: function ( value ) {
  21082. this.path = value;
  21083. return this;
  21084. }
  21085. } );
  21086. /**
  21087. * @author mrdoob / http://mrdoob.com/
  21088. */
  21089. function CubeTextureLoader( manager ) {
  21090. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21091. }
  21092. Object.assign( CubeTextureLoader.prototype, {
  21093. crossOrigin: 'anonymous',
  21094. load: function ( urls, onLoad, onProgress, onError ) {
  21095. var texture = new CubeTexture();
  21096. var loader = new ImageLoader( this.manager );
  21097. loader.setCrossOrigin( this.crossOrigin );
  21098. loader.setPath( this.path );
  21099. var loaded = 0;
  21100. function loadTexture( i ) {
  21101. loader.load( urls[ i ], function ( image ) {
  21102. texture.images[ i ] = image;
  21103. loaded ++;
  21104. if ( loaded === 6 ) {
  21105. texture.needsUpdate = true;
  21106. if ( onLoad ) onLoad( texture );
  21107. }
  21108. }, undefined, onError );
  21109. }
  21110. for ( var i = 0; i < urls.length; ++ i ) {
  21111. loadTexture( i );
  21112. }
  21113. return texture;
  21114. },
  21115. setCrossOrigin: function ( value ) {
  21116. this.crossOrigin = value;
  21117. return this;
  21118. },
  21119. setPath: function ( value ) {
  21120. this.path = value;
  21121. return this;
  21122. }
  21123. } );
  21124. /**
  21125. * @author mrdoob / http://mrdoob.com/
  21126. */
  21127. function TextureLoader( manager ) {
  21128. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21129. }
  21130. Object.assign( TextureLoader.prototype, {
  21131. crossOrigin: 'anonymous',
  21132. load: function ( url, onLoad, onProgress, onError ) {
  21133. var texture = new Texture();
  21134. var loader = new ImageLoader( this.manager );
  21135. loader.setCrossOrigin( this.crossOrigin );
  21136. loader.setPath( this.path );
  21137. loader.load( url, function ( image ) {
  21138. texture.image = image;
  21139. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21140. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21141. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21142. texture.needsUpdate = true;
  21143. if ( onLoad !== undefined ) {
  21144. onLoad( texture );
  21145. }
  21146. }, onProgress, onError );
  21147. return texture;
  21148. },
  21149. setCrossOrigin: function ( value ) {
  21150. this.crossOrigin = value;
  21151. return this;
  21152. },
  21153. setPath: function ( value ) {
  21154. this.path = value;
  21155. return this;
  21156. }
  21157. } );
  21158. /**
  21159. * @author zz85 / http://www.lab4games.net/zz85/blog
  21160. * Extensible curve object
  21161. *
  21162. * Some common of curve methods:
  21163. * .getPoint( t, optionalTarget ), .getTangent( t )
  21164. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21165. * .getPoints(), .getSpacedPoints()
  21166. * .getLength()
  21167. * .updateArcLengths()
  21168. *
  21169. * This following curves inherit from THREE.Curve:
  21170. *
  21171. * -- 2D curves --
  21172. * THREE.ArcCurve
  21173. * THREE.CubicBezierCurve
  21174. * THREE.EllipseCurve
  21175. * THREE.LineCurve
  21176. * THREE.QuadraticBezierCurve
  21177. * THREE.SplineCurve
  21178. *
  21179. * -- 3D curves --
  21180. * THREE.CatmullRomCurve3
  21181. * THREE.CubicBezierCurve3
  21182. * THREE.LineCurve3
  21183. * THREE.QuadraticBezierCurve3
  21184. *
  21185. * A series of curves can be represented as a THREE.CurvePath.
  21186. *
  21187. **/
  21188. /**************************************************************
  21189. * Abstract Curve base class
  21190. **************************************************************/
  21191. function Curve() {
  21192. this.type = 'Curve';
  21193. this.arcLengthDivisions = 200;
  21194. }
  21195. Object.assign( Curve.prototype, {
  21196. // Virtual base class method to overwrite and implement in subclasses
  21197. // - t [0 .. 1]
  21198. getPoint: function ( /* t, optionalTarget */ ) {
  21199. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21200. return null;
  21201. },
  21202. // Get point at relative position in curve according to arc length
  21203. // - u [0 .. 1]
  21204. getPointAt: function ( u, optionalTarget ) {
  21205. var t = this.getUtoTmapping( u );
  21206. return this.getPoint( t, optionalTarget );
  21207. },
  21208. // Get sequence of points using getPoint( t )
  21209. getPoints: function ( divisions ) {
  21210. if ( divisions === undefined ) divisions = 5;
  21211. var points = [];
  21212. for ( var d = 0; d <= divisions; d ++ ) {
  21213. points.push( this.getPoint( d / divisions ) );
  21214. }
  21215. return points;
  21216. },
  21217. // Get sequence of points using getPointAt( u )
  21218. getSpacedPoints: function ( divisions ) {
  21219. if ( divisions === undefined ) divisions = 5;
  21220. var points = [];
  21221. for ( var d = 0; d <= divisions; d ++ ) {
  21222. points.push( this.getPointAt( d / divisions ) );
  21223. }
  21224. return points;
  21225. },
  21226. // Get total curve arc length
  21227. getLength: function () {
  21228. var lengths = this.getLengths();
  21229. return lengths[ lengths.length - 1 ];
  21230. },
  21231. // Get list of cumulative segment lengths
  21232. getLengths: function ( divisions ) {
  21233. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21234. if ( this.cacheArcLengths &&
  21235. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21236. ! this.needsUpdate ) {
  21237. return this.cacheArcLengths;
  21238. }
  21239. this.needsUpdate = false;
  21240. var cache = [];
  21241. var current, last = this.getPoint( 0 );
  21242. var p, sum = 0;
  21243. cache.push( 0 );
  21244. for ( p = 1; p <= divisions; p ++ ) {
  21245. current = this.getPoint( p / divisions );
  21246. sum += current.distanceTo( last );
  21247. cache.push( sum );
  21248. last = current;
  21249. }
  21250. this.cacheArcLengths = cache;
  21251. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21252. },
  21253. updateArcLengths: function () {
  21254. this.needsUpdate = true;
  21255. this.getLengths();
  21256. },
  21257. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21258. getUtoTmapping: function ( u, distance ) {
  21259. var arcLengths = this.getLengths();
  21260. var i = 0, il = arcLengths.length;
  21261. var targetArcLength; // The targeted u distance value to get
  21262. if ( distance ) {
  21263. targetArcLength = distance;
  21264. } else {
  21265. targetArcLength = u * arcLengths[ il - 1 ];
  21266. }
  21267. // binary search for the index with largest value smaller than target u distance
  21268. var low = 0, high = il - 1, comparison;
  21269. while ( low <= high ) {
  21270. 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
  21271. comparison = arcLengths[ i ] - targetArcLength;
  21272. if ( comparison < 0 ) {
  21273. low = i + 1;
  21274. } else if ( comparison > 0 ) {
  21275. high = i - 1;
  21276. } else {
  21277. high = i;
  21278. break;
  21279. // DONE
  21280. }
  21281. }
  21282. i = high;
  21283. if ( arcLengths[ i ] === targetArcLength ) {
  21284. return i / ( il - 1 );
  21285. }
  21286. // we could get finer grain at lengths, or use simple interpolation between two points
  21287. var lengthBefore = arcLengths[ i ];
  21288. var lengthAfter = arcLengths[ i + 1 ];
  21289. var segmentLength = lengthAfter - lengthBefore;
  21290. // determine where we are between the 'before' and 'after' points
  21291. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21292. // add that fractional amount to t
  21293. var t = ( i + segmentFraction ) / ( il - 1 );
  21294. return t;
  21295. },
  21296. // Returns a unit vector tangent at t
  21297. // In case any sub curve does not implement its tangent derivation,
  21298. // 2 points a small delta apart will be used to find its gradient
  21299. // which seems to give a reasonable approximation
  21300. getTangent: function ( t ) {
  21301. var delta = 0.0001;
  21302. var t1 = t - delta;
  21303. var t2 = t + delta;
  21304. // Capping in case of danger
  21305. if ( t1 < 0 ) t1 = 0;
  21306. if ( t2 > 1 ) t2 = 1;
  21307. var pt1 = this.getPoint( t1 );
  21308. var pt2 = this.getPoint( t2 );
  21309. var vec = pt2.clone().sub( pt1 );
  21310. return vec.normalize();
  21311. },
  21312. getTangentAt: function ( u ) {
  21313. var t = this.getUtoTmapping( u );
  21314. return this.getTangent( t );
  21315. },
  21316. computeFrenetFrames: function ( segments, closed ) {
  21317. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21318. var normal = new Vector3();
  21319. var tangents = [];
  21320. var normals = [];
  21321. var binormals = [];
  21322. var vec = new Vector3();
  21323. var mat = new Matrix4();
  21324. var i, u, theta;
  21325. // compute the tangent vectors for each segment on the curve
  21326. for ( i = 0; i <= segments; i ++ ) {
  21327. u = i / segments;
  21328. tangents[ i ] = this.getTangentAt( u );
  21329. tangents[ i ].normalize();
  21330. }
  21331. // select an initial normal vector perpendicular to the first tangent vector,
  21332. // and in the direction of the minimum tangent xyz component
  21333. normals[ 0 ] = new Vector3();
  21334. binormals[ 0 ] = new Vector3();
  21335. var min = Number.MAX_VALUE;
  21336. var tx = Math.abs( tangents[ 0 ].x );
  21337. var ty = Math.abs( tangents[ 0 ].y );
  21338. var tz = Math.abs( tangents[ 0 ].z );
  21339. if ( tx <= min ) {
  21340. min = tx;
  21341. normal.set( 1, 0, 0 );
  21342. }
  21343. if ( ty <= min ) {
  21344. min = ty;
  21345. normal.set( 0, 1, 0 );
  21346. }
  21347. if ( tz <= min ) {
  21348. normal.set( 0, 0, 1 );
  21349. }
  21350. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21351. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21352. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21353. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21354. for ( i = 1; i <= segments; i ++ ) {
  21355. normals[ i ] = normals[ i - 1 ].clone();
  21356. binormals[ i ] = binormals[ i - 1 ].clone();
  21357. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21358. if ( vec.length() > Number.EPSILON ) {
  21359. vec.normalize();
  21360. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21361. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21362. }
  21363. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21364. }
  21365. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21366. if ( closed === true ) {
  21367. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21368. theta /= segments;
  21369. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21370. theta = - theta;
  21371. }
  21372. for ( i = 1; i <= segments; i ++ ) {
  21373. // twist a little...
  21374. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21375. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21376. }
  21377. }
  21378. return {
  21379. tangents: tangents,
  21380. normals: normals,
  21381. binormals: binormals
  21382. };
  21383. },
  21384. clone: function () {
  21385. return new this.constructor().copy( this );
  21386. },
  21387. copy: function ( source ) {
  21388. this.arcLengthDivisions = source.arcLengthDivisions;
  21389. return this;
  21390. },
  21391. toJSON: function () {
  21392. var data = {
  21393. metadata: {
  21394. version: 4.5,
  21395. type: 'Curve',
  21396. generator: 'Curve.toJSON'
  21397. }
  21398. };
  21399. data.arcLengthDivisions = this.arcLengthDivisions;
  21400. data.type = this.type;
  21401. return data;
  21402. },
  21403. fromJSON: function ( json ) {
  21404. this.arcLengthDivisions = json.arcLengthDivisions;
  21405. return this;
  21406. }
  21407. } );
  21408. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21409. Curve.call( this );
  21410. this.type = 'EllipseCurve';
  21411. this.aX = aX || 0;
  21412. this.aY = aY || 0;
  21413. this.xRadius = xRadius || 1;
  21414. this.yRadius = yRadius || 1;
  21415. this.aStartAngle = aStartAngle || 0;
  21416. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21417. this.aClockwise = aClockwise || false;
  21418. this.aRotation = aRotation || 0;
  21419. }
  21420. EllipseCurve.prototype = Object.create( Curve.prototype );
  21421. EllipseCurve.prototype.constructor = EllipseCurve;
  21422. EllipseCurve.prototype.isEllipseCurve = true;
  21423. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21424. var point = optionalTarget || new Vector2();
  21425. var twoPi = Math.PI * 2;
  21426. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21427. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21428. // ensures that deltaAngle is 0 .. 2 PI
  21429. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21430. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21431. if ( deltaAngle < Number.EPSILON ) {
  21432. if ( samePoints ) {
  21433. deltaAngle = 0;
  21434. } else {
  21435. deltaAngle = twoPi;
  21436. }
  21437. }
  21438. if ( this.aClockwise === true && ! samePoints ) {
  21439. if ( deltaAngle === twoPi ) {
  21440. deltaAngle = - twoPi;
  21441. } else {
  21442. deltaAngle = deltaAngle - twoPi;
  21443. }
  21444. }
  21445. var angle = this.aStartAngle + t * deltaAngle;
  21446. var x = this.aX + this.xRadius * Math.cos( angle );
  21447. var y = this.aY + this.yRadius * Math.sin( angle );
  21448. if ( this.aRotation !== 0 ) {
  21449. var cos = Math.cos( this.aRotation );
  21450. var sin = Math.sin( this.aRotation );
  21451. var tx = x - this.aX;
  21452. var ty = y - this.aY;
  21453. // Rotate the point about the center of the ellipse.
  21454. x = tx * cos - ty * sin + this.aX;
  21455. y = tx * sin + ty * cos + this.aY;
  21456. }
  21457. return point.set( x, y );
  21458. };
  21459. EllipseCurve.prototype.copy = function ( source ) {
  21460. Curve.prototype.copy.call( this, source );
  21461. this.aX = source.aX;
  21462. this.aY = source.aY;
  21463. this.xRadius = source.xRadius;
  21464. this.yRadius = source.yRadius;
  21465. this.aStartAngle = source.aStartAngle;
  21466. this.aEndAngle = source.aEndAngle;
  21467. this.aClockwise = source.aClockwise;
  21468. this.aRotation = source.aRotation;
  21469. return this;
  21470. };
  21471. EllipseCurve.prototype.toJSON = function () {
  21472. var data = Curve.prototype.toJSON.call( this );
  21473. data.aX = this.aX;
  21474. data.aY = this.aY;
  21475. data.xRadius = this.xRadius;
  21476. data.yRadius = this.yRadius;
  21477. data.aStartAngle = this.aStartAngle;
  21478. data.aEndAngle = this.aEndAngle;
  21479. data.aClockwise = this.aClockwise;
  21480. data.aRotation = this.aRotation;
  21481. return data;
  21482. };
  21483. EllipseCurve.prototype.fromJSON = function ( json ) {
  21484. Curve.prototype.fromJSON.call( this, json );
  21485. this.aX = json.aX;
  21486. this.aY = json.aY;
  21487. this.xRadius = json.xRadius;
  21488. this.yRadius = json.yRadius;
  21489. this.aStartAngle = json.aStartAngle;
  21490. this.aEndAngle = json.aEndAngle;
  21491. this.aClockwise = json.aClockwise;
  21492. this.aRotation = json.aRotation;
  21493. return this;
  21494. };
  21495. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21496. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21497. this.type = 'ArcCurve';
  21498. }
  21499. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21500. ArcCurve.prototype.constructor = ArcCurve;
  21501. ArcCurve.prototype.isArcCurve = true;
  21502. /**
  21503. * @author zz85 https://github.com/zz85
  21504. *
  21505. * Centripetal CatmullRom Curve - which is useful for avoiding
  21506. * cusps and self-intersections in non-uniform catmull rom curves.
  21507. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21508. *
  21509. * curve.type accepts centripetal(default), chordal and catmullrom
  21510. * curve.tension is used for catmullrom which defaults to 0.5
  21511. */
  21512. /*
  21513. Based on an optimized c++ solution in
  21514. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21515. - http://ideone.com/NoEbVM
  21516. This CubicPoly class could be used for reusing some variables and calculations,
  21517. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21518. which can be placed in CurveUtils.
  21519. */
  21520. function CubicPoly() {
  21521. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21522. /*
  21523. * Compute coefficients for a cubic polynomial
  21524. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21525. * such that
  21526. * p(0) = x0, p(1) = x1
  21527. * and
  21528. * p'(0) = t0, p'(1) = t1.
  21529. */
  21530. function init( x0, x1, t0, t1 ) {
  21531. c0 = x0;
  21532. c1 = t0;
  21533. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21534. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21535. }
  21536. return {
  21537. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21538. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21539. },
  21540. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21541. // compute tangents when parameterized in [t1,t2]
  21542. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21543. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21544. // rescale tangents for parametrization in [0,1]
  21545. t1 *= dt1;
  21546. t2 *= dt1;
  21547. init( x1, x2, t1, t2 );
  21548. },
  21549. calc: function ( t ) {
  21550. var t2 = t * t;
  21551. var t3 = t2 * t;
  21552. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21553. }
  21554. };
  21555. }
  21556. //
  21557. var tmp = new Vector3();
  21558. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21559. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21560. Curve.call( this );
  21561. this.type = 'CatmullRomCurve3';
  21562. this.points = points || [];
  21563. this.closed = closed || false;
  21564. this.curveType = curveType || 'centripetal';
  21565. this.tension = tension || 0.5;
  21566. }
  21567. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21568. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21569. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21570. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21571. var point = optionalTarget || new Vector3();
  21572. var points = this.points;
  21573. var l = points.length;
  21574. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21575. var intPoint = Math.floor( p );
  21576. var weight = p - intPoint;
  21577. if ( this.closed ) {
  21578. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21579. } else if ( weight === 0 && intPoint === l - 1 ) {
  21580. intPoint = l - 2;
  21581. weight = 1;
  21582. }
  21583. var p0, p1, p2, p3; // 4 points
  21584. if ( this.closed || intPoint > 0 ) {
  21585. p0 = points[ ( intPoint - 1 ) % l ];
  21586. } else {
  21587. // extrapolate first point
  21588. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21589. p0 = tmp;
  21590. }
  21591. p1 = points[ intPoint % l ];
  21592. p2 = points[ ( intPoint + 1 ) % l ];
  21593. if ( this.closed || intPoint + 2 < l ) {
  21594. p3 = points[ ( intPoint + 2 ) % l ];
  21595. } else {
  21596. // extrapolate last point
  21597. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21598. p3 = tmp;
  21599. }
  21600. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21601. // init Centripetal / Chordal Catmull-Rom
  21602. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21603. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21604. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21605. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21606. // safety check for repeated points
  21607. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21608. if ( dt0 < 1e-4 ) dt0 = dt1;
  21609. if ( dt2 < 1e-4 ) dt2 = dt1;
  21610. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21611. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21612. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21613. } else if ( this.curveType === 'catmullrom' ) {
  21614. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21615. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21616. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21617. }
  21618. point.set(
  21619. px.calc( weight ),
  21620. py.calc( weight ),
  21621. pz.calc( weight )
  21622. );
  21623. return point;
  21624. };
  21625. CatmullRomCurve3.prototype.copy = function ( source ) {
  21626. Curve.prototype.copy.call( this, source );
  21627. this.points = [];
  21628. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21629. var point = source.points[ i ];
  21630. this.points.push( point.clone() );
  21631. }
  21632. this.closed = source.closed;
  21633. this.curveType = source.curveType;
  21634. this.tension = source.tension;
  21635. return this;
  21636. };
  21637. CatmullRomCurve3.prototype.toJSON = function () {
  21638. var data = Curve.prototype.toJSON.call( this );
  21639. data.points = [];
  21640. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21641. var point = this.points[ i ];
  21642. data.points.push( point.toArray() );
  21643. }
  21644. data.closed = this.closed;
  21645. data.curveType = this.curveType;
  21646. data.tension = this.tension;
  21647. return data;
  21648. };
  21649. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21650. Curve.prototype.fromJSON.call( this, json );
  21651. this.points = [];
  21652. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21653. var point = json.points[ i ];
  21654. this.points.push( new Vector3().fromArray( point ) );
  21655. }
  21656. this.closed = json.closed;
  21657. this.curveType = json.curveType;
  21658. this.tension = json.tension;
  21659. return this;
  21660. };
  21661. /**
  21662. * @author zz85 / http://www.lab4games.net/zz85/blog
  21663. *
  21664. * Bezier Curves formulas obtained from
  21665. * http://en.wikipedia.org/wiki/Bézier_curve
  21666. */
  21667. function CatmullRom( t, p0, p1, p2, p3 ) {
  21668. var v0 = ( p2 - p0 ) * 0.5;
  21669. var v1 = ( p3 - p1 ) * 0.5;
  21670. var t2 = t * t;
  21671. var t3 = t * t2;
  21672. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21673. }
  21674. //
  21675. function QuadraticBezierP0( t, p ) {
  21676. var k = 1 - t;
  21677. return k * k * p;
  21678. }
  21679. function QuadraticBezierP1( t, p ) {
  21680. return 2 * ( 1 - t ) * t * p;
  21681. }
  21682. function QuadraticBezierP2( t, p ) {
  21683. return t * t * p;
  21684. }
  21685. function QuadraticBezier( t, p0, p1, p2 ) {
  21686. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21687. QuadraticBezierP2( t, p2 );
  21688. }
  21689. //
  21690. function CubicBezierP0( t, p ) {
  21691. var k = 1 - t;
  21692. return k * k * k * p;
  21693. }
  21694. function CubicBezierP1( t, p ) {
  21695. var k = 1 - t;
  21696. return 3 * k * k * t * p;
  21697. }
  21698. function CubicBezierP2( t, p ) {
  21699. return 3 * ( 1 - t ) * t * t * p;
  21700. }
  21701. function CubicBezierP3( t, p ) {
  21702. return t * t * t * p;
  21703. }
  21704. function CubicBezier( t, p0, p1, p2, p3 ) {
  21705. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21706. CubicBezierP3( t, p3 );
  21707. }
  21708. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21709. Curve.call( this );
  21710. this.type = 'CubicBezierCurve';
  21711. this.v0 = v0 || new Vector2();
  21712. this.v1 = v1 || new Vector2();
  21713. this.v2 = v2 || new Vector2();
  21714. this.v3 = v3 || new Vector2();
  21715. }
  21716. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21717. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21718. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21719. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21720. var point = optionalTarget || new Vector2();
  21721. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21722. point.set(
  21723. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21724. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21725. );
  21726. return point;
  21727. };
  21728. CubicBezierCurve.prototype.copy = function ( source ) {
  21729. Curve.prototype.copy.call( this, source );
  21730. this.v0.copy( source.v0 );
  21731. this.v1.copy( source.v1 );
  21732. this.v2.copy( source.v2 );
  21733. this.v3.copy( source.v3 );
  21734. return this;
  21735. };
  21736. CubicBezierCurve.prototype.toJSON = function () {
  21737. var data = Curve.prototype.toJSON.call( this );
  21738. data.v0 = this.v0.toArray();
  21739. data.v1 = this.v1.toArray();
  21740. data.v2 = this.v2.toArray();
  21741. data.v3 = this.v3.toArray();
  21742. return data;
  21743. };
  21744. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21745. Curve.prototype.fromJSON.call( this, json );
  21746. this.v0.fromArray( json.v0 );
  21747. this.v1.fromArray( json.v1 );
  21748. this.v2.fromArray( json.v2 );
  21749. this.v3.fromArray( json.v3 );
  21750. return this;
  21751. };
  21752. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21753. Curve.call( this );
  21754. this.type = 'CubicBezierCurve3';
  21755. this.v0 = v0 || new Vector3();
  21756. this.v1 = v1 || new Vector3();
  21757. this.v2 = v2 || new Vector3();
  21758. this.v3 = v3 || new Vector3();
  21759. }
  21760. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21761. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21762. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21763. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21764. var point = optionalTarget || new Vector3();
  21765. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21766. point.set(
  21767. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21768. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21769. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21770. );
  21771. return point;
  21772. };
  21773. CubicBezierCurve3.prototype.copy = function ( source ) {
  21774. Curve.prototype.copy.call( this, source );
  21775. this.v0.copy( source.v0 );
  21776. this.v1.copy( source.v1 );
  21777. this.v2.copy( source.v2 );
  21778. this.v3.copy( source.v3 );
  21779. return this;
  21780. };
  21781. CubicBezierCurve3.prototype.toJSON = function () {
  21782. var data = Curve.prototype.toJSON.call( this );
  21783. data.v0 = this.v0.toArray();
  21784. data.v1 = this.v1.toArray();
  21785. data.v2 = this.v2.toArray();
  21786. data.v3 = this.v3.toArray();
  21787. return data;
  21788. };
  21789. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21790. Curve.prototype.fromJSON.call( this, json );
  21791. this.v0.fromArray( json.v0 );
  21792. this.v1.fromArray( json.v1 );
  21793. this.v2.fromArray( json.v2 );
  21794. this.v3.fromArray( json.v3 );
  21795. return this;
  21796. };
  21797. function LineCurve( v1, v2 ) {
  21798. Curve.call( this );
  21799. this.type = 'LineCurve';
  21800. this.v1 = v1 || new Vector2();
  21801. this.v2 = v2 || new Vector2();
  21802. }
  21803. LineCurve.prototype = Object.create( Curve.prototype );
  21804. LineCurve.prototype.constructor = LineCurve;
  21805. LineCurve.prototype.isLineCurve = true;
  21806. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21807. var point = optionalTarget || new Vector2();
  21808. if ( t === 1 ) {
  21809. point.copy( this.v2 );
  21810. } else {
  21811. point.copy( this.v2 ).sub( this.v1 );
  21812. point.multiplyScalar( t ).add( this.v1 );
  21813. }
  21814. return point;
  21815. };
  21816. // Line curve is linear, so we can overwrite default getPointAt
  21817. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21818. return this.getPoint( u, optionalTarget );
  21819. };
  21820. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21821. var tangent = this.v2.clone().sub( this.v1 );
  21822. return tangent.normalize();
  21823. };
  21824. LineCurve.prototype.copy = function ( source ) {
  21825. Curve.prototype.copy.call( this, source );
  21826. this.v1.copy( source.v1 );
  21827. this.v2.copy( source.v2 );
  21828. return this;
  21829. };
  21830. LineCurve.prototype.toJSON = function () {
  21831. var data = Curve.prototype.toJSON.call( this );
  21832. data.v1 = this.v1.toArray();
  21833. data.v2 = this.v2.toArray();
  21834. return data;
  21835. };
  21836. LineCurve.prototype.fromJSON = function ( json ) {
  21837. Curve.prototype.fromJSON.call( this, json );
  21838. this.v1.fromArray( json.v1 );
  21839. this.v2.fromArray( json.v2 );
  21840. return this;
  21841. };
  21842. function LineCurve3( v1, v2 ) {
  21843. Curve.call( this );
  21844. this.type = 'LineCurve3';
  21845. this.v1 = v1 || new Vector3();
  21846. this.v2 = v2 || new Vector3();
  21847. }
  21848. LineCurve3.prototype = Object.create( Curve.prototype );
  21849. LineCurve3.prototype.constructor = LineCurve3;
  21850. LineCurve3.prototype.isLineCurve3 = true;
  21851. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21852. var point = optionalTarget || new Vector3();
  21853. if ( t === 1 ) {
  21854. point.copy( this.v2 );
  21855. } else {
  21856. point.copy( this.v2 ).sub( this.v1 );
  21857. point.multiplyScalar( t ).add( this.v1 );
  21858. }
  21859. return point;
  21860. };
  21861. // Line curve is linear, so we can overwrite default getPointAt
  21862. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21863. return this.getPoint( u, optionalTarget );
  21864. };
  21865. LineCurve3.prototype.copy = function ( source ) {
  21866. Curve.prototype.copy.call( this, source );
  21867. this.v1.copy( source.v1 );
  21868. this.v2.copy( source.v2 );
  21869. return this;
  21870. };
  21871. LineCurve3.prototype.toJSON = function () {
  21872. var data = Curve.prototype.toJSON.call( this );
  21873. data.v1 = this.v1.toArray();
  21874. data.v2 = this.v2.toArray();
  21875. return data;
  21876. };
  21877. LineCurve3.prototype.fromJSON = function ( json ) {
  21878. Curve.prototype.fromJSON.call( this, json );
  21879. this.v1.fromArray( json.v1 );
  21880. this.v2.fromArray( json.v2 );
  21881. return this;
  21882. };
  21883. function QuadraticBezierCurve( v0, v1, v2 ) {
  21884. Curve.call( this );
  21885. this.type = 'QuadraticBezierCurve';
  21886. this.v0 = v0 || new Vector2();
  21887. this.v1 = v1 || new Vector2();
  21888. this.v2 = v2 || new Vector2();
  21889. }
  21890. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21891. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21892. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21893. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21894. var point = optionalTarget || new Vector2();
  21895. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21896. point.set(
  21897. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21898. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21899. );
  21900. return point;
  21901. };
  21902. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21903. Curve.prototype.copy.call( this, source );
  21904. this.v0.copy( source.v0 );
  21905. this.v1.copy( source.v1 );
  21906. this.v2.copy( source.v2 );
  21907. return this;
  21908. };
  21909. QuadraticBezierCurve.prototype.toJSON = function () {
  21910. var data = Curve.prototype.toJSON.call( this );
  21911. data.v0 = this.v0.toArray();
  21912. data.v1 = this.v1.toArray();
  21913. data.v2 = this.v2.toArray();
  21914. return data;
  21915. };
  21916. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21917. Curve.prototype.fromJSON.call( this, json );
  21918. this.v0.fromArray( json.v0 );
  21919. this.v1.fromArray( json.v1 );
  21920. this.v2.fromArray( json.v2 );
  21921. return this;
  21922. };
  21923. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21924. Curve.call( this );
  21925. this.type = 'QuadraticBezierCurve3';
  21926. this.v0 = v0 || new Vector3();
  21927. this.v1 = v1 || new Vector3();
  21928. this.v2 = v2 || new Vector3();
  21929. }
  21930. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21931. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21932. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21933. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21934. var point = optionalTarget || new Vector3();
  21935. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21936. point.set(
  21937. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21938. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21939. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21940. );
  21941. return point;
  21942. };
  21943. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21944. Curve.prototype.copy.call( this, source );
  21945. this.v0.copy( source.v0 );
  21946. this.v1.copy( source.v1 );
  21947. this.v2.copy( source.v2 );
  21948. return this;
  21949. };
  21950. QuadraticBezierCurve3.prototype.toJSON = function () {
  21951. var data = Curve.prototype.toJSON.call( this );
  21952. data.v0 = this.v0.toArray();
  21953. data.v1 = this.v1.toArray();
  21954. data.v2 = this.v2.toArray();
  21955. return data;
  21956. };
  21957. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21958. Curve.prototype.fromJSON.call( this, json );
  21959. this.v0.fromArray( json.v0 );
  21960. this.v1.fromArray( json.v1 );
  21961. this.v2.fromArray( json.v2 );
  21962. return this;
  21963. };
  21964. function SplineCurve( points /* array of Vector2 */ ) {
  21965. Curve.call( this );
  21966. this.type = 'SplineCurve';
  21967. this.points = points || [];
  21968. }
  21969. SplineCurve.prototype = Object.create( Curve.prototype );
  21970. SplineCurve.prototype.constructor = SplineCurve;
  21971. SplineCurve.prototype.isSplineCurve = true;
  21972. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21973. var point = optionalTarget || new Vector2();
  21974. var points = this.points;
  21975. var p = ( points.length - 1 ) * t;
  21976. var intPoint = Math.floor( p );
  21977. var weight = p - intPoint;
  21978. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21979. var p1 = points[ intPoint ];
  21980. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21981. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21982. point.set(
  21983. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21984. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21985. );
  21986. return point;
  21987. };
  21988. SplineCurve.prototype.copy = function ( source ) {
  21989. Curve.prototype.copy.call( this, source );
  21990. this.points = [];
  21991. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21992. var point = source.points[ i ];
  21993. this.points.push( point.clone() );
  21994. }
  21995. return this;
  21996. };
  21997. SplineCurve.prototype.toJSON = function () {
  21998. var data = Curve.prototype.toJSON.call( this );
  21999. data.points = [];
  22000. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22001. var point = this.points[ i ];
  22002. data.points.push( point.toArray() );
  22003. }
  22004. return data;
  22005. };
  22006. SplineCurve.prototype.fromJSON = function ( json ) {
  22007. Curve.prototype.fromJSON.call( this, json );
  22008. this.points = [];
  22009. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22010. var point = json.points[ i ];
  22011. this.points.push( new Vector2().fromArray( point ) );
  22012. }
  22013. return this;
  22014. };
  22015. var Curves = /*#__PURE__*/Object.freeze({
  22016. ArcCurve: ArcCurve,
  22017. CatmullRomCurve3: CatmullRomCurve3,
  22018. CubicBezierCurve: CubicBezierCurve,
  22019. CubicBezierCurve3: CubicBezierCurve3,
  22020. EllipseCurve: EllipseCurve,
  22021. LineCurve: LineCurve,
  22022. LineCurve3: LineCurve3,
  22023. QuadraticBezierCurve: QuadraticBezierCurve,
  22024. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22025. SplineCurve: SplineCurve
  22026. });
  22027. /**
  22028. * @author zz85 / http://www.lab4games.net/zz85/blog
  22029. *
  22030. **/
  22031. /**************************************************************
  22032. * Curved Path - a curve path is simply a array of connected
  22033. * curves, but retains the api of a curve
  22034. **************************************************************/
  22035. function CurvePath() {
  22036. Curve.call( this );
  22037. this.type = 'CurvePath';
  22038. this.curves = [];
  22039. this.autoClose = false; // Automatically closes the path
  22040. }
  22041. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22042. constructor: CurvePath,
  22043. add: function ( curve ) {
  22044. this.curves.push( curve );
  22045. },
  22046. closePath: function () {
  22047. // Add a line curve if start and end of lines are not connected
  22048. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22049. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22050. if ( ! startPoint.equals( endPoint ) ) {
  22051. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22052. }
  22053. },
  22054. // To get accurate point with reference to
  22055. // entire path distance at time t,
  22056. // following has to be done:
  22057. // 1. Length of each sub path have to be known
  22058. // 2. Locate and identify type of curve
  22059. // 3. Get t for the curve
  22060. // 4. Return curve.getPointAt(t')
  22061. getPoint: function ( t ) {
  22062. var d = t * this.getLength();
  22063. var curveLengths = this.getCurveLengths();
  22064. var i = 0;
  22065. // To think about boundaries points.
  22066. while ( i < curveLengths.length ) {
  22067. if ( curveLengths[ i ] >= d ) {
  22068. var diff = curveLengths[ i ] - d;
  22069. var curve = this.curves[ i ];
  22070. var segmentLength = curve.getLength();
  22071. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22072. return curve.getPointAt( u );
  22073. }
  22074. i ++;
  22075. }
  22076. return null;
  22077. // loop where sum != 0, sum > d , sum+1 <d
  22078. },
  22079. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22080. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22081. // getPoint() depends on getLength
  22082. getLength: function () {
  22083. var lens = this.getCurveLengths();
  22084. return lens[ lens.length - 1 ];
  22085. },
  22086. // cacheLengths must be recalculated.
  22087. updateArcLengths: function () {
  22088. this.needsUpdate = true;
  22089. this.cacheLengths = null;
  22090. this.getCurveLengths();
  22091. },
  22092. // Compute lengths and cache them
  22093. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22094. getCurveLengths: function () {
  22095. // We use cache values if curves and cache array are same length
  22096. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22097. return this.cacheLengths;
  22098. }
  22099. // Get length of sub-curve
  22100. // Push sums into cached array
  22101. var lengths = [], sums = 0;
  22102. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22103. sums += this.curves[ i ].getLength();
  22104. lengths.push( sums );
  22105. }
  22106. this.cacheLengths = lengths;
  22107. return lengths;
  22108. },
  22109. getSpacedPoints: function ( divisions ) {
  22110. if ( divisions === undefined ) divisions = 40;
  22111. var points = [];
  22112. for ( var i = 0; i <= divisions; i ++ ) {
  22113. points.push( this.getPoint( i / divisions ) );
  22114. }
  22115. if ( this.autoClose ) {
  22116. points.push( points[ 0 ] );
  22117. }
  22118. return points;
  22119. },
  22120. getPoints: function ( divisions ) {
  22121. divisions = divisions || 12;
  22122. var points = [], last;
  22123. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22124. var curve = curves[ i ];
  22125. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22126. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22127. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22128. : divisions;
  22129. var pts = curve.getPoints( resolution );
  22130. for ( var j = 0; j < pts.length; j ++ ) {
  22131. var point = pts[ j ];
  22132. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22133. points.push( point );
  22134. last = point;
  22135. }
  22136. }
  22137. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22138. points.push( points[ 0 ] );
  22139. }
  22140. return points;
  22141. },
  22142. copy: function ( source ) {
  22143. Curve.prototype.copy.call( this, source );
  22144. this.curves = [];
  22145. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22146. var curve = source.curves[ i ];
  22147. this.curves.push( curve.clone() );
  22148. }
  22149. this.autoClose = source.autoClose;
  22150. return this;
  22151. },
  22152. toJSON: function () {
  22153. var data = Curve.prototype.toJSON.call( this );
  22154. data.autoClose = this.autoClose;
  22155. data.curves = [];
  22156. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22157. var curve = this.curves[ i ];
  22158. data.curves.push( curve.toJSON() );
  22159. }
  22160. return data;
  22161. },
  22162. fromJSON: function ( json ) {
  22163. Curve.prototype.fromJSON.call( this, json );
  22164. this.autoClose = json.autoClose;
  22165. this.curves = [];
  22166. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22167. var curve = json.curves[ i ];
  22168. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22169. }
  22170. return this;
  22171. }
  22172. } );
  22173. /**
  22174. * @author zz85 / http://www.lab4games.net/zz85/blog
  22175. * Creates free form 2d path using series of points, lines or curves.
  22176. **/
  22177. function Path( points ) {
  22178. CurvePath.call( this );
  22179. this.type = 'Path';
  22180. this.currentPoint = new Vector2();
  22181. if ( points ) {
  22182. this.setFromPoints( points );
  22183. }
  22184. }
  22185. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22186. constructor: Path,
  22187. setFromPoints: function ( points ) {
  22188. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22189. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22190. this.lineTo( points[ i ].x, points[ i ].y );
  22191. }
  22192. },
  22193. moveTo: function ( x, y ) {
  22194. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22195. },
  22196. lineTo: function ( x, y ) {
  22197. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22198. this.curves.push( curve );
  22199. this.currentPoint.set( x, y );
  22200. },
  22201. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22202. var curve = new QuadraticBezierCurve(
  22203. this.currentPoint.clone(),
  22204. new Vector2( aCPx, aCPy ),
  22205. new Vector2( aX, aY )
  22206. );
  22207. this.curves.push( curve );
  22208. this.currentPoint.set( aX, aY );
  22209. },
  22210. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22211. var curve = new CubicBezierCurve(
  22212. this.currentPoint.clone(),
  22213. new Vector2( aCP1x, aCP1y ),
  22214. new Vector2( aCP2x, aCP2y ),
  22215. new Vector2( aX, aY )
  22216. );
  22217. this.curves.push( curve );
  22218. this.currentPoint.set( aX, aY );
  22219. },
  22220. splineThru: function ( pts /*Array of Vector*/ ) {
  22221. var npts = [ this.currentPoint.clone() ].concat( pts );
  22222. var curve = new SplineCurve( npts );
  22223. this.curves.push( curve );
  22224. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22225. },
  22226. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22227. var x0 = this.currentPoint.x;
  22228. var y0 = this.currentPoint.y;
  22229. this.absarc( aX + x0, aY + y0, aRadius,
  22230. aStartAngle, aEndAngle, aClockwise );
  22231. },
  22232. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22233. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22234. },
  22235. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22236. var x0 = this.currentPoint.x;
  22237. var y0 = this.currentPoint.y;
  22238. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22239. },
  22240. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22241. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22242. if ( this.curves.length > 0 ) {
  22243. // if a previous curve is present, attempt to join
  22244. var firstPoint = curve.getPoint( 0 );
  22245. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22246. this.lineTo( firstPoint.x, firstPoint.y );
  22247. }
  22248. }
  22249. this.curves.push( curve );
  22250. var lastPoint = curve.getPoint( 1 );
  22251. this.currentPoint.copy( lastPoint );
  22252. },
  22253. copy: function ( source ) {
  22254. CurvePath.prototype.copy.call( this, source );
  22255. this.currentPoint.copy( source.currentPoint );
  22256. return this;
  22257. },
  22258. toJSON: function () {
  22259. var data = CurvePath.prototype.toJSON.call( this );
  22260. data.currentPoint = this.currentPoint.toArray();
  22261. return data;
  22262. },
  22263. fromJSON: function ( json ) {
  22264. CurvePath.prototype.fromJSON.call( this, json );
  22265. this.currentPoint.fromArray( json.currentPoint );
  22266. return this;
  22267. }
  22268. } );
  22269. /**
  22270. * @author zz85 / http://www.lab4games.net/zz85/blog
  22271. * Defines a 2d shape plane using paths.
  22272. **/
  22273. // STEP 1 Create a path.
  22274. // STEP 2 Turn path into shape.
  22275. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22276. // STEP 3a - Extract points from each shape, turn to vertices
  22277. // STEP 3b - Triangulate each shape, add faces.
  22278. function Shape( points ) {
  22279. Path.call( this, points );
  22280. this.uuid = _Math.generateUUID();
  22281. this.type = 'Shape';
  22282. this.holes = [];
  22283. }
  22284. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22285. constructor: Shape,
  22286. getPointsHoles: function ( divisions ) {
  22287. var holesPts = [];
  22288. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22289. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22290. }
  22291. return holesPts;
  22292. },
  22293. // get points of shape and holes (keypoints based on segments parameter)
  22294. extractPoints: function ( divisions ) {
  22295. return {
  22296. shape: this.getPoints( divisions ),
  22297. holes: this.getPointsHoles( divisions )
  22298. };
  22299. },
  22300. copy: function ( source ) {
  22301. Path.prototype.copy.call( this, source );
  22302. this.holes = [];
  22303. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22304. var hole = source.holes[ i ];
  22305. this.holes.push( hole.clone() );
  22306. }
  22307. return this;
  22308. },
  22309. toJSON: function () {
  22310. var data = Path.prototype.toJSON.call( this );
  22311. data.uuid = this.uuid;
  22312. data.holes = [];
  22313. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22314. var hole = this.holes[ i ];
  22315. data.holes.push( hole.toJSON() );
  22316. }
  22317. return data;
  22318. },
  22319. fromJSON: function ( json ) {
  22320. Path.prototype.fromJSON.call( this, json );
  22321. this.uuid = json.uuid;
  22322. this.holes = [];
  22323. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22324. var hole = json.holes[ i ];
  22325. this.holes.push( new Path().fromJSON( hole ) );
  22326. }
  22327. return this;
  22328. }
  22329. } );
  22330. /**
  22331. * @author mrdoob / http://mrdoob.com/
  22332. * @author alteredq / http://alteredqualia.com/
  22333. */
  22334. function Light( color, intensity ) {
  22335. Object3D.call( this );
  22336. this.type = 'Light';
  22337. this.color = new Color( color );
  22338. this.intensity = intensity !== undefined ? intensity : 1;
  22339. this.receiveShadow = undefined;
  22340. }
  22341. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22342. constructor: Light,
  22343. isLight: true,
  22344. copy: function ( source ) {
  22345. Object3D.prototype.copy.call( this, source );
  22346. this.color.copy( source.color );
  22347. this.intensity = source.intensity;
  22348. return this;
  22349. },
  22350. toJSON: function ( meta ) {
  22351. var data = Object3D.prototype.toJSON.call( this, meta );
  22352. data.object.color = this.color.getHex();
  22353. data.object.intensity = this.intensity;
  22354. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22355. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22356. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22357. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22358. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22359. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22360. return data;
  22361. }
  22362. } );
  22363. /**
  22364. * @author alteredq / http://alteredqualia.com/
  22365. */
  22366. function HemisphereLight( skyColor, groundColor, intensity ) {
  22367. Light.call( this, skyColor, intensity );
  22368. this.type = 'HemisphereLight';
  22369. this.castShadow = undefined;
  22370. this.position.copy( Object3D.DefaultUp );
  22371. this.updateMatrix();
  22372. this.groundColor = new Color( groundColor );
  22373. }
  22374. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22375. constructor: HemisphereLight,
  22376. isHemisphereLight: true,
  22377. copy: function ( source ) {
  22378. Light.prototype.copy.call( this, source );
  22379. this.groundColor.copy( source.groundColor );
  22380. return this;
  22381. }
  22382. } );
  22383. /**
  22384. * @author mrdoob / http://mrdoob.com/
  22385. */
  22386. function LightShadow( camera ) {
  22387. this.camera = camera;
  22388. this.bias = 0;
  22389. this.radius = 1;
  22390. this.mapSize = new Vector2( 512, 512 );
  22391. this.map = null;
  22392. this.matrix = new Matrix4();
  22393. }
  22394. Object.assign( LightShadow.prototype, {
  22395. copy: function ( source ) {
  22396. this.camera = source.camera.clone();
  22397. this.bias = source.bias;
  22398. this.radius = source.radius;
  22399. this.mapSize.copy( source.mapSize );
  22400. return this;
  22401. },
  22402. clone: function () {
  22403. return new this.constructor().copy( this );
  22404. },
  22405. toJSON: function () {
  22406. var object = {};
  22407. if ( this.bias !== 0 ) object.bias = this.bias;
  22408. if ( this.radius !== 1 ) object.radius = this.radius;
  22409. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22410. object.camera = this.camera.toJSON( false ).object;
  22411. delete object.camera.matrix;
  22412. return object;
  22413. }
  22414. } );
  22415. /**
  22416. * @author mrdoob / http://mrdoob.com/
  22417. */
  22418. function SpotLightShadow() {
  22419. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22420. }
  22421. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22422. constructor: SpotLightShadow,
  22423. isSpotLightShadow: true,
  22424. update: function ( light ) {
  22425. var camera = this.camera;
  22426. var fov = _Math.RAD2DEG * 2 * light.angle;
  22427. var aspect = this.mapSize.width / this.mapSize.height;
  22428. var far = light.distance || camera.far;
  22429. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22430. camera.fov = fov;
  22431. camera.aspect = aspect;
  22432. camera.far = far;
  22433. camera.updateProjectionMatrix();
  22434. }
  22435. }
  22436. } );
  22437. /**
  22438. * @author alteredq / http://alteredqualia.com/
  22439. */
  22440. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22441. Light.call( this, color, intensity );
  22442. this.type = 'SpotLight';
  22443. this.position.copy( Object3D.DefaultUp );
  22444. this.updateMatrix();
  22445. this.target = new Object3D();
  22446. Object.defineProperty( this, 'power', {
  22447. get: function () {
  22448. // intensity = power per solid angle.
  22449. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22450. return this.intensity * Math.PI;
  22451. },
  22452. set: function ( power ) {
  22453. // intensity = power per solid angle.
  22454. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22455. this.intensity = power / Math.PI;
  22456. }
  22457. } );
  22458. this.distance = ( distance !== undefined ) ? distance : 0;
  22459. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22460. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22461. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22462. this.shadow = new SpotLightShadow();
  22463. }
  22464. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22465. constructor: SpotLight,
  22466. isSpotLight: true,
  22467. copy: function ( source ) {
  22468. Light.prototype.copy.call( this, source );
  22469. this.distance = source.distance;
  22470. this.angle = source.angle;
  22471. this.penumbra = source.penumbra;
  22472. this.decay = source.decay;
  22473. this.target = source.target.clone();
  22474. this.shadow = source.shadow.clone();
  22475. return this;
  22476. }
  22477. } );
  22478. /**
  22479. * @author mrdoob / http://mrdoob.com/
  22480. */
  22481. function PointLight( color, intensity, distance, decay ) {
  22482. Light.call( this, color, intensity );
  22483. this.type = 'PointLight';
  22484. Object.defineProperty( this, 'power', {
  22485. get: function () {
  22486. // intensity = power per solid angle.
  22487. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22488. return this.intensity * 4 * Math.PI;
  22489. },
  22490. set: function ( power ) {
  22491. // intensity = power per solid angle.
  22492. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22493. this.intensity = power / ( 4 * Math.PI );
  22494. }
  22495. } );
  22496. this.distance = ( distance !== undefined ) ? distance : 0;
  22497. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22498. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22499. }
  22500. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22501. constructor: PointLight,
  22502. isPointLight: true,
  22503. copy: function ( source ) {
  22504. Light.prototype.copy.call( this, source );
  22505. this.distance = source.distance;
  22506. this.decay = source.decay;
  22507. this.shadow = source.shadow.clone();
  22508. return this;
  22509. }
  22510. } );
  22511. /**
  22512. * @author alteredq / http://alteredqualia.com/
  22513. * @author arose / http://github.com/arose
  22514. */
  22515. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22516. Camera.call( this );
  22517. this.type = 'OrthographicCamera';
  22518. this.zoom = 1;
  22519. this.view = null;
  22520. this.left = ( left !== undefined ) ? left : - 1;
  22521. this.right = ( right !== undefined ) ? right : 1;
  22522. this.top = ( top !== undefined ) ? top : 1;
  22523. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22524. this.near = ( near !== undefined ) ? near : 0.1;
  22525. this.far = ( far !== undefined ) ? far : 2000;
  22526. this.updateProjectionMatrix();
  22527. }
  22528. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22529. constructor: OrthographicCamera,
  22530. isOrthographicCamera: true,
  22531. copy: function ( source, recursive ) {
  22532. Camera.prototype.copy.call( this, source, recursive );
  22533. this.left = source.left;
  22534. this.right = source.right;
  22535. this.top = source.top;
  22536. this.bottom = source.bottom;
  22537. this.near = source.near;
  22538. this.far = source.far;
  22539. this.zoom = source.zoom;
  22540. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22541. return this;
  22542. },
  22543. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22544. if ( this.view === null ) {
  22545. this.view = {
  22546. enabled: true,
  22547. fullWidth: 1,
  22548. fullHeight: 1,
  22549. offsetX: 0,
  22550. offsetY: 0,
  22551. width: 1,
  22552. height: 1
  22553. };
  22554. }
  22555. this.view.enabled = true;
  22556. this.view.fullWidth = fullWidth;
  22557. this.view.fullHeight = fullHeight;
  22558. this.view.offsetX = x;
  22559. this.view.offsetY = y;
  22560. this.view.width = width;
  22561. this.view.height = height;
  22562. this.updateProjectionMatrix();
  22563. },
  22564. clearViewOffset: function () {
  22565. if ( this.view !== null ) {
  22566. this.view.enabled = false;
  22567. }
  22568. this.updateProjectionMatrix();
  22569. },
  22570. updateProjectionMatrix: function () {
  22571. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22572. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22573. var cx = ( this.right + this.left ) / 2;
  22574. var cy = ( this.top + this.bottom ) / 2;
  22575. var left = cx - dx;
  22576. var right = cx + dx;
  22577. var top = cy + dy;
  22578. var bottom = cy - dy;
  22579. if ( this.view !== null && this.view.enabled ) {
  22580. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22581. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22582. var scaleW = ( this.right - this.left ) / this.view.width;
  22583. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22584. left += scaleW * ( this.view.offsetX / zoomW );
  22585. right = left + scaleW * ( this.view.width / zoomW );
  22586. top -= scaleH * ( this.view.offsetY / zoomH );
  22587. bottom = top - scaleH * ( this.view.height / zoomH );
  22588. }
  22589. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22590. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22591. },
  22592. toJSON: function ( meta ) {
  22593. var data = Object3D.prototype.toJSON.call( this, meta );
  22594. data.object.zoom = this.zoom;
  22595. data.object.left = this.left;
  22596. data.object.right = this.right;
  22597. data.object.top = this.top;
  22598. data.object.bottom = this.bottom;
  22599. data.object.near = this.near;
  22600. data.object.far = this.far;
  22601. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22602. return data;
  22603. }
  22604. } );
  22605. /**
  22606. * @author mrdoob / http://mrdoob.com/
  22607. */
  22608. function DirectionalLightShadow( ) {
  22609. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22610. }
  22611. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22612. constructor: DirectionalLightShadow
  22613. } );
  22614. /**
  22615. * @author mrdoob / http://mrdoob.com/
  22616. * @author alteredq / http://alteredqualia.com/
  22617. */
  22618. function DirectionalLight( color, intensity ) {
  22619. Light.call( this, color, intensity );
  22620. this.type = 'DirectionalLight';
  22621. this.position.copy( Object3D.DefaultUp );
  22622. this.updateMatrix();
  22623. this.target = new Object3D();
  22624. this.shadow = new DirectionalLightShadow();
  22625. }
  22626. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22627. constructor: DirectionalLight,
  22628. isDirectionalLight: true,
  22629. copy: function ( source ) {
  22630. Light.prototype.copy.call( this, source );
  22631. this.target = source.target.clone();
  22632. this.shadow = source.shadow.clone();
  22633. return this;
  22634. }
  22635. } );
  22636. /**
  22637. * @author mrdoob / http://mrdoob.com/
  22638. */
  22639. function AmbientLight( color, intensity ) {
  22640. Light.call( this, color, intensity );
  22641. this.type = 'AmbientLight';
  22642. this.castShadow = undefined;
  22643. }
  22644. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22645. constructor: AmbientLight,
  22646. isAmbientLight: true
  22647. } );
  22648. /**
  22649. * @author abelnation / http://github.com/abelnation
  22650. */
  22651. function RectAreaLight( color, intensity, width, height ) {
  22652. Light.call( this, color, intensity );
  22653. this.type = 'RectAreaLight';
  22654. this.width = ( width !== undefined ) ? width : 10;
  22655. this.height = ( height !== undefined ) ? height : 10;
  22656. }
  22657. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22658. constructor: RectAreaLight,
  22659. isRectAreaLight: true,
  22660. copy: function ( source ) {
  22661. Light.prototype.copy.call( this, source );
  22662. this.width = source.width;
  22663. this.height = source.height;
  22664. return this;
  22665. },
  22666. toJSON: function ( meta ) {
  22667. var data = Light.prototype.toJSON.call( this, meta );
  22668. data.object.width = this.width;
  22669. data.object.height = this.height;
  22670. return data;
  22671. }
  22672. } );
  22673. /**
  22674. * @author mrdoob / http://mrdoob.com/
  22675. */
  22676. function MaterialLoader( manager ) {
  22677. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22678. this.textures = {};
  22679. }
  22680. Object.assign( MaterialLoader.prototype, {
  22681. load: function ( url, onLoad, onProgress, onError ) {
  22682. var scope = this;
  22683. var loader = new FileLoader( scope.manager );
  22684. loader.setPath( scope.path );
  22685. loader.load( url, function ( text ) {
  22686. onLoad( scope.parse( JSON.parse( text ) ) );
  22687. }, onProgress, onError );
  22688. },
  22689. parse: function ( json ) {
  22690. var textures = this.textures;
  22691. function getTexture( name ) {
  22692. if ( textures[ name ] === undefined ) {
  22693. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22694. }
  22695. return textures[ name ];
  22696. }
  22697. var material = new Materials[ json.type ]();
  22698. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22699. if ( json.name !== undefined ) material.name = json.name;
  22700. if ( json.color !== undefined ) material.color.setHex( json.color );
  22701. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22702. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22703. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22704. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22705. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22706. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  22707. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  22708. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22709. if ( json.fog !== undefined ) material.fog = json.fog;
  22710. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22711. if ( json.blending !== undefined ) material.blending = json.blending;
  22712. if ( json.combine !== undefined ) material.combine = json.combine;
  22713. if ( json.side !== undefined ) material.side = json.side;
  22714. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22715. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22716. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22717. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22718. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22719. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22720. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22721. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22722. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22723. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22724. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22725. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22726. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22727. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22728. if ( json.scale !== undefined ) material.scale = json.scale;
  22729. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22730. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22731. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22732. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22733. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22734. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22735. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22736. if ( json.visible !== undefined ) material.visible = json.visible;
  22737. if ( json.userData !== undefined ) material.userData = json.userData;
  22738. // Shader Material
  22739. if ( json.uniforms !== undefined ) {
  22740. for ( var name in json.uniforms ) {
  22741. var uniform = json.uniforms[ name ];
  22742. material.uniforms[ name ] = {};
  22743. switch ( uniform.type ) {
  22744. case 't':
  22745. material.uniforms[ name ].value = getTexture( uniform.value );
  22746. break;
  22747. case 'c':
  22748. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22749. break;
  22750. case 'v2':
  22751. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22752. break;
  22753. case 'v3':
  22754. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22755. break;
  22756. case 'v4':
  22757. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22758. break;
  22759. case 'm3':
  22760. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22761. case 'm4':
  22762. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22763. break;
  22764. default:
  22765. material.uniforms[ name ].value = uniform.value;
  22766. }
  22767. }
  22768. }
  22769. if ( json.defines !== undefined ) material.defines = json.defines;
  22770. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22771. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22772. if ( json.extensions !== undefined ) {
  22773. for ( var key in json.extensions ) {
  22774. material.extensions[ key ] = json.extensions[ key ];
  22775. }
  22776. }
  22777. // Deprecated
  22778. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22779. // for PointsMaterial
  22780. if ( json.size !== undefined ) material.size = json.size;
  22781. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22782. // maps
  22783. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22784. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22785. if ( json.alphaMap !== undefined ) {
  22786. material.alphaMap = getTexture( json.alphaMap );
  22787. material.transparent = true;
  22788. }
  22789. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22790. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22791. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22792. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22793. if ( json.normalScale !== undefined ) {
  22794. var normalScale = json.normalScale;
  22795. if ( Array.isArray( normalScale ) === false ) {
  22796. // Blender exporter used to export a scalar. See #7459
  22797. normalScale = [ normalScale, normalScale ];
  22798. }
  22799. material.normalScale = new Vector2().fromArray( normalScale );
  22800. }
  22801. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22802. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22803. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22804. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22805. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22806. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22807. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22808. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22809. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22810. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22811. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22812. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22813. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22814. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22815. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22816. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22817. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22818. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  22819. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  22820. return material;
  22821. },
  22822. setPath: function ( value ) {
  22823. this.path = value;
  22824. return this;
  22825. },
  22826. setTextures: function ( value ) {
  22827. this.textures = value;
  22828. return this;
  22829. }
  22830. } );
  22831. /**
  22832. * @author Don McCurdy / https://www.donmccurdy.com
  22833. */
  22834. var LoaderUtils = {
  22835. decodeText: function ( array ) {
  22836. if ( typeof TextDecoder !== 'undefined' ) {
  22837. return new TextDecoder().decode( array );
  22838. }
  22839. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22840. // throws a "maximum call stack size exceeded" error for large arrays.
  22841. var s = '';
  22842. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22843. // Implicitly assumes little-endian.
  22844. s += String.fromCharCode( array[ i ] );
  22845. }
  22846. try {
  22847. // merges multi-byte utf-8 characters.
  22848. return decodeURIComponent( escape( s ) );
  22849. } catch ( e ) { // see #16358
  22850. return s;
  22851. }
  22852. },
  22853. extractUrlBase: function ( url ) {
  22854. var index = url.lastIndexOf( '/' );
  22855. if ( index === - 1 ) return './';
  22856. return url.substr( 0, index + 1 );
  22857. }
  22858. };
  22859. /**
  22860. * @author benaadams / https://twitter.com/ben_a_adams
  22861. */
  22862. function InstancedBufferGeometry() {
  22863. BufferGeometry.call( this );
  22864. this.type = 'InstancedBufferGeometry';
  22865. this.maxInstancedCount = undefined;
  22866. }
  22867. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22868. constructor: InstancedBufferGeometry,
  22869. isInstancedBufferGeometry: true,
  22870. copy: function ( source ) {
  22871. BufferGeometry.prototype.copy.call( this, source );
  22872. this.maxInstancedCount = source.maxInstancedCount;
  22873. return this;
  22874. },
  22875. clone: function () {
  22876. return new this.constructor().copy( this );
  22877. },
  22878. toJSON: function () {
  22879. var data = BufferGeometry.prototype.toJSON.call( this );
  22880. data.maxInstancedCount = this.maxInstancedCount;
  22881. data.isInstancedBufferGeometry = true;
  22882. return data;
  22883. }
  22884. } );
  22885. /**
  22886. * @author benaadams / https://twitter.com/ben_a_adams
  22887. */
  22888. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  22889. if ( typeof ( normalized ) === 'number' ) {
  22890. meshPerAttribute = normalized;
  22891. normalized = false;
  22892. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  22893. }
  22894. BufferAttribute.call( this, array, itemSize, normalized );
  22895. this.meshPerAttribute = meshPerAttribute || 1;
  22896. }
  22897. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  22898. constructor: InstancedBufferAttribute,
  22899. isInstancedBufferAttribute: true,
  22900. copy: function ( source ) {
  22901. BufferAttribute.prototype.copy.call( this, source );
  22902. this.meshPerAttribute = source.meshPerAttribute;
  22903. return this;
  22904. },
  22905. toJSON: function () {
  22906. var data = BufferAttribute.prototype.toJSON.call( this );
  22907. data.meshPerAttribute = this.meshPerAttribute;
  22908. data.isInstancedBufferAttribute = true;
  22909. return data;
  22910. }
  22911. } );
  22912. /**
  22913. * @author mrdoob / http://mrdoob.com/
  22914. */
  22915. function BufferGeometryLoader( manager ) {
  22916. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22917. }
  22918. Object.assign( BufferGeometryLoader.prototype, {
  22919. load: function ( url, onLoad, onProgress, onError ) {
  22920. var scope = this;
  22921. var loader = new FileLoader( scope.manager );
  22922. loader.setPath( scope.path );
  22923. loader.load( url, function ( text ) {
  22924. onLoad( scope.parse( JSON.parse( text ) ) );
  22925. }, onProgress, onError );
  22926. },
  22927. parse: function ( json ) {
  22928. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  22929. var index = json.data.index;
  22930. if ( index !== undefined ) {
  22931. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22932. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22933. }
  22934. var attributes = json.data.attributes;
  22935. for ( var key in attributes ) {
  22936. var attribute = attributes[ key ];
  22937. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22938. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  22939. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  22940. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22941. geometry.addAttribute( key, bufferAttribute );
  22942. }
  22943. var morphAttributes = json.data.morphAttributes;
  22944. if ( morphAttributes ) {
  22945. for ( var key in morphAttributes ) {
  22946. var attributeArray = morphAttributes[ key ];
  22947. var array = [];
  22948. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  22949. var attribute = attributeArray[ i ];
  22950. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22951. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22952. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22953. array.push( bufferAttribute );
  22954. }
  22955. geometry.morphAttributes[ key ] = array;
  22956. }
  22957. }
  22958. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22959. if ( groups !== undefined ) {
  22960. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22961. var group = groups[ i ];
  22962. geometry.addGroup( group.start, group.count, group.materialIndex );
  22963. }
  22964. }
  22965. var boundingSphere = json.data.boundingSphere;
  22966. if ( boundingSphere !== undefined ) {
  22967. var center = new Vector3();
  22968. if ( boundingSphere.center !== undefined ) {
  22969. center.fromArray( boundingSphere.center );
  22970. }
  22971. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22972. }
  22973. if ( json.name ) geometry.name = json.name;
  22974. if ( json.userData ) geometry.userData = json.userData;
  22975. return geometry;
  22976. },
  22977. setPath: function ( value ) {
  22978. this.path = value;
  22979. return this;
  22980. }
  22981. } );
  22982. var TYPED_ARRAYS = {
  22983. Int8Array: Int8Array,
  22984. Uint8Array: Uint8Array,
  22985. // Workaround for IE11 pre KB2929437. See #11440
  22986. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22987. Int16Array: Int16Array,
  22988. Uint16Array: Uint16Array,
  22989. Int32Array: Int32Array,
  22990. Uint32Array: Uint32Array,
  22991. Float32Array: Float32Array,
  22992. Float64Array: Float64Array
  22993. };
  22994. /**
  22995. * @author mrdoob / http://mrdoob.com/
  22996. */
  22997. function ObjectLoader( manager ) {
  22998. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22999. this.resourcePath = '';
  23000. }
  23001. Object.assign( ObjectLoader.prototype, {
  23002. crossOrigin: 'anonymous',
  23003. load: function ( url, onLoad, onProgress, onError ) {
  23004. var scope = this;
  23005. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23006. this.resourcePath = this.resourcePath || path;
  23007. var loader = new FileLoader( scope.manager );
  23008. loader.setPath( this.path );
  23009. loader.load( url, function ( text ) {
  23010. var json = null;
  23011. try {
  23012. json = JSON.parse( text );
  23013. } catch ( error ) {
  23014. if ( onError !== undefined ) onError( error );
  23015. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23016. return;
  23017. }
  23018. var metadata = json.metadata;
  23019. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23020. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23021. return;
  23022. }
  23023. scope.parse( json, onLoad );
  23024. }, onProgress, onError );
  23025. },
  23026. setPath: function ( value ) {
  23027. this.path = value;
  23028. return this;
  23029. },
  23030. setResourcePath: function ( value ) {
  23031. this.resourcePath = value;
  23032. return this;
  23033. },
  23034. setCrossOrigin: function ( value ) {
  23035. this.crossOrigin = value;
  23036. return this;
  23037. },
  23038. parse: function ( json, onLoad ) {
  23039. var shapes = this.parseShape( json.shapes );
  23040. var geometries = this.parseGeometries( json.geometries, shapes );
  23041. var images = this.parseImages( json.images, function () {
  23042. if ( onLoad !== undefined ) onLoad( object );
  23043. } );
  23044. var textures = this.parseTextures( json.textures, images );
  23045. var materials = this.parseMaterials( json.materials, textures );
  23046. var object = this.parseObject( json.object, geometries, materials );
  23047. if ( json.animations ) {
  23048. object.animations = this.parseAnimations( json.animations );
  23049. }
  23050. if ( json.images === undefined || json.images.length === 0 ) {
  23051. if ( onLoad !== undefined ) onLoad( object );
  23052. }
  23053. return object;
  23054. },
  23055. parseShape: function ( json ) {
  23056. var shapes = {};
  23057. if ( json !== undefined ) {
  23058. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23059. var shape = new Shape().fromJSON( json[ i ] );
  23060. shapes[ shape.uuid ] = shape;
  23061. }
  23062. }
  23063. return shapes;
  23064. },
  23065. parseGeometries: function ( json, shapes ) {
  23066. var geometries = {};
  23067. if ( json !== undefined ) {
  23068. var bufferGeometryLoader = new BufferGeometryLoader();
  23069. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23070. var geometry;
  23071. var data = json[ i ];
  23072. switch ( data.type ) {
  23073. case 'PlaneGeometry':
  23074. case 'PlaneBufferGeometry':
  23075. geometry = new Geometries[ data.type ](
  23076. data.width,
  23077. data.height,
  23078. data.widthSegments,
  23079. data.heightSegments
  23080. );
  23081. break;
  23082. case 'BoxGeometry':
  23083. case 'BoxBufferGeometry':
  23084. case 'CubeGeometry': // backwards compatible
  23085. geometry = new Geometries[ data.type ](
  23086. data.width,
  23087. data.height,
  23088. data.depth,
  23089. data.widthSegments,
  23090. data.heightSegments,
  23091. data.depthSegments
  23092. );
  23093. break;
  23094. case 'CircleGeometry':
  23095. case 'CircleBufferGeometry':
  23096. geometry = new Geometries[ data.type ](
  23097. data.radius,
  23098. data.segments,
  23099. data.thetaStart,
  23100. data.thetaLength
  23101. );
  23102. break;
  23103. case 'CylinderGeometry':
  23104. case 'CylinderBufferGeometry':
  23105. geometry = new Geometries[ data.type ](
  23106. data.radiusTop,
  23107. data.radiusBottom,
  23108. data.height,
  23109. data.radialSegments,
  23110. data.heightSegments,
  23111. data.openEnded,
  23112. data.thetaStart,
  23113. data.thetaLength
  23114. );
  23115. break;
  23116. case 'ConeGeometry':
  23117. case 'ConeBufferGeometry':
  23118. geometry = new Geometries[ data.type ](
  23119. data.radius,
  23120. data.height,
  23121. data.radialSegments,
  23122. data.heightSegments,
  23123. data.openEnded,
  23124. data.thetaStart,
  23125. data.thetaLength
  23126. );
  23127. break;
  23128. case 'SphereGeometry':
  23129. case 'SphereBufferGeometry':
  23130. geometry = new Geometries[ data.type ](
  23131. data.radius,
  23132. data.widthSegments,
  23133. data.heightSegments,
  23134. data.phiStart,
  23135. data.phiLength,
  23136. data.thetaStart,
  23137. data.thetaLength
  23138. );
  23139. break;
  23140. case 'DodecahedronGeometry':
  23141. case 'DodecahedronBufferGeometry':
  23142. case 'IcosahedronGeometry':
  23143. case 'IcosahedronBufferGeometry':
  23144. case 'OctahedronGeometry':
  23145. case 'OctahedronBufferGeometry':
  23146. case 'TetrahedronGeometry':
  23147. case 'TetrahedronBufferGeometry':
  23148. geometry = new Geometries[ data.type ](
  23149. data.radius,
  23150. data.detail
  23151. );
  23152. break;
  23153. case 'RingGeometry':
  23154. case 'RingBufferGeometry':
  23155. geometry = new Geometries[ data.type ](
  23156. data.innerRadius,
  23157. data.outerRadius,
  23158. data.thetaSegments,
  23159. data.phiSegments,
  23160. data.thetaStart,
  23161. data.thetaLength
  23162. );
  23163. break;
  23164. case 'TorusGeometry':
  23165. case 'TorusBufferGeometry':
  23166. geometry = new Geometries[ data.type ](
  23167. data.radius,
  23168. data.tube,
  23169. data.radialSegments,
  23170. data.tubularSegments,
  23171. data.arc
  23172. );
  23173. break;
  23174. case 'TorusKnotGeometry':
  23175. case 'TorusKnotBufferGeometry':
  23176. geometry = new Geometries[ data.type ](
  23177. data.radius,
  23178. data.tube,
  23179. data.tubularSegments,
  23180. data.radialSegments,
  23181. data.p,
  23182. data.q
  23183. );
  23184. break;
  23185. case 'TubeGeometry':
  23186. case 'TubeBufferGeometry':
  23187. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23188. // User defined curves or instances of CurvePath will not be deserialized.
  23189. geometry = new Geometries[ data.type ](
  23190. new Curves[ data.path.type ]().fromJSON( data.path ),
  23191. data.tubularSegments,
  23192. data.radius,
  23193. data.radialSegments,
  23194. data.closed
  23195. );
  23196. break;
  23197. case 'LatheGeometry':
  23198. case 'LatheBufferGeometry':
  23199. geometry = new Geometries[ data.type ](
  23200. data.points,
  23201. data.segments,
  23202. data.phiStart,
  23203. data.phiLength
  23204. );
  23205. break;
  23206. case 'PolyhedronGeometry':
  23207. case 'PolyhedronBufferGeometry':
  23208. geometry = new Geometries[ data.type ](
  23209. data.vertices,
  23210. data.indices,
  23211. data.radius,
  23212. data.details
  23213. );
  23214. break;
  23215. case 'ShapeGeometry':
  23216. case 'ShapeBufferGeometry':
  23217. var geometryShapes = [];
  23218. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23219. var shape = shapes[ data.shapes[ j ] ];
  23220. geometryShapes.push( shape );
  23221. }
  23222. geometry = new Geometries[ data.type ](
  23223. geometryShapes,
  23224. data.curveSegments
  23225. );
  23226. break;
  23227. case 'ExtrudeGeometry':
  23228. case 'ExtrudeBufferGeometry':
  23229. var geometryShapes = [];
  23230. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23231. var shape = shapes[ data.shapes[ j ] ];
  23232. geometryShapes.push( shape );
  23233. }
  23234. var extrudePath = data.options.extrudePath;
  23235. if ( extrudePath !== undefined ) {
  23236. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23237. }
  23238. geometry = new Geometries[ data.type ](
  23239. geometryShapes,
  23240. data.options
  23241. );
  23242. break;
  23243. case 'BufferGeometry':
  23244. case 'InstancedBufferGeometry':
  23245. geometry = bufferGeometryLoader.parse( data );
  23246. break;
  23247. case 'Geometry':
  23248. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23249. var geometryLoader = new THREE.LegacyJSONLoader();
  23250. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23251. } else {
  23252. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23253. }
  23254. break;
  23255. default:
  23256. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23257. continue;
  23258. }
  23259. geometry.uuid = data.uuid;
  23260. if ( data.name !== undefined ) geometry.name = data.name;
  23261. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23262. geometries[ data.uuid ] = geometry;
  23263. }
  23264. }
  23265. return geometries;
  23266. },
  23267. parseMaterials: function ( json, textures ) {
  23268. var cache = {}; // MultiMaterial
  23269. var materials = {};
  23270. if ( json !== undefined ) {
  23271. var loader = new MaterialLoader();
  23272. loader.setTextures( textures );
  23273. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23274. var data = json[ i ];
  23275. if ( data.type === 'MultiMaterial' ) {
  23276. // Deprecated
  23277. var array = [];
  23278. for ( var j = 0; j < data.materials.length; j ++ ) {
  23279. var material = data.materials[ j ];
  23280. if ( cache[ material.uuid ] === undefined ) {
  23281. cache[ material.uuid ] = loader.parse( material );
  23282. }
  23283. array.push( cache[ material.uuid ] );
  23284. }
  23285. materials[ data.uuid ] = array;
  23286. } else {
  23287. if ( cache[ data.uuid ] === undefined ) {
  23288. cache[ data.uuid ] = loader.parse( data );
  23289. }
  23290. materials[ data.uuid ] = cache[ data.uuid ];
  23291. }
  23292. }
  23293. }
  23294. return materials;
  23295. },
  23296. parseAnimations: function ( json ) {
  23297. var animations = [];
  23298. for ( var i = 0; i < json.length; i ++ ) {
  23299. var data = json[ i ];
  23300. var clip = AnimationClip.parse( data );
  23301. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23302. animations.push( clip );
  23303. }
  23304. return animations;
  23305. },
  23306. parseImages: function ( json, onLoad ) {
  23307. var scope = this;
  23308. var images = {};
  23309. function loadImage( url ) {
  23310. scope.manager.itemStart( url );
  23311. return loader.load( url, function () {
  23312. scope.manager.itemEnd( url );
  23313. }, undefined, function () {
  23314. scope.manager.itemError( url );
  23315. scope.manager.itemEnd( url );
  23316. } );
  23317. }
  23318. if ( json !== undefined && json.length > 0 ) {
  23319. var manager = new LoadingManager( onLoad );
  23320. var loader = new ImageLoader( manager );
  23321. loader.setCrossOrigin( this.crossOrigin );
  23322. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23323. var image = json[ i ];
  23324. var url = image.url;
  23325. if ( Array.isArray( url ) ) {
  23326. // load array of images e.g CubeTexture
  23327. images[ image.uuid ] = [];
  23328. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23329. var currentUrl = url[ j ];
  23330. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23331. images[ image.uuid ].push( loadImage( path ) );
  23332. }
  23333. } else {
  23334. // load single image
  23335. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23336. images[ image.uuid ] = loadImage( path );
  23337. }
  23338. }
  23339. }
  23340. return images;
  23341. },
  23342. parseTextures: function ( json, images ) {
  23343. function parseConstant( value, type ) {
  23344. if ( typeof value === 'number' ) return value;
  23345. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23346. return type[ value ];
  23347. }
  23348. var textures = {};
  23349. if ( json !== undefined ) {
  23350. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23351. var data = json[ i ];
  23352. if ( data.image === undefined ) {
  23353. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23354. }
  23355. if ( images[ data.image ] === undefined ) {
  23356. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23357. }
  23358. var texture;
  23359. if ( Array.isArray( images[ data.image ] ) ) {
  23360. texture = new CubeTexture( images[ data.image ] );
  23361. } else {
  23362. texture = new Texture( images[ data.image ] );
  23363. }
  23364. texture.needsUpdate = true;
  23365. texture.uuid = data.uuid;
  23366. if ( data.name !== undefined ) texture.name = data.name;
  23367. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23368. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23369. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23370. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23371. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23372. if ( data.wrap !== undefined ) {
  23373. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23374. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23375. }
  23376. if ( data.format !== undefined ) texture.format = data.format;
  23377. if ( data.type !== undefined ) texture.type = data.type;
  23378. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23379. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23380. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23381. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23382. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23383. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23384. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23385. textures[ data.uuid ] = texture;
  23386. }
  23387. }
  23388. return textures;
  23389. },
  23390. parseObject: function ( data, geometries, materials ) {
  23391. var object;
  23392. function getGeometry( name ) {
  23393. if ( geometries[ name ] === undefined ) {
  23394. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23395. }
  23396. return geometries[ name ];
  23397. }
  23398. function getMaterial( name ) {
  23399. if ( name === undefined ) return undefined;
  23400. if ( Array.isArray( name ) ) {
  23401. var array = [];
  23402. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23403. var uuid = name[ i ];
  23404. if ( materials[ uuid ] === undefined ) {
  23405. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23406. }
  23407. array.push( materials[ uuid ] );
  23408. }
  23409. return array;
  23410. }
  23411. if ( materials[ name ] === undefined ) {
  23412. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23413. }
  23414. return materials[ name ];
  23415. }
  23416. switch ( data.type ) {
  23417. case 'Scene':
  23418. object = new Scene();
  23419. if ( data.background !== undefined ) {
  23420. if ( Number.isInteger( data.background ) ) {
  23421. object.background = new Color( data.background );
  23422. }
  23423. }
  23424. if ( data.fog !== undefined ) {
  23425. if ( data.fog.type === 'Fog' ) {
  23426. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23427. } else if ( data.fog.type === 'FogExp2' ) {
  23428. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23429. }
  23430. }
  23431. break;
  23432. case 'PerspectiveCamera':
  23433. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23434. if ( data.focus !== undefined ) object.focus = data.focus;
  23435. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23436. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23437. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23438. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23439. break;
  23440. case 'OrthographicCamera':
  23441. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23442. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23443. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23444. break;
  23445. case 'AmbientLight':
  23446. object = new AmbientLight( data.color, data.intensity );
  23447. break;
  23448. case 'DirectionalLight':
  23449. object = new DirectionalLight( data.color, data.intensity );
  23450. break;
  23451. case 'PointLight':
  23452. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23453. break;
  23454. case 'RectAreaLight':
  23455. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23456. break;
  23457. case 'SpotLight':
  23458. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23459. break;
  23460. case 'HemisphereLight':
  23461. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23462. break;
  23463. case 'SkinnedMesh':
  23464. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23465. case 'Mesh':
  23466. var geometry = getGeometry( data.geometry );
  23467. var material = getMaterial( data.material );
  23468. if ( geometry.bones && geometry.bones.length > 0 ) {
  23469. object = new SkinnedMesh( geometry, material );
  23470. } else {
  23471. object = new Mesh( geometry, material );
  23472. }
  23473. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23474. break;
  23475. case 'LOD':
  23476. object = new LOD();
  23477. break;
  23478. case 'Line':
  23479. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23480. break;
  23481. case 'LineLoop':
  23482. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23483. break;
  23484. case 'LineSegments':
  23485. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23486. break;
  23487. case 'PointCloud':
  23488. case 'Points':
  23489. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23490. break;
  23491. case 'Sprite':
  23492. object = new Sprite( getMaterial( data.material ) );
  23493. break;
  23494. case 'Group':
  23495. object = new Group();
  23496. break;
  23497. default:
  23498. object = new Object3D();
  23499. }
  23500. object.uuid = data.uuid;
  23501. if ( data.name !== undefined ) object.name = data.name;
  23502. if ( data.matrix !== undefined ) {
  23503. object.matrix.fromArray( data.matrix );
  23504. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23505. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23506. } else {
  23507. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23508. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23509. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23510. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23511. }
  23512. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23513. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23514. if ( data.shadow ) {
  23515. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23516. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23517. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23518. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23519. }
  23520. if ( data.visible !== undefined ) object.visible = data.visible;
  23521. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23522. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23523. if ( data.userData !== undefined ) object.userData = data.userData;
  23524. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23525. if ( data.children !== undefined ) {
  23526. var children = data.children;
  23527. for ( var i = 0; i < children.length; i ++ ) {
  23528. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23529. }
  23530. }
  23531. if ( data.type === 'LOD' ) {
  23532. var levels = data.levels;
  23533. for ( var l = 0; l < levels.length; l ++ ) {
  23534. var level = levels[ l ];
  23535. var child = object.getObjectByProperty( 'uuid', level.object );
  23536. if ( child !== undefined ) {
  23537. object.addLevel( child, level.distance );
  23538. }
  23539. }
  23540. }
  23541. return object;
  23542. }
  23543. } );
  23544. var TEXTURE_MAPPING = {
  23545. UVMapping: UVMapping,
  23546. CubeReflectionMapping: CubeReflectionMapping,
  23547. CubeRefractionMapping: CubeRefractionMapping,
  23548. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23549. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23550. SphericalReflectionMapping: SphericalReflectionMapping,
  23551. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23552. CubeUVRefractionMapping: CubeUVRefractionMapping
  23553. };
  23554. var TEXTURE_WRAPPING = {
  23555. RepeatWrapping: RepeatWrapping,
  23556. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23557. MirroredRepeatWrapping: MirroredRepeatWrapping
  23558. };
  23559. var TEXTURE_FILTER = {
  23560. NearestFilter: NearestFilter,
  23561. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23562. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23563. LinearFilter: LinearFilter,
  23564. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23565. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23566. };
  23567. /**
  23568. * @author thespite / http://clicktorelease.com/
  23569. */
  23570. function ImageBitmapLoader( manager ) {
  23571. if ( typeof createImageBitmap === 'undefined' ) {
  23572. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23573. }
  23574. if ( typeof fetch === 'undefined' ) {
  23575. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23576. }
  23577. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23578. this.options = undefined;
  23579. }
  23580. ImageBitmapLoader.prototype = {
  23581. constructor: ImageBitmapLoader,
  23582. setOptions: function setOptions( options ) {
  23583. this.options = options;
  23584. return this;
  23585. },
  23586. load: function ( url, onLoad, onProgress, onError ) {
  23587. if ( url === undefined ) url = '';
  23588. if ( this.path !== undefined ) url = this.path + url;
  23589. url = this.manager.resolveURL( url );
  23590. var scope = this;
  23591. var cached = Cache.get( url );
  23592. if ( cached !== undefined ) {
  23593. scope.manager.itemStart( url );
  23594. setTimeout( function () {
  23595. if ( onLoad ) onLoad( cached );
  23596. scope.manager.itemEnd( url );
  23597. }, 0 );
  23598. return cached;
  23599. }
  23600. fetch( url ).then( function ( res ) {
  23601. return res.blob();
  23602. } ).then( function ( blob ) {
  23603. if ( scope.options === undefined ) {
  23604. // Workaround for FireFox. It causes an error if you pass options.
  23605. return createImageBitmap( blob );
  23606. } else {
  23607. return createImageBitmap( blob, scope.options );
  23608. }
  23609. } ).then( function ( imageBitmap ) {
  23610. Cache.add( url, imageBitmap );
  23611. if ( onLoad ) onLoad( imageBitmap );
  23612. scope.manager.itemEnd( url );
  23613. } ).catch( function ( e ) {
  23614. if ( onError ) onError( e );
  23615. scope.manager.itemError( url );
  23616. scope.manager.itemEnd( url );
  23617. } );
  23618. scope.manager.itemStart( url );
  23619. },
  23620. setCrossOrigin: function ( /* value */ ) {
  23621. return this;
  23622. },
  23623. setPath: function ( value ) {
  23624. this.path = value;
  23625. return this;
  23626. }
  23627. };
  23628. /**
  23629. * @author zz85 / http://www.lab4games.net/zz85/blog
  23630. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23631. **/
  23632. function ShapePath() {
  23633. this.type = 'ShapePath';
  23634. this.color = new Color();
  23635. this.subPaths = [];
  23636. this.currentPath = null;
  23637. }
  23638. Object.assign( ShapePath.prototype, {
  23639. moveTo: function ( x, y ) {
  23640. this.currentPath = new Path();
  23641. this.subPaths.push( this.currentPath );
  23642. this.currentPath.moveTo( x, y );
  23643. },
  23644. lineTo: function ( x, y ) {
  23645. this.currentPath.lineTo( x, y );
  23646. },
  23647. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23648. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23649. },
  23650. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23651. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23652. },
  23653. splineThru: function ( pts ) {
  23654. this.currentPath.splineThru( pts );
  23655. },
  23656. toShapes: function ( isCCW, noHoles ) {
  23657. function toShapesNoHoles( inSubpaths ) {
  23658. var shapes = [];
  23659. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23660. var tmpPath = inSubpaths[ i ];
  23661. var tmpShape = new Shape();
  23662. tmpShape.curves = tmpPath.curves;
  23663. shapes.push( tmpShape );
  23664. }
  23665. return shapes;
  23666. }
  23667. function isPointInsidePolygon( inPt, inPolygon ) {
  23668. var polyLen = inPolygon.length;
  23669. // inPt on polygon contour => immediate success or
  23670. // toggling of inside/outside at every single! intersection point of an edge
  23671. // with the horizontal line through inPt, left of inPt
  23672. // not counting lowerY endpoints of edges and whole edges on that line
  23673. var inside = false;
  23674. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23675. var edgeLowPt = inPolygon[ p ];
  23676. var edgeHighPt = inPolygon[ q ];
  23677. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23678. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23679. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23680. // not parallel
  23681. if ( edgeDy < 0 ) {
  23682. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23683. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23684. }
  23685. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23686. if ( inPt.y === edgeLowPt.y ) {
  23687. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23688. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23689. } else {
  23690. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23691. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23692. if ( perpEdge < 0 ) continue;
  23693. inside = ! inside; // true intersection left of inPt
  23694. }
  23695. } else {
  23696. // parallel or collinear
  23697. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23698. // edge lies on the same horizontal line as inPt
  23699. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23700. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23701. // continue;
  23702. }
  23703. }
  23704. return inside;
  23705. }
  23706. var isClockWise = ShapeUtils.isClockWise;
  23707. var subPaths = this.subPaths;
  23708. if ( subPaths.length === 0 ) return [];
  23709. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23710. var solid, tmpPath, tmpShape, shapes = [];
  23711. if ( subPaths.length === 1 ) {
  23712. tmpPath = subPaths[ 0 ];
  23713. tmpShape = new Shape();
  23714. tmpShape.curves = tmpPath.curves;
  23715. shapes.push( tmpShape );
  23716. return shapes;
  23717. }
  23718. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23719. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23720. // console.log("Holes first", holesFirst);
  23721. var betterShapeHoles = [];
  23722. var newShapes = [];
  23723. var newShapeHoles = [];
  23724. var mainIdx = 0;
  23725. var tmpPoints;
  23726. newShapes[ mainIdx ] = undefined;
  23727. newShapeHoles[ mainIdx ] = [];
  23728. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23729. tmpPath = subPaths[ i ];
  23730. tmpPoints = tmpPath.getPoints();
  23731. solid = isClockWise( tmpPoints );
  23732. solid = isCCW ? ! solid : solid;
  23733. if ( solid ) {
  23734. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23735. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23736. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23737. if ( holesFirst ) mainIdx ++;
  23738. newShapeHoles[ mainIdx ] = [];
  23739. //console.log('cw', i);
  23740. } else {
  23741. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23742. //console.log('ccw', i);
  23743. }
  23744. }
  23745. // only Holes? -> probably all Shapes with wrong orientation
  23746. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23747. if ( newShapes.length > 1 ) {
  23748. var ambiguous = false;
  23749. var toChange = [];
  23750. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23751. betterShapeHoles[ sIdx ] = [];
  23752. }
  23753. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23754. var sho = newShapeHoles[ sIdx ];
  23755. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23756. var ho = sho[ hIdx ];
  23757. var hole_unassigned = true;
  23758. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23759. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23760. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23761. if ( hole_unassigned ) {
  23762. hole_unassigned = false;
  23763. betterShapeHoles[ s2Idx ].push( ho );
  23764. } else {
  23765. ambiguous = true;
  23766. }
  23767. }
  23768. }
  23769. if ( hole_unassigned ) {
  23770. betterShapeHoles[ sIdx ].push( ho );
  23771. }
  23772. }
  23773. }
  23774. // console.log("ambiguous: ", ambiguous);
  23775. if ( toChange.length > 0 ) {
  23776. // console.log("to change: ", toChange);
  23777. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23778. }
  23779. }
  23780. var tmpHoles;
  23781. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23782. tmpShape = newShapes[ i ].s;
  23783. shapes.push( tmpShape );
  23784. tmpHoles = newShapeHoles[ i ];
  23785. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23786. tmpShape.holes.push( tmpHoles[ j ].h );
  23787. }
  23788. }
  23789. //console.log("shape", shapes);
  23790. return shapes;
  23791. }
  23792. } );
  23793. /**
  23794. * @author zz85 / http://www.lab4games.net/zz85/blog
  23795. * @author mrdoob / http://mrdoob.com/
  23796. */
  23797. function Font( data ) {
  23798. this.type = 'Font';
  23799. this.data = data;
  23800. }
  23801. Object.assign( Font.prototype, {
  23802. isFont: true,
  23803. generateShapes: function ( text, size ) {
  23804. if ( size === undefined ) size = 100;
  23805. var shapes = [];
  23806. var paths = createPaths( text, size, this.data );
  23807. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23808. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23809. }
  23810. return shapes;
  23811. }
  23812. } );
  23813. function createPaths( text, size, data ) {
  23814. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23815. var scale = size / data.resolution;
  23816. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23817. var paths = [];
  23818. var offsetX = 0, offsetY = 0;
  23819. for ( var i = 0; i < chars.length; i ++ ) {
  23820. var char = chars[ i ];
  23821. if ( char === '\n' ) {
  23822. offsetX = 0;
  23823. offsetY -= line_height;
  23824. } else {
  23825. var ret = createPath( char, scale, offsetX, offsetY, data );
  23826. offsetX += ret.offsetX;
  23827. paths.push( ret.path );
  23828. }
  23829. }
  23830. return paths;
  23831. }
  23832. function createPath( char, scale, offsetX, offsetY, data ) {
  23833. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23834. if ( ! glyph ) {
  23835. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  23836. return;
  23837. }
  23838. var path = new ShapePath();
  23839. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23840. if ( glyph.o ) {
  23841. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23842. for ( var i = 0, l = outline.length; i < l; ) {
  23843. var action = outline[ i ++ ];
  23844. switch ( action ) {
  23845. case 'm': // moveTo
  23846. x = outline[ i ++ ] * scale + offsetX;
  23847. y = outline[ i ++ ] * scale + offsetY;
  23848. path.moveTo( x, y );
  23849. break;
  23850. case 'l': // lineTo
  23851. x = outline[ i ++ ] * scale + offsetX;
  23852. y = outline[ i ++ ] * scale + offsetY;
  23853. path.lineTo( x, y );
  23854. break;
  23855. case 'q': // quadraticCurveTo
  23856. cpx = outline[ i ++ ] * scale + offsetX;
  23857. cpy = outline[ i ++ ] * scale + offsetY;
  23858. cpx1 = outline[ i ++ ] * scale + offsetX;
  23859. cpy1 = outline[ i ++ ] * scale + offsetY;
  23860. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23861. break;
  23862. case 'b': // bezierCurveTo
  23863. cpx = outline[ i ++ ] * scale + offsetX;
  23864. cpy = outline[ i ++ ] * scale + offsetY;
  23865. cpx1 = outline[ i ++ ] * scale + offsetX;
  23866. cpy1 = outline[ i ++ ] * scale + offsetY;
  23867. cpx2 = outline[ i ++ ] * scale + offsetX;
  23868. cpy2 = outline[ i ++ ] * scale + offsetY;
  23869. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23870. break;
  23871. }
  23872. }
  23873. }
  23874. return { offsetX: glyph.ha * scale, path: path };
  23875. }
  23876. /**
  23877. * @author mrdoob / http://mrdoob.com/
  23878. */
  23879. function FontLoader( manager ) {
  23880. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23881. }
  23882. Object.assign( FontLoader.prototype, {
  23883. load: function ( url, onLoad, onProgress, onError ) {
  23884. var scope = this;
  23885. var loader = new FileLoader( this.manager );
  23886. loader.setPath( this.path );
  23887. loader.load( url, function ( text ) {
  23888. var json;
  23889. try {
  23890. json = JSON.parse( text );
  23891. } catch ( e ) {
  23892. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23893. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23894. }
  23895. var font = scope.parse( json );
  23896. if ( onLoad ) onLoad( font );
  23897. }, onProgress, onError );
  23898. },
  23899. parse: function ( json ) {
  23900. return new Font( json );
  23901. },
  23902. setPath: function ( value ) {
  23903. this.path = value;
  23904. return this;
  23905. }
  23906. } );
  23907. /**
  23908. * @author alteredq / http://alteredqualia.com/
  23909. */
  23910. function Loader() {}
  23911. Loader.Handlers = {
  23912. handlers: [],
  23913. add: function ( regex, loader ) {
  23914. this.handlers.push( regex, loader );
  23915. },
  23916. get: function ( file ) {
  23917. var handlers = this.handlers;
  23918. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23919. var regex = handlers[ i ];
  23920. var loader = handlers[ i + 1 ];
  23921. if ( regex.test( file ) ) {
  23922. return loader;
  23923. }
  23924. }
  23925. return null;
  23926. }
  23927. };
  23928. Object.assign( Loader.prototype, {
  23929. crossOrigin: 'anonymous',
  23930. onLoadStart: function () {},
  23931. onLoadProgress: function () {},
  23932. onLoadComplete: function () {}
  23933. } );
  23934. /**
  23935. * @author mrdoob / http://mrdoob.com/
  23936. */
  23937. var _context;
  23938. var AudioContext = {
  23939. getContext: function () {
  23940. if ( _context === undefined ) {
  23941. _context = new ( window.AudioContext || window.webkitAudioContext )();
  23942. }
  23943. return _context;
  23944. },
  23945. setContext: function ( value ) {
  23946. _context = value;
  23947. }
  23948. };
  23949. /**
  23950. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23951. */
  23952. function AudioLoader( manager ) {
  23953. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23954. }
  23955. Object.assign( AudioLoader.prototype, {
  23956. load: function ( url, onLoad, onProgress, onError ) {
  23957. var loader = new FileLoader( this.manager );
  23958. loader.setResponseType( 'arraybuffer' );
  23959. loader.setPath( this.path );
  23960. loader.load( url, function ( buffer ) {
  23961. // Create a copy of the buffer. The `decodeAudioData` method
  23962. // detaches the buffer when complete, preventing reuse.
  23963. var bufferCopy = buffer.slice( 0 );
  23964. var context = AudioContext.getContext();
  23965. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  23966. onLoad( audioBuffer );
  23967. } );
  23968. }, onProgress, onError );
  23969. },
  23970. setPath: function ( value ) {
  23971. this.path = value;
  23972. return this;
  23973. }
  23974. } );
  23975. /**
  23976. * @author bhouston / http://clara.io
  23977. * @author WestLangley / http://github.com/WestLangley
  23978. *
  23979. * Primary reference:
  23980. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23981. *
  23982. * Secondary reference:
  23983. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23984. */
  23985. // 3-band SH defined by 9 coefficients
  23986. function SphericalHarmonics3() {
  23987. this.coefficients = [];
  23988. for ( var i = 0; i < 9; i ++ ) {
  23989. this.coefficients.push( new Vector3() );
  23990. }
  23991. }
  23992. Object.assign( SphericalHarmonics3.prototype, {
  23993. isSphericalHarmonics3: true,
  23994. set: function ( coefficients ) {
  23995. for ( var i = 0; i < 9; i ++ ) {
  23996. this.coefficients[ i ].copy( coefficients[ i ] );
  23997. }
  23998. return this;
  23999. },
  24000. zero: function () {
  24001. for ( var i = 0; i < 9; i ++ ) {
  24002. this.coefficients[ i ].set( 0, 0, 0 );
  24003. }
  24004. return this;
  24005. },
  24006. // get the radiance in the direction of the normal
  24007. // target is a Vector3
  24008. getAt: function ( normal, target ) {
  24009. // normal is assumed to be unit length
  24010. var x = normal.x, y = normal.y, z = normal.z;
  24011. var coeff = this.coefficients;
  24012. // band 0
  24013. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24014. // band 1
  24015. target.addScale( coeff[ 1 ], 0.488603 * y );
  24016. target.addScale( coeff[ 2 ], 0.488603 * z );
  24017. target.addScale( coeff[ 3 ], 0.488603 * x );
  24018. // band 2
  24019. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24020. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24021. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24022. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24023. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24024. return target;
  24025. },
  24026. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24027. // target is a Vector3
  24028. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24029. getIrradianceAt: function ( normal, target ) {
  24030. // normal is assumed to be unit length
  24031. var x = normal.x, y = normal.y, z = normal.z;
  24032. var coeff = this.coefficients;
  24033. // band 0
  24034. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24035. // band 1
  24036. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24037. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24038. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24039. // band 2
  24040. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24041. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24042. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24043. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24044. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24045. return target;
  24046. },
  24047. add: function ( sh ) {
  24048. for ( var i = 0; i < 9; i ++ ) {
  24049. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24050. }
  24051. return this;
  24052. },
  24053. scale: function ( s ) {
  24054. for ( var i = 0; i < 9; i ++ ) {
  24055. this.coefficients[ i ].multiplyScalar( s );
  24056. }
  24057. return this;
  24058. },
  24059. lerp: function ( sh, alpha ) {
  24060. for ( var i = 0; i < 9; i ++ ) {
  24061. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24062. }
  24063. return this;
  24064. },
  24065. equals: function ( sh ) {
  24066. for ( var i = 0; i < 9; i ++ ) {
  24067. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24068. return false;
  24069. }
  24070. }
  24071. return true;
  24072. },
  24073. copy: function ( sh ) {
  24074. return this.set( sh.coefficients );
  24075. },
  24076. clone: function () {
  24077. return new this.constructor().copy( this );
  24078. },
  24079. fromArray: function ( array ) {
  24080. var coefficients = this.coefficients;
  24081. for ( var i = 0; i < 9; i ++ ) {
  24082. coefficients[ i ].fromArray( array, i * 3 );
  24083. }
  24084. return this;
  24085. },
  24086. toArray: function () {
  24087. var array = [];
  24088. var coefficients = this.coefficients;
  24089. for ( var i = 0; i < 9; i ++ ) {
  24090. coefficients[ i ].toArray( array, i * 3 );
  24091. }
  24092. return array;
  24093. }
  24094. } );
  24095. Object.assign( SphericalHarmonics3, {
  24096. // evaluate the basis functions
  24097. // shBasis is an Array[ 9 ]
  24098. getBasisAt: function ( normal, shBasis ) {
  24099. // normal is assumed to be unit length
  24100. var x = normal.x, y = normal.y, z = normal.z;
  24101. // band 0
  24102. shBasis[ 0 ] = 0.282095;
  24103. // band 1
  24104. shBasis[ 1 ] = 0.488603 * y;
  24105. shBasis[ 2 ] = 0.488603 * z;
  24106. shBasis[ 3 ] = 0.488603 * x;
  24107. // band 2
  24108. shBasis[ 4 ] = 1.092548 * x * y;
  24109. shBasis[ 5 ] = 1.092548 * y * z;
  24110. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24111. shBasis[ 7 ] = 1.092548 * x * z;
  24112. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24113. }
  24114. } );
  24115. /**
  24116. * @author WestLangley / http://github.com/WestLangley
  24117. *
  24118. * A LightProbe is a source of indirect-diffuse light
  24119. */
  24120. function LightProbe( sh, intensity ) {
  24121. Light.call( this, undefined, intensity );
  24122. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24123. }
  24124. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24125. constructor: LightProbe,
  24126. isLightProbe: true,
  24127. copy: function ( source ) {
  24128. Light.prototype.copy.call( this, source );
  24129. this.sh.copy( source.sh );
  24130. this.intensity = source.intensity;
  24131. return this;
  24132. },
  24133. toJSON: function ( meta ) {
  24134. var data = Light.prototype.toJSON.call( this, meta );
  24135. // data.sh = this.sh.toArray(); // todo
  24136. return data;
  24137. }
  24138. } );
  24139. /**
  24140. * @author WestLangley / http://github.com/WestLangley
  24141. */
  24142. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24143. LightProbe.call( this, undefined, intensity );
  24144. var color1 = new Color().set( skyColor );
  24145. var color2 = new Color().set( groundColor );
  24146. var sky = new Vector3( color1.r, color1.g, color1.b );
  24147. var ground = new Vector3( color2.r, color2.g, color2.b );
  24148. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24149. var c0 = Math.sqrt( Math.PI );
  24150. var c1 = c0 * Math.sqrt( 0.75 );
  24151. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24152. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24153. }
  24154. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24155. constructor: HemisphereLightProbe,
  24156. isHemisphereLightProbe: true,
  24157. copy: function ( source ) { // modifying colors not currently supported
  24158. LightProbe.prototype.copy.call( this, source );
  24159. return this;
  24160. },
  24161. toJSON: function ( meta ) {
  24162. var data = LightProbe.prototype.toJSON.call( this, meta );
  24163. // data.sh = this.sh.toArray(); // todo
  24164. return data;
  24165. }
  24166. } );
  24167. /**
  24168. * @author WestLangley / http://github.com/WestLangley
  24169. */
  24170. function AmbientLightProbe( color, intensity ) {
  24171. LightProbe.call( this, undefined, intensity );
  24172. var color1 = new Color().set( color );
  24173. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24174. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24175. }
  24176. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24177. constructor: AmbientLightProbe,
  24178. isAmbientLightProbe: true,
  24179. copy: function ( source ) { // modifying color not currently supported
  24180. LightProbe.prototype.copy.call( this, source );
  24181. return this;
  24182. },
  24183. toJSON: function ( meta ) {
  24184. var data = LightProbe.prototype.toJSON.call( this, meta );
  24185. // data.sh = this.sh.toArray(); // todo
  24186. return data;
  24187. }
  24188. } );
  24189. var _eyeRight = new Matrix4();
  24190. var _eyeLeft = new Matrix4();
  24191. /**
  24192. * @author mrdoob / http://mrdoob.com/
  24193. */
  24194. function StereoCamera() {
  24195. this.type = 'StereoCamera';
  24196. this.aspect = 1;
  24197. this.eyeSep = 0.064;
  24198. this.cameraL = new PerspectiveCamera();
  24199. this.cameraL.layers.enable( 1 );
  24200. this.cameraL.matrixAutoUpdate = false;
  24201. this.cameraR = new PerspectiveCamera();
  24202. this.cameraR.layers.enable( 2 );
  24203. this.cameraR.matrixAutoUpdate = false;
  24204. this._cache = {
  24205. focus: null,
  24206. fov: null,
  24207. aspect: null,
  24208. near: null,
  24209. far: null,
  24210. zoom: null,
  24211. eyeSep: null
  24212. };
  24213. }
  24214. Object.assign( StereoCamera.prototype, {
  24215. update: function ( camera ) {
  24216. var cache = this._cache;
  24217. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24218. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24219. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24220. if ( needsUpdate ) {
  24221. cache.focus = camera.focus;
  24222. cache.fov = camera.fov;
  24223. cache.aspect = camera.aspect * this.aspect;
  24224. cache.near = camera.near;
  24225. cache.far = camera.far;
  24226. cache.zoom = camera.zoom;
  24227. cache.eyeSep = this.eyeSep;
  24228. // Off-axis stereoscopic effect based on
  24229. // http://paulbourke.net/stereographics/stereorender/
  24230. var projectionMatrix = camera.projectionMatrix.clone();
  24231. var eyeSepHalf = cache.eyeSep / 2;
  24232. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24233. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24234. var xmin, xmax;
  24235. // translate xOffset
  24236. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24237. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24238. // for left eye
  24239. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24240. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24241. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24242. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24243. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24244. // for right eye
  24245. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24246. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24247. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24248. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24249. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24250. }
  24251. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24252. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24253. }
  24254. } );
  24255. /**
  24256. * @author alteredq / http://alteredqualia.com/
  24257. */
  24258. function Clock( autoStart ) {
  24259. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24260. this.startTime = 0;
  24261. this.oldTime = 0;
  24262. this.elapsedTime = 0;
  24263. this.running = false;
  24264. }
  24265. Object.assign( Clock.prototype, {
  24266. start: function () {
  24267. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24268. this.oldTime = this.startTime;
  24269. this.elapsedTime = 0;
  24270. this.running = true;
  24271. },
  24272. stop: function () {
  24273. this.getElapsedTime();
  24274. this.running = false;
  24275. this.autoStart = false;
  24276. },
  24277. getElapsedTime: function () {
  24278. this.getDelta();
  24279. return this.elapsedTime;
  24280. },
  24281. getDelta: function () {
  24282. var diff = 0;
  24283. if ( this.autoStart && ! this.running ) {
  24284. this.start();
  24285. return 0;
  24286. }
  24287. if ( this.running ) {
  24288. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24289. diff = ( newTime - this.oldTime ) / 1000;
  24290. this.oldTime = newTime;
  24291. this.elapsedTime += diff;
  24292. }
  24293. return diff;
  24294. }
  24295. } );
  24296. /**
  24297. * @author mrdoob / http://mrdoob.com/
  24298. */
  24299. var _position$2 = new Vector3();
  24300. var _quaternion$3 = new Quaternion();
  24301. var _scale$1 = new Vector3();
  24302. var _orientation = new Vector3();
  24303. function AudioListener() {
  24304. Object3D.call( this );
  24305. this.type = 'AudioListener';
  24306. this.context = AudioContext.getContext();
  24307. this.gain = this.context.createGain();
  24308. this.gain.connect( this.context.destination );
  24309. this.filter = null;
  24310. this.timeDelta = 0;
  24311. // private
  24312. this._clock = new Clock();
  24313. }
  24314. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24315. constructor: AudioListener,
  24316. getInput: function () {
  24317. return this.gain;
  24318. },
  24319. removeFilter: function ( ) {
  24320. if ( this.filter !== null ) {
  24321. this.gain.disconnect( this.filter );
  24322. this.filter.disconnect( this.context.destination );
  24323. this.gain.connect( this.context.destination );
  24324. this.filter = null;
  24325. }
  24326. return this;
  24327. },
  24328. getFilter: function () {
  24329. return this.filter;
  24330. },
  24331. setFilter: function ( value ) {
  24332. if ( this.filter !== null ) {
  24333. this.gain.disconnect( this.filter );
  24334. this.filter.disconnect( this.context.destination );
  24335. } else {
  24336. this.gain.disconnect( this.context.destination );
  24337. }
  24338. this.filter = value;
  24339. this.gain.connect( this.filter );
  24340. this.filter.connect( this.context.destination );
  24341. return this;
  24342. },
  24343. getMasterVolume: function () {
  24344. return this.gain.gain.value;
  24345. },
  24346. setMasterVolume: function ( value ) {
  24347. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24348. return this;
  24349. },
  24350. updateMatrixWorld: function ( force ) {
  24351. Object3D.prototype.updateMatrixWorld.call( this, force );
  24352. var listener = this.context.listener;
  24353. var up = this.up;
  24354. this.timeDelta = this._clock.getDelta();
  24355. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24356. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24357. if ( listener.positionX ) {
  24358. // code path for Chrome (see #14393)
  24359. var endTime = this.context.currentTime + this.timeDelta;
  24360. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24361. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24362. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24363. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24364. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24365. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24366. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24367. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24368. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24369. } else {
  24370. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24371. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24372. }
  24373. }
  24374. } );
  24375. /**
  24376. * @author mrdoob / http://mrdoob.com/
  24377. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24378. */
  24379. function Audio( listener ) {
  24380. Object3D.call( this );
  24381. this.type = 'Audio';
  24382. this.listener = listener;
  24383. this.context = listener.context;
  24384. this.gain = this.context.createGain();
  24385. this.gain.connect( listener.getInput() );
  24386. this.autoplay = false;
  24387. this.buffer = null;
  24388. this.detune = 0;
  24389. this.loop = false;
  24390. this.startTime = 0;
  24391. this.offset = 0;
  24392. this.duration = undefined;
  24393. this.playbackRate = 1;
  24394. this.isPlaying = false;
  24395. this.hasPlaybackControl = true;
  24396. this.sourceType = 'empty';
  24397. this.filters = [];
  24398. }
  24399. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24400. constructor: Audio,
  24401. getOutput: function () {
  24402. return this.gain;
  24403. },
  24404. setNodeSource: function ( audioNode ) {
  24405. this.hasPlaybackControl = false;
  24406. this.sourceType = 'audioNode';
  24407. this.source = audioNode;
  24408. this.connect();
  24409. return this;
  24410. },
  24411. setMediaElementSource: function ( mediaElement ) {
  24412. this.hasPlaybackControl = false;
  24413. this.sourceType = 'mediaNode';
  24414. this.source = this.context.createMediaElementSource( mediaElement );
  24415. this.connect();
  24416. return this;
  24417. },
  24418. setBuffer: function ( audioBuffer ) {
  24419. this.buffer = audioBuffer;
  24420. this.sourceType = 'buffer';
  24421. if ( this.autoplay ) this.play();
  24422. return this;
  24423. },
  24424. play: function () {
  24425. if ( this.isPlaying === true ) {
  24426. console.warn( 'THREE.Audio: Audio is already playing.' );
  24427. return;
  24428. }
  24429. if ( this.hasPlaybackControl === false ) {
  24430. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24431. return;
  24432. }
  24433. var source = this.context.createBufferSource();
  24434. source.buffer = this.buffer;
  24435. source.loop = this.loop;
  24436. source.onended = this.onEnded.bind( this );
  24437. this.startTime = this.context.currentTime;
  24438. source.start( this.startTime, this.offset, this.duration );
  24439. this.isPlaying = true;
  24440. this.source = source;
  24441. this.setDetune( this.detune );
  24442. this.setPlaybackRate( this.playbackRate );
  24443. return this.connect();
  24444. },
  24445. pause: function () {
  24446. if ( this.hasPlaybackControl === false ) {
  24447. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24448. return;
  24449. }
  24450. if ( this.isPlaying === true ) {
  24451. this.source.stop();
  24452. this.source.onended = null;
  24453. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24454. this.isPlaying = false;
  24455. }
  24456. return this;
  24457. },
  24458. stop: function () {
  24459. if ( this.hasPlaybackControl === false ) {
  24460. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24461. return;
  24462. }
  24463. this.source.stop();
  24464. this.source.onended = null;
  24465. this.offset = 0;
  24466. this.isPlaying = false;
  24467. return this;
  24468. },
  24469. connect: function () {
  24470. if ( this.filters.length > 0 ) {
  24471. this.source.connect( this.filters[ 0 ] );
  24472. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24473. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24474. }
  24475. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24476. } else {
  24477. this.source.connect( this.getOutput() );
  24478. }
  24479. return this;
  24480. },
  24481. disconnect: function () {
  24482. if ( this.filters.length > 0 ) {
  24483. this.source.disconnect( this.filters[ 0 ] );
  24484. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24485. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24486. }
  24487. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24488. } else {
  24489. this.source.disconnect( this.getOutput() );
  24490. }
  24491. return this;
  24492. },
  24493. getFilters: function () {
  24494. return this.filters;
  24495. },
  24496. setFilters: function ( value ) {
  24497. if ( ! value ) value = [];
  24498. if ( this.isPlaying === true ) {
  24499. this.disconnect();
  24500. this.filters = value;
  24501. this.connect();
  24502. } else {
  24503. this.filters = value;
  24504. }
  24505. return this;
  24506. },
  24507. setDetune: function ( value ) {
  24508. this.detune = value;
  24509. if ( this.source.detune === undefined ) return; // only set detune when available
  24510. if ( this.isPlaying === true ) {
  24511. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24512. }
  24513. return this;
  24514. },
  24515. getDetune: function () {
  24516. return this.detune;
  24517. },
  24518. getFilter: function () {
  24519. return this.getFilters()[ 0 ];
  24520. },
  24521. setFilter: function ( filter ) {
  24522. return this.setFilters( filter ? [ filter ] : [] );
  24523. },
  24524. setPlaybackRate: function ( value ) {
  24525. if ( this.hasPlaybackControl === false ) {
  24526. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24527. return;
  24528. }
  24529. this.playbackRate = value;
  24530. if ( this.isPlaying === true ) {
  24531. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24532. }
  24533. return this;
  24534. },
  24535. getPlaybackRate: function () {
  24536. return this.playbackRate;
  24537. },
  24538. onEnded: function () {
  24539. this.isPlaying = false;
  24540. },
  24541. getLoop: function () {
  24542. if ( this.hasPlaybackControl === false ) {
  24543. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24544. return false;
  24545. }
  24546. return this.loop;
  24547. },
  24548. setLoop: function ( value ) {
  24549. if ( this.hasPlaybackControl === false ) {
  24550. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24551. return;
  24552. }
  24553. this.loop = value;
  24554. if ( this.isPlaying === true ) {
  24555. this.source.loop = this.loop;
  24556. }
  24557. return this;
  24558. },
  24559. getVolume: function () {
  24560. return this.gain.gain.value;
  24561. },
  24562. setVolume: function ( value ) {
  24563. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24564. return this;
  24565. }
  24566. } );
  24567. /**
  24568. * @author mrdoob / http://mrdoob.com/
  24569. */
  24570. var _position$3 = new Vector3();
  24571. var _quaternion$4 = new Quaternion();
  24572. var _scale$2 = new Vector3();
  24573. var _orientation$1 = new Vector3();
  24574. function PositionalAudio( listener ) {
  24575. Audio.call( this, listener );
  24576. this.panner = this.context.createPanner();
  24577. this.panner.panningModel = 'HRTF';
  24578. this.panner.connect( this.gain );
  24579. }
  24580. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24581. constructor: PositionalAudio,
  24582. getOutput: function () {
  24583. return this.panner;
  24584. },
  24585. getRefDistance: function () {
  24586. return this.panner.refDistance;
  24587. },
  24588. setRefDistance: function ( value ) {
  24589. this.panner.refDistance = value;
  24590. return this;
  24591. },
  24592. getRolloffFactor: function () {
  24593. return this.panner.rolloffFactor;
  24594. },
  24595. setRolloffFactor: function ( value ) {
  24596. this.panner.rolloffFactor = value;
  24597. return this;
  24598. },
  24599. getDistanceModel: function () {
  24600. return this.panner.distanceModel;
  24601. },
  24602. setDistanceModel: function ( value ) {
  24603. this.panner.distanceModel = value;
  24604. return this;
  24605. },
  24606. getMaxDistance: function () {
  24607. return this.panner.maxDistance;
  24608. },
  24609. setMaxDistance: function ( value ) {
  24610. this.panner.maxDistance = value;
  24611. return this;
  24612. },
  24613. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24614. this.panner.coneInnerAngle = coneInnerAngle;
  24615. this.panner.coneOuterAngle = coneOuterAngle;
  24616. this.panner.coneOuterGain = coneOuterGain;
  24617. return this;
  24618. },
  24619. updateMatrixWorld: function ( force ) {
  24620. Object3D.prototype.updateMatrixWorld.call( this, force );
  24621. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24622. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  24623. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  24624. var panner = this.panner;
  24625. if ( panner.positionX ) {
  24626. // code path for Chrome and Firefox (see #14393)
  24627. var endTime = this.context.currentTime + this.listener.timeDelta;
  24628. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  24629. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  24630. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  24631. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  24632. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  24633. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  24634. } else {
  24635. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  24636. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  24637. }
  24638. }
  24639. } );
  24640. /**
  24641. * @author mrdoob / http://mrdoob.com/
  24642. */
  24643. function AudioAnalyser( audio, fftSize ) {
  24644. this.analyser = audio.context.createAnalyser();
  24645. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24646. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24647. audio.getOutput().connect( this.analyser );
  24648. }
  24649. Object.assign( AudioAnalyser.prototype, {
  24650. getFrequencyData: function () {
  24651. this.analyser.getByteFrequencyData( this.data );
  24652. return this.data;
  24653. },
  24654. getAverageFrequency: function () {
  24655. var value = 0, data = this.getFrequencyData();
  24656. for ( var i = 0; i < data.length; i ++ ) {
  24657. value += data[ i ];
  24658. }
  24659. return value / data.length;
  24660. }
  24661. } );
  24662. /**
  24663. *
  24664. * Buffered scene graph property that allows weighted accumulation.
  24665. *
  24666. *
  24667. * @author Ben Houston / http://clara.io/
  24668. * @author David Sarno / http://lighthaus.us/
  24669. * @author tschw
  24670. */
  24671. function PropertyMixer( binding, typeName, valueSize ) {
  24672. this.binding = binding;
  24673. this.valueSize = valueSize;
  24674. var bufferType = Float64Array,
  24675. mixFunction;
  24676. switch ( typeName ) {
  24677. case 'quaternion':
  24678. mixFunction = this._slerp;
  24679. break;
  24680. case 'string':
  24681. case 'bool':
  24682. bufferType = Array;
  24683. mixFunction = this._select;
  24684. break;
  24685. default:
  24686. mixFunction = this._lerp;
  24687. }
  24688. this.buffer = new bufferType( valueSize * 4 );
  24689. // layout: [ incoming | accu0 | accu1 | orig ]
  24690. //
  24691. // interpolators can use .buffer as their .result
  24692. // the data then goes to 'incoming'
  24693. //
  24694. // 'accu0' and 'accu1' are used frame-interleaved for
  24695. // the cumulative result and are compared to detect
  24696. // changes
  24697. //
  24698. // 'orig' stores the original state of the property
  24699. this._mixBufferRegion = mixFunction;
  24700. this.cumulativeWeight = 0;
  24701. this.useCount = 0;
  24702. this.referenceCount = 0;
  24703. }
  24704. Object.assign( PropertyMixer.prototype, {
  24705. // accumulate data in the 'incoming' region into 'accu<i>'
  24706. accumulate: function ( accuIndex, weight ) {
  24707. // note: happily accumulating nothing when weight = 0, the caller knows
  24708. // the weight and shouldn't have made the call in the first place
  24709. var buffer = this.buffer,
  24710. stride = this.valueSize,
  24711. offset = accuIndex * stride + stride,
  24712. currentWeight = this.cumulativeWeight;
  24713. if ( currentWeight === 0 ) {
  24714. // accuN := incoming * weight
  24715. for ( var i = 0; i !== stride; ++ i ) {
  24716. buffer[ offset + i ] = buffer[ i ];
  24717. }
  24718. currentWeight = weight;
  24719. } else {
  24720. // accuN := accuN + incoming * weight
  24721. currentWeight += weight;
  24722. var mix = weight / currentWeight;
  24723. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24724. }
  24725. this.cumulativeWeight = currentWeight;
  24726. },
  24727. // apply the state of 'accu<i>' to the binding when accus differ
  24728. apply: function ( accuIndex ) {
  24729. var stride = this.valueSize,
  24730. buffer = this.buffer,
  24731. offset = accuIndex * stride + stride,
  24732. weight = this.cumulativeWeight,
  24733. binding = this.binding;
  24734. this.cumulativeWeight = 0;
  24735. if ( weight < 1 ) {
  24736. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24737. var originalValueOffset = stride * 3;
  24738. this._mixBufferRegion(
  24739. buffer, offset, originalValueOffset, 1 - weight, stride );
  24740. }
  24741. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24742. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24743. // value has changed -> update scene graph
  24744. binding.setValue( buffer, offset );
  24745. break;
  24746. }
  24747. }
  24748. },
  24749. // remember the state of the bound property and copy it to both accus
  24750. saveOriginalState: function () {
  24751. var binding = this.binding;
  24752. var buffer = this.buffer,
  24753. stride = this.valueSize,
  24754. originalValueOffset = stride * 3;
  24755. binding.getValue( buffer, originalValueOffset );
  24756. // accu[0..1] := orig -- initially detect changes against the original
  24757. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24758. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24759. }
  24760. this.cumulativeWeight = 0;
  24761. },
  24762. // apply the state previously taken via 'saveOriginalState' to the binding
  24763. restoreOriginalState: function () {
  24764. var originalValueOffset = this.valueSize * 3;
  24765. this.binding.setValue( this.buffer, originalValueOffset );
  24766. },
  24767. // mix functions
  24768. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24769. if ( t >= 0.5 ) {
  24770. for ( var i = 0; i !== stride; ++ i ) {
  24771. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24772. }
  24773. }
  24774. },
  24775. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24776. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24777. },
  24778. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24779. var s = 1 - t;
  24780. for ( var i = 0; i !== stride; ++ i ) {
  24781. var j = dstOffset + i;
  24782. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24783. }
  24784. }
  24785. } );
  24786. /**
  24787. *
  24788. * A reference to a real property in the scene graph.
  24789. *
  24790. *
  24791. * @author Ben Houston / http://clara.io/
  24792. * @author David Sarno / http://lighthaus.us/
  24793. * @author tschw
  24794. */
  24795. // Characters [].:/ are reserved for track binding syntax.
  24796. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24797. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  24798. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24799. // only latin characters, and the unicode \p{L} is not yet supported. So
  24800. // instead, we exclude reserved characters and match everything else.
  24801. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  24802. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24803. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24804. // be matched to parse the rest of the track name.
  24805. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  24806. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24807. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  24808. // Object on target node, and accessor. May not contain reserved
  24809. // characters. Accessor may contain any character except closing bracket.
  24810. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  24811. // Property and accessor. May not contain reserved characters. Accessor may
  24812. // contain any non-bracket characters.
  24813. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  24814. var _trackRe = new RegExp( ''
  24815. + '^'
  24816. + _directoryRe
  24817. + _nodeRe
  24818. + _objectRe
  24819. + _propertyRe
  24820. + '$'
  24821. );
  24822. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24823. function Composite( targetGroup, path, optionalParsedPath ) {
  24824. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24825. this._targetGroup = targetGroup;
  24826. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24827. }
  24828. Object.assign( Composite.prototype, {
  24829. getValue: function ( array, offset ) {
  24830. this.bind(); // bind all binding
  24831. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24832. binding = this._bindings[ firstValidIndex ];
  24833. // and only call .getValue on the first
  24834. if ( binding !== undefined ) binding.getValue( array, offset );
  24835. },
  24836. setValue: function ( array, offset ) {
  24837. var bindings = this._bindings;
  24838. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24839. bindings[ i ].setValue( array, offset );
  24840. }
  24841. },
  24842. bind: function () {
  24843. var bindings = this._bindings;
  24844. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24845. bindings[ i ].bind();
  24846. }
  24847. },
  24848. unbind: function () {
  24849. var bindings = this._bindings;
  24850. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24851. bindings[ i ].unbind();
  24852. }
  24853. }
  24854. } );
  24855. function PropertyBinding( rootNode, path, parsedPath ) {
  24856. this.path = path;
  24857. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24858. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24859. this.rootNode = rootNode;
  24860. }
  24861. Object.assign( PropertyBinding, {
  24862. Composite: Composite,
  24863. create: function ( root, path, parsedPath ) {
  24864. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24865. return new PropertyBinding( root, path, parsedPath );
  24866. } else {
  24867. return new PropertyBinding.Composite( root, path, parsedPath );
  24868. }
  24869. },
  24870. /**
  24871. * Replaces spaces with underscores and removes unsupported characters from
  24872. * node names, to ensure compatibility with parseTrackName().
  24873. *
  24874. * @param {string} name Node name to be sanitized.
  24875. * @return {string}
  24876. */
  24877. sanitizeNodeName: function ( name ) {
  24878. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  24879. },
  24880. parseTrackName: function ( trackName ) {
  24881. var matches = _trackRe.exec( trackName );
  24882. if ( ! matches ) {
  24883. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24884. }
  24885. var results = {
  24886. // directoryName: matches[ 1 ], // (tschw) currently unused
  24887. nodeName: matches[ 2 ],
  24888. objectName: matches[ 3 ],
  24889. objectIndex: matches[ 4 ],
  24890. propertyName: matches[ 5 ], // required
  24891. propertyIndex: matches[ 6 ]
  24892. };
  24893. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24894. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24895. var objectName = results.nodeName.substring( lastDot + 1 );
  24896. // Object names must be checked against a whitelist. Otherwise, there
  24897. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24898. // 'bar' could be the objectName, or part of a nodeName (which can
  24899. // include '.' characters).
  24900. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24901. results.nodeName = results.nodeName.substring( 0, lastDot );
  24902. results.objectName = objectName;
  24903. }
  24904. }
  24905. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24906. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24907. }
  24908. return results;
  24909. },
  24910. findNode: function ( root, nodeName ) {
  24911. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24912. return root;
  24913. }
  24914. // search into skeleton bones.
  24915. if ( root.skeleton ) {
  24916. var bone = root.skeleton.getBoneByName( nodeName );
  24917. if ( bone !== undefined ) {
  24918. return bone;
  24919. }
  24920. }
  24921. // search into node subtree.
  24922. if ( root.children ) {
  24923. var searchNodeSubtree = function ( children ) {
  24924. for ( var i = 0; i < children.length; i ++ ) {
  24925. var childNode = children[ i ];
  24926. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  24927. return childNode;
  24928. }
  24929. var result = searchNodeSubtree( childNode.children );
  24930. if ( result ) return result;
  24931. }
  24932. return null;
  24933. };
  24934. var subTreeNode = searchNodeSubtree( root.children );
  24935. if ( subTreeNode ) {
  24936. return subTreeNode;
  24937. }
  24938. }
  24939. return null;
  24940. }
  24941. } );
  24942. Object.assign( PropertyBinding.prototype, { // prototype, continued
  24943. // these are used to "bind" a nonexistent property
  24944. _getValue_unavailable: function () {},
  24945. _setValue_unavailable: function () {},
  24946. BindingType: {
  24947. Direct: 0,
  24948. EntireArray: 1,
  24949. ArrayElement: 2,
  24950. HasFromToArray: 3
  24951. },
  24952. Versioning: {
  24953. None: 0,
  24954. NeedsUpdate: 1,
  24955. MatrixWorldNeedsUpdate: 2
  24956. },
  24957. GetterByBindingType: [
  24958. function getValue_direct( buffer, offset ) {
  24959. buffer[ offset ] = this.node[ this.propertyName ];
  24960. },
  24961. function getValue_array( buffer, offset ) {
  24962. var source = this.resolvedProperty;
  24963. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  24964. buffer[ offset ++ ] = source[ i ];
  24965. }
  24966. },
  24967. function getValue_arrayElement( buffer, offset ) {
  24968. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  24969. },
  24970. function getValue_toArray( buffer, offset ) {
  24971. this.resolvedProperty.toArray( buffer, offset );
  24972. }
  24973. ],
  24974. SetterByBindingTypeAndVersioning: [
  24975. [
  24976. // Direct
  24977. function setValue_direct( buffer, offset ) {
  24978. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24979. },
  24980. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  24981. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24982. this.targetObject.needsUpdate = true;
  24983. },
  24984. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24985. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24986. this.targetObject.matrixWorldNeedsUpdate = true;
  24987. }
  24988. ], [
  24989. // EntireArray
  24990. function setValue_array( buffer, offset ) {
  24991. var dest = this.resolvedProperty;
  24992. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24993. dest[ i ] = buffer[ offset ++ ];
  24994. }
  24995. },
  24996. function setValue_array_setNeedsUpdate( buffer, offset ) {
  24997. var dest = this.resolvedProperty;
  24998. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24999. dest[ i ] = buffer[ offset ++ ];
  25000. }
  25001. this.targetObject.needsUpdate = true;
  25002. },
  25003. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25004. var dest = this.resolvedProperty;
  25005. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25006. dest[ i ] = buffer[ offset ++ ];
  25007. }
  25008. this.targetObject.matrixWorldNeedsUpdate = true;
  25009. }
  25010. ], [
  25011. // ArrayElement
  25012. function setValue_arrayElement( buffer, offset ) {
  25013. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25014. },
  25015. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25016. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25017. this.targetObject.needsUpdate = true;
  25018. },
  25019. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25020. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25021. this.targetObject.matrixWorldNeedsUpdate = true;
  25022. }
  25023. ], [
  25024. // HasToFromArray
  25025. function setValue_fromArray( buffer, offset ) {
  25026. this.resolvedProperty.fromArray( buffer, offset );
  25027. },
  25028. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25029. this.resolvedProperty.fromArray( buffer, offset );
  25030. this.targetObject.needsUpdate = true;
  25031. },
  25032. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25033. this.resolvedProperty.fromArray( buffer, offset );
  25034. this.targetObject.matrixWorldNeedsUpdate = true;
  25035. }
  25036. ]
  25037. ],
  25038. getValue: function getValue_unbound( targetArray, offset ) {
  25039. this.bind();
  25040. this.getValue( targetArray, offset );
  25041. // Note: This class uses a State pattern on a per-method basis:
  25042. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25043. // prototype version of these methods with one that represents
  25044. // the bound state. When the property is not found, the methods
  25045. // become no-ops.
  25046. },
  25047. setValue: function getValue_unbound( sourceArray, offset ) {
  25048. this.bind();
  25049. this.setValue( sourceArray, offset );
  25050. },
  25051. // create getter / setter pair for a property in the scene graph
  25052. bind: function () {
  25053. var targetObject = this.node,
  25054. parsedPath = this.parsedPath,
  25055. objectName = parsedPath.objectName,
  25056. propertyName = parsedPath.propertyName,
  25057. propertyIndex = parsedPath.propertyIndex;
  25058. if ( ! targetObject ) {
  25059. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25060. this.node = targetObject;
  25061. }
  25062. // set fail state so we can just 'return' on error
  25063. this.getValue = this._getValue_unavailable;
  25064. this.setValue = this._setValue_unavailable;
  25065. // ensure there is a value node
  25066. if ( ! targetObject ) {
  25067. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25068. return;
  25069. }
  25070. if ( objectName ) {
  25071. var objectIndex = parsedPath.objectIndex;
  25072. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25073. switch ( objectName ) {
  25074. case 'materials':
  25075. if ( ! targetObject.material ) {
  25076. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25077. return;
  25078. }
  25079. if ( ! targetObject.material.materials ) {
  25080. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25081. return;
  25082. }
  25083. targetObject = targetObject.material.materials;
  25084. break;
  25085. case 'bones':
  25086. if ( ! targetObject.skeleton ) {
  25087. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25088. return;
  25089. }
  25090. // potential future optimization: skip this if propertyIndex is already an integer
  25091. // and convert the integer string to a true integer.
  25092. targetObject = targetObject.skeleton.bones;
  25093. // support resolving morphTarget names into indices.
  25094. for ( var i = 0; i < targetObject.length; i ++ ) {
  25095. if ( targetObject[ i ].name === objectIndex ) {
  25096. objectIndex = i;
  25097. break;
  25098. }
  25099. }
  25100. break;
  25101. default:
  25102. if ( targetObject[ objectName ] === undefined ) {
  25103. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25104. return;
  25105. }
  25106. targetObject = targetObject[ objectName ];
  25107. }
  25108. if ( objectIndex !== undefined ) {
  25109. if ( targetObject[ objectIndex ] === undefined ) {
  25110. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25111. return;
  25112. }
  25113. targetObject = targetObject[ objectIndex ];
  25114. }
  25115. }
  25116. // resolve property
  25117. var nodeProperty = targetObject[ propertyName ];
  25118. if ( nodeProperty === undefined ) {
  25119. var nodeName = parsedPath.nodeName;
  25120. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25121. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25122. return;
  25123. }
  25124. // determine versioning scheme
  25125. var versioning = this.Versioning.None;
  25126. this.targetObject = targetObject;
  25127. if ( targetObject.needsUpdate !== undefined ) { // material
  25128. versioning = this.Versioning.NeedsUpdate;
  25129. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25130. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25131. }
  25132. // determine how the property gets bound
  25133. var bindingType = this.BindingType.Direct;
  25134. if ( propertyIndex !== undefined ) {
  25135. // access a sub element of the property array (only primitives are supported right now)
  25136. if ( propertyName === "morphTargetInfluences" ) {
  25137. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25138. // support resolving morphTarget names into indices.
  25139. if ( ! targetObject.geometry ) {
  25140. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25141. return;
  25142. }
  25143. if ( targetObject.geometry.isBufferGeometry ) {
  25144. if ( ! targetObject.geometry.morphAttributes ) {
  25145. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25146. return;
  25147. }
  25148. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25149. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25150. propertyIndex = i;
  25151. break;
  25152. }
  25153. }
  25154. } else {
  25155. if ( ! targetObject.geometry.morphTargets ) {
  25156. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25157. return;
  25158. }
  25159. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25160. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25161. propertyIndex = i;
  25162. break;
  25163. }
  25164. }
  25165. }
  25166. }
  25167. bindingType = this.BindingType.ArrayElement;
  25168. this.resolvedProperty = nodeProperty;
  25169. this.propertyIndex = propertyIndex;
  25170. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25171. // must use copy for Object3D.Euler/Quaternion
  25172. bindingType = this.BindingType.HasFromToArray;
  25173. this.resolvedProperty = nodeProperty;
  25174. } else if ( Array.isArray( nodeProperty ) ) {
  25175. bindingType = this.BindingType.EntireArray;
  25176. this.resolvedProperty = nodeProperty;
  25177. } else {
  25178. this.propertyName = propertyName;
  25179. }
  25180. // select getter / setter
  25181. this.getValue = this.GetterByBindingType[ bindingType ];
  25182. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25183. },
  25184. unbind: function () {
  25185. this.node = null;
  25186. // back to the prototype version of getValue / setValue
  25187. // note: avoiding to mutate the shape of 'this' via 'delete'
  25188. this.getValue = this._getValue_unbound;
  25189. this.setValue = this._setValue_unbound;
  25190. }
  25191. } );
  25192. //!\ DECLARE ALIAS AFTER assign prototype !
  25193. Object.assign( PropertyBinding.prototype, {
  25194. // initial state of these methods that calls 'bind'
  25195. _getValue_unbound: PropertyBinding.prototype.getValue,
  25196. _setValue_unbound: PropertyBinding.prototype.setValue,
  25197. } );
  25198. /**
  25199. *
  25200. * A group of objects that receives a shared animation state.
  25201. *
  25202. * Usage:
  25203. *
  25204. * - Add objects you would otherwise pass as 'root' to the
  25205. * constructor or the .clipAction method of AnimationMixer.
  25206. *
  25207. * - Instead pass this object as 'root'.
  25208. *
  25209. * - You can also add and remove objects later when the mixer
  25210. * is running.
  25211. *
  25212. * Note:
  25213. *
  25214. * Objects of this class appear as one object to the mixer,
  25215. * so cache control of the individual objects must be done
  25216. * on the group.
  25217. *
  25218. * Limitation:
  25219. *
  25220. * - The animated properties must be compatible among the
  25221. * all objects in the group.
  25222. *
  25223. * - A single property can either be controlled through a
  25224. * target group or directly, but not both.
  25225. *
  25226. * @author tschw
  25227. */
  25228. function AnimationObjectGroup() {
  25229. this.uuid = _Math.generateUUID();
  25230. // cached objects followed by the active ones
  25231. this._objects = Array.prototype.slice.call( arguments );
  25232. this.nCachedObjects_ = 0; // threshold
  25233. // note: read by PropertyBinding.Composite
  25234. var indices = {};
  25235. this._indicesByUUID = indices; // for bookkeeping
  25236. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25237. indices[ arguments[ i ].uuid ] = i;
  25238. }
  25239. this._paths = []; // inside: string
  25240. this._parsedPaths = []; // inside: { we don't care, here }
  25241. this._bindings = []; // inside: Array< PropertyBinding >
  25242. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25243. var scope = this;
  25244. this.stats = {
  25245. objects: {
  25246. get total() {
  25247. return scope._objects.length;
  25248. },
  25249. get inUse() {
  25250. return this.total - scope.nCachedObjects_;
  25251. }
  25252. },
  25253. get bindingsPerObject() {
  25254. return scope._bindings.length;
  25255. }
  25256. };
  25257. }
  25258. Object.assign( AnimationObjectGroup.prototype, {
  25259. isAnimationObjectGroup: true,
  25260. add: function () {
  25261. var objects = this._objects,
  25262. nObjects = objects.length,
  25263. nCachedObjects = this.nCachedObjects_,
  25264. indicesByUUID = this._indicesByUUID,
  25265. paths = this._paths,
  25266. parsedPaths = this._parsedPaths,
  25267. bindings = this._bindings,
  25268. nBindings = bindings.length,
  25269. knownObject = undefined;
  25270. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25271. var object = arguments[ i ],
  25272. uuid = object.uuid,
  25273. index = indicesByUUID[ uuid ];
  25274. if ( index === undefined ) {
  25275. // unknown object -> add it to the ACTIVE region
  25276. index = nObjects ++;
  25277. indicesByUUID[ uuid ] = index;
  25278. objects.push( object );
  25279. // accounting is done, now do the same for all bindings
  25280. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25281. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25282. }
  25283. } else if ( index < nCachedObjects ) {
  25284. knownObject = objects[ index ];
  25285. // move existing object to the ACTIVE region
  25286. var firstActiveIndex = -- nCachedObjects,
  25287. lastCachedObject = objects[ firstActiveIndex ];
  25288. indicesByUUID[ lastCachedObject.uuid ] = index;
  25289. objects[ index ] = lastCachedObject;
  25290. indicesByUUID[ uuid ] = firstActiveIndex;
  25291. objects[ firstActiveIndex ] = object;
  25292. // accounting is done, now do the same for all bindings
  25293. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25294. var bindingsForPath = bindings[ j ],
  25295. lastCached = bindingsForPath[ firstActiveIndex ],
  25296. binding = bindingsForPath[ index ];
  25297. bindingsForPath[ index ] = lastCached;
  25298. if ( binding === undefined ) {
  25299. // since we do not bother to create new bindings
  25300. // for objects that are cached, the binding may
  25301. // or may not exist
  25302. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25303. }
  25304. bindingsForPath[ firstActiveIndex ] = binding;
  25305. }
  25306. } else if ( objects[ index ] !== knownObject ) {
  25307. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25308. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25309. } // else the object is already where we want it to be
  25310. } // for arguments
  25311. this.nCachedObjects_ = nCachedObjects;
  25312. },
  25313. remove: function () {
  25314. var objects = this._objects,
  25315. nCachedObjects = this.nCachedObjects_,
  25316. indicesByUUID = this._indicesByUUID,
  25317. bindings = this._bindings,
  25318. nBindings = bindings.length;
  25319. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25320. var object = arguments[ i ],
  25321. uuid = object.uuid,
  25322. index = indicesByUUID[ uuid ];
  25323. if ( index !== undefined && index >= nCachedObjects ) {
  25324. // move existing object into the CACHED region
  25325. var lastCachedIndex = nCachedObjects ++,
  25326. firstActiveObject = objects[ lastCachedIndex ];
  25327. indicesByUUID[ firstActiveObject.uuid ] = index;
  25328. objects[ index ] = firstActiveObject;
  25329. indicesByUUID[ uuid ] = lastCachedIndex;
  25330. objects[ lastCachedIndex ] = object;
  25331. // accounting is done, now do the same for all bindings
  25332. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25333. var bindingsForPath = bindings[ j ],
  25334. firstActive = bindingsForPath[ lastCachedIndex ],
  25335. binding = bindingsForPath[ index ];
  25336. bindingsForPath[ index ] = firstActive;
  25337. bindingsForPath[ lastCachedIndex ] = binding;
  25338. }
  25339. }
  25340. } // for arguments
  25341. this.nCachedObjects_ = nCachedObjects;
  25342. },
  25343. // remove & forget
  25344. uncache: function () {
  25345. var objects = this._objects,
  25346. nObjects = objects.length,
  25347. nCachedObjects = this.nCachedObjects_,
  25348. indicesByUUID = this._indicesByUUID,
  25349. bindings = this._bindings,
  25350. nBindings = bindings.length;
  25351. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25352. var object = arguments[ i ],
  25353. uuid = object.uuid,
  25354. index = indicesByUUID[ uuid ];
  25355. if ( index !== undefined ) {
  25356. delete indicesByUUID[ uuid ];
  25357. if ( index < nCachedObjects ) {
  25358. // object is cached, shrink the CACHED region
  25359. var firstActiveIndex = -- nCachedObjects,
  25360. lastCachedObject = objects[ firstActiveIndex ],
  25361. lastIndex = -- nObjects,
  25362. lastObject = objects[ lastIndex ];
  25363. // last cached object takes this object's place
  25364. indicesByUUID[ lastCachedObject.uuid ] = index;
  25365. objects[ index ] = lastCachedObject;
  25366. // last object goes to the activated slot and pop
  25367. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25368. objects[ firstActiveIndex ] = lastObject;
  25369. objects.pop();
  25370. // accounting is done, now do the same for all bindings
  25371. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25372. var bindingsForPath = bindings[ j ],
  25373. lastCached = bindingsForPath[ firstActiveIndex ],
  25374. last = bindingsForPath[ lastIndex ];
  25375. bindingsForPath[ index ] = lastCached;
  25376. bindingsForPath[ firstActiveIndex ] = last;
  25377. bindingsForPath.pop();
  25378. }
  25379. } else {
  25380. // object is active, just swap with the last and pop
  25381. var lastIndex = -- nObjects,
  25382. lastObject = objects[ lastIndex ];
  25383. indicesByUUID[ lastObject.uuid ] = index;
  25384. objects[ index ] = lastObject;
  25385. objects.pop();
  25386. // accounting is done, now do the same for all bindings
  25387. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25388. var bindingsForPath = bindings[ j ];
  25389. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25390. bindingsForPath.pop();
  25391. }
  25392. } // cached or active
  25393. } // if object is known
  25394. } // for arguments
  25395. this.nCachedObjects_ = nCachedObjects;
  25396. },
  25397. // Internal interface used by befriended PropertyBinding.Composite:
  25398. subscribe_: function ( path, parsedPath ) {
  25399. // returns an array of bindings for the given path that is changed
  25400. // according to the contained objects in the group
  25401. var indicesByPath = this._bindingsIndicesByPath,
  25402. index = indicesByPath[ path ],
  25403. bindings = this._bindings;
  25404. if ( index !== undefined ) return bindings[ index ];
  25405. var paths = this._paths,
  25406. parsedPaths = this._parsedPaths,
  25407. objects = this._objects,
  25408. nObjects = objects.length,
  25409. nCachedObjects = this.nCachedObjects_,
  25410. bindingsForPath = new Array( nObjects );
  25411. index = bindings.length;
  25412. indicesByPath[ path ] = index;
  25413. paths.push( path );
  25414. parsedPaths.push( parsedPath );
  25415. bindings.push( bindingsForPath );
  25416. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25417. var object = objects[ i ];
  25418. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25419. }
  25420. return bindingsForPath;
  25421. },
  25422. unsubscribe_: function ( path ) {
  25423. // tells the group to forget about a property path and no longer
  25424. // update the array previously obtained with 'subscribe_'
  25425. var indicesByPath = this._bindingsIndicesByPath,
  25426. index = indicesByPath[ path ];
  25427. if ( index !== undefined ) {
  25428. var paths = this._paths,
  25429. parsedPaths = this._parsedPaths,
  25430. bindings = this._bindings,
  25431. lastBindingsIndex = bindings.length - 1,
  25432. lastBindings = bindings[ lastBindingsIndex ],
  25433. lastBindingsPath = path[ lastBindingsIndex ];
  25434. indicesByPath[ lastBindingsPath ] = index;
  25435. bindings[ index ] = lastBindings;
  25436. bindings.pop();
  25437. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25438. parsedPaths.pop();
  25439. paths[ index ] = paths[ lastBindingsIndex ];
  25440. paths.pop();
  25441. }
  25442. }
  25443. } );
  25444. /**
  25445. *
  25446. * Action provided by AnimationMixer for scheduling clip playback on specific
  25447. * objects.
  25448. *
  25449. * @author Ben Houston / http://clara.io/
  25450. * @author David Sarno / http://lighthaus.us/
  25451. * @author tschw
  25452. *
  25453. */
  25454. function AnimationAction( mixer, clip, localRoot ) {
  25455. this._mixer = mixer;
  25456. this._clip = clip;
  25457. this._localRoot = localRoot || null;
  25458. var tracks = clip.tracks,
  25459. nTracks = tracks.length,
  25460. interpolants = new Array( nTracks );
  25461. var interpolantSettings = {
  25462. endingStart: ZeroCurvatureEnding,
  25463. endingEnd: ZeroCurvatureEnding
  25464. };
  25465. for ( var i = 0; i !== nTracks; ++ i ) {
  25466. var interpolant = tracks[ i ].createInterpolant( null );
  25467. interpolants[ i ] = interpolant;
  25468. interpolant.settings = interpolantSettings;
  25469. }
  25470. this._interpolantSettings = interpolantSettings;
  25471. this._interpolants = interpolants; // bound by the mixer
  25472. // inside: PropertyMixer (managed by the mixer)
  25473. this._propertyBindings = new Array( nTracks );
  25474. this._cacheIndex = null; // for the memory manager
  25475. this._byClipCacheIndex = null; // for the memory manager
  25476. this._timeScaleInterpolant = null;
  25477. this._weightInterpolant = null;
  25478. this.loop = LoopRepeat;
  25479. this._loopCount = - 1;
  25480. // global mixer time when the action is to be started
  25481. // it's set back to 'null' upon start of the action
  25482. this._startTime = null;
  25483. // scaled local time of the action
  25484. // gets clamped or wrapped to 0..clip.duration according to loop
  25485. this.time = 0;
  25486. this.timeScale = 1;
  25487. this._effectiveTimeScale = 1;
  25488. this.weight = 1;
  25489. this._effectiveWeight = 1;
  25490. this.repetitions = Infinity; // no. of repetitions when looping
  25491. this.paused = false; // true -> zero effective time scale
  25492. this.enabled = true; // false -> zero effective weight
  25493. this.clampWhenFinished = false;// keep feeding the last frame?
  25494. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25495. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25496. }
  25497. Object.assign( AnimationAction.prototype, {
  25498. // State & Scheduling
  25499. play: function () {
  25500. this._mixer._activateAction( this );
  25501. return this;
  25502. },
  25503. stop: function () {
  25504. this._mixer._deactivateAction( this );
  25505. return this.reset();
  25506. },
  25507. reset: function () {
  25508. this.paused = false;
  25509. this.enabled = true;
  25510. this.time = 0; // restart clip
  25511. this._loopCount = - 1;// forget previous loops
  25512. this._startTime = null;// forget scheduling
  25513. return this.stopFading().stopWarping();
  25514. },
  25515. isRunning: function () {
  25516. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25517. this._startTime === null && this._mixer._isActiveAction( this );
  25518. },
  25519. // return true when play has been called
  25520. isScheduled: function () {
  25521. return this._mixer._isActiveAction( this );
  25522. },
  25523. startAt: function ( time ) {
  25524. this._startTime = time;
  25525. return this;
  25526. },
  25527. setLoop: function ( mode, repetitions ) {
  25528. this.loop = mode;
  25529. this.repetitions = repetitions;
  25530. return this;
  25531. },
  25532. // Weight
  25533. // set the weight stopping any scheduled fading
  25534. // although .enabled = false yields an effective weight of zero, this
  25535. // method does *not* change .enabled, because it would be confusing
  25536. setEffectiveWeight: function ( weight ) {
  25537. this.weight = weight;
  25538. // note: same logic as when updated at runtime
  25539. this._effectiveWeight = this.enabled ? weight : 0;
  25540. return this.stopFading();
  25541. },
  25542. // return the weight considering fading and .enabled
  25543. getEffectiveWeight: function () {
  25544. return this._effectiveWeight;
  25545. },
  25546. fadeIn: function ( duration ) {
  25547. return this._scheduleFading( duration, 0, 1 );
  25548. },
  25549. fadeOut: function ( duration ) {
  25550. return this._scheduleFading( duration, 1, 0 );
  25551. },
  25552. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25553. fadeOutAction.fadeOut( duration );
  25554. this.fadeIn( duration );
  25555. if ( warp ) {
  25556. var fadeInDuration = this._clip.duration,
  25557. fadeOutDuration = fadeOutAction._clip.duration,
  25558. startEndRatio = fadeOutDuration / fadeInDuration,
  25559. endStartRatio = fadeInDuration / fadeOutDuration;
  25560. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25561. this.warp( endStartRatio, 1.0, duration );
  25562. }
  25563. return this;
  25564. },
  25565. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25566. return fadeInAction.crossFadeFrom( this, duration, warp );
  25567. },
  25568. stopFading: function () {
  25569. var weightInterpolant = this._weightInterpolant;
  25570. if ( weightInterpolant !== null ) {
  25571. this._weightInterpolant = null;
  25572. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25573. }
  25574. return this;
  25575. },
  25576. // Time Scale Control
  25577. // set the time scale stopping any scheduled warping
  25578. // although .paused = true yields an effective time scale of zero, this
  25579. // method does *not* change .paused, because it would be confusing
  25580. setEffectiveTimeScale: function ( timeScale ) {
  25581. this.timeScale = timeScale;
  25582. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25583. return this.stopWarping();
  25584. },
  25585. // return the time scale considering warping and .paused
  25586. getEffectiveTimeScale: function () {
  25587. return this._effectiveTimeScale;
  25588. },
  25589. setDuration: function ( duration ) {
  25590. this.timeScale = this._clip.duration / duration;
  25591. return this.stopWarping();
  25592. },
  25593. syncWith: function ( action ) {
  25594. this.time = action.time;
  25595. this.timeScale = action.timeScale;
  25596. return this.stopWarping();
  25597. },
  25598. halt: function ( duration ) {
  25599. return this.warp( this._effectiveTimeScale, 0, duration );
  25600. },
  25601. warp: function ( startTimeScale, endTimeScale, duration ) {
  25602. var mixer = this._mixer, now = mixer.time,
  25603. interpolant = this._timeScaleInterpolant,
  25604. timeScale = this.timeScale;
  25605. if ( interpolant === null ) {
  25606. interpolant = mixer._lendControlInterpolant();
  25607. this._timeScaleInterpolant = interpolant;
  25608. }
  25609. var times = interpolant.parameterPositions,
  25610. values = interpolant.sampleValues;
  25611. times[ 0 ] = now;
  25612. times[ 1 ] = now + duration;
  25613. values[ 0 ] = startTimeScale / timeScale;
  25614. values[ 1 ] = endTimeScale / timeScale;
  25615. return this;
  25616. },
  25617. stopWarping: function () {
  25618. var timeScaleInterpolant = this._timeScaleInterpolant;
  25619. if ( timeScaleInterpolant !== null ) {
  25620. this._timeScaleInterpolant = null;
  25621. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25622. }
  25623. return this;
  25624. },
  25625. // Object Accessors
  25626. getMixer: function () {
  25627. return this._mixer;
  25628. },
  25629. getClip: function () {
  25630. return this._clip;
  25631. },
  25632. getRoot: function () {
  25633. return this._localRoot || this._mixer._root;
  25634. },
  25635. // Interna
  25636. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25637. // called by the mixer
  25638. if ( ! this.enabled ) {
  25639. // call ._updateWeight() to update ._effectiveWeight
  25640. this._updateWeight( time );
  25641. return;
  25642. }
  25643. var startTime = this._startTime;
  25644. if ( startTime !== null ) {
  25645. // check for scheduled start of action
  25646. var timeRunning = ( time - startTime ) * timeDirection;
  25647. if ( timeRunning < 0 || timeDirection === 0 ) {
  25648. return; // yet to come / don't decide when delta = 0
  25649. }
  25650. // start
  25651. this._startTime = null; // unschedule
  25652. deltaTime = timeDirection * timeRunning;
  25653. }
  25654. // apply time scale and advance time
  25655. deltaTime *= this._updateTimeScale( time );
  25656. var clipTime = this._updateTime( deltaTime );
  25657. // note: _updateTime may disable the action resulting in
  25658. // an effective weight of 0
  25659. var weight = this._updateWeight( time );
  25660. if ( weight > 0 ) {
  25661. var interpolants = this._interpolants;
  25662. var propertyMixers = this._propertyBindings;
  25663. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25664. interpolants[ j ].evaluate( clipTime );
  25665. propertyMixers[ j ].accumulate( accuIndex, weight );
  25666. }
  25667. }
  25668. },
  25669. _updateWeight: function ( time ) {
  25670. var weight = 0;
  25671. if ( this.enabled ) {
  25672. weight = this.weight;
  25673. var interpolant = this._weightInterpolant;
  25674. if ( interpolant !== null ) {
  25675. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25676. weight *= interpolantValue;
  25677. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25678. this.stopFading();
  25679. if ( interpolantValue === 0 ) {
  25680. // faded out, disable
  25681. this.enabled = false;
  25682. }
  25683. }
  25684. }
  25685. }
  25686. this._effectiveWeight = weight;
  25687. return weight;
  25688. },
  25689. _updateTimeScale: function ( time ) {
  25690. var timeScale = 0;
  25691. if ( ! this.paused ) {
  25692. timeScale = this.timeScale;
  25693. var interpolant = this._timeScaleInterpolant;
  25694. if ( interpolant !== null ) {
  25695. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25696. timeScale *= interpolantValue;
  25697. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25698. this.stopWarping();
  25699. if ( timeScale === 0 ) {
  25700. // motion has halted, pause
  25701. this.paused = true;
  25702. } else {
  25703. // warp done - apply final time scale
  25704. this.timeScale = timeScale;
  25705. }
  25706. }
  25707. }
  25708. }
  25709. this._effectiveTimeScale = timeScale;
  25710. return timeScale;
  25711. },
  25712. _updateTime: function ( deltaTime ) {
  25713. var time = this.time + deltaTime;
  25714. var duration = this._clip.duration;
  25715. var loop = this.loop;
  25716. var loopCount = this._loopCount;
  25717. var pingPong = ( loop === LoopPingPong );
  25718. if ( deltaTime === 0 ) {
  25719. if ( loopCount === - 1 ) return time;
  25720. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25721. }
  25722. if ( loop === LoopOnce ) {
  25723. if ( loopCount === - 1 ) {
  25724. // just started
  25725. this._loopCount = 0;
  25726. this._setEndings( true, true, false );
  25727. }
  25728. handle_stop: {
  25729. if ( time >= duration ) {
  25730. time = duration;
  25731. } else if ( time < 0 ) {
  25732. time = 0;
  25733. } else {
  25734. this.time = time;
  25735. break handle_stop;
  25736. }
  25737. if ( this.clampWhenFinished ) this.paused = true;
  25738. else this.enabled = false;
  25739. this.time = time;
  25740. this._mixer.dispatchEvent( {
  25741. type: 'finished', action: this,
  25742. direction: deltaTime < 0 ? - 1 : 1
  25743. } );
  25744. }
  25745. } else { // repetitive Repeat or PingPong
  25746. if ( loopCount === - 1 ) {
  25747. // just started
  25748. if ( deltaTime >= 0 ) {
  25749. loopCount = 0;
  25750. this._setEndings( true, this.repetitions === 0, pingPong );
  25751. } else {
  25752. // when looping in reverse direction, the initial
  25753. // transition through zero counts as a repetition,
  25754. // so leave loopCount at -1
  25755. this._setEndings( this.repetitions === 0, true, pingPong );
  25756. }
  25757. }
  25758. if ( time >= duration || time < 0 ) {
  25759. // wrap around
  25760. var loopDelta = Math.floor( time / duration ); // signed
  25761. time -= duration * loopDelta;
  25762. loopCount += Math.abs( loopDelta );
  25763. var pending = this.repetitions - loopCount;
  25764. if ( pending <= 0 ) {
  25765. // have to stop (switch state, clamp time, fire event)
  25766. if ( this.clampWhenFinished ) this.paused = true;
  25767. else this.enabled = false;
  25768. time = deltaTime > 0 ? duration : 0;
  25769. this.time = time;
  25770. this._mixer.dispatchEvent( {
  25771. type: 'finished', action: this,
  25772. direction: deltaTime > 0 ? 1 : - 1
  25773. } );
  25774. } else {
  25775. // keep running
  25776. if ( pending === 1 ) {
  25777. // entering the last round
  25778. var atStart = deltaTime < 0;
  25779. this._setEndings( atStart, ! atStart, pingPong );
  25780. } else {
  25781. this._setEndings( false, false, pingPong );
  25782. }
  25783. this._loopCount = loopCount;
  25784. this.time = time;
  25785. this._mixer.dispatchEvent( {
  25786. type: 'loop', action: this, loopDelta: loopDelta
  25787. } );
  25788. }
  25789. } else {
  25790. this.time = time;
  25791. }
  25792. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25793. // invert time for the "pong round"
  25794. return duration - time;
  25795. }
  25796. }
  25797. return time;
  25798. },
  25799. _setEndings: function ( atStart, atEnd, pingPong ) {
  25800. var settings = this._interpolantSettings;
  25801. if ( pingPong ) {
  25802. settings.endingStart = ZeroSlopeEnding;
  25803. settings.endingEnd = ZeroSlopeEnding;
  25804. } else {
  25805. // assuming for LoopOnce atStart == atEnd == true
  25806. if ( atStart ) {
  25807. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25808. } else {
  25809. settings.endingStart = WrapAroundEnding;
  25810. }
  25811. if ( atEnd ) {
  25812. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25813. } else {
  25814. settings.endingEnd = WrapAroundEnding;
  25815. }
  25816. }
  25817. },
  25818. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25819. var mixer = this._mixer, now = mixer.time,
  25820. interpolant = this._weightInterpolant;
  25821. if ( interpolant === null ) {
  25822. interpolant = mixer._lendControlInterpolant();
  25823. this._weightInterpolant = interpolant;
  25824. }
  25825. var times = interpolant.parameterPositions,
  25826. values = interpolant.sampleValues;
  25827. times[ 0 ] = now;
  25828. values[ 0 ] = weightNow;
  25829. times[ 1 ] = now + duration;
  25830. values[ 1 ] = weightThen;
  25831. return this;
  25832. }
  25833. } );
  25834. /**
  25835. *
  25836. * Player for AnimationClips.
  25837. *
  25838. *
  25839. * @author Ben Houston / http://clara.io/
  25840. * @author David Sarno / http://lighthaus.us/
  25841. * @author tschw
  25842. */
  25843. function AnimationMixer( root ) {
  25844. this._root = root;
  25845. this._initMemoryManager();
  25846. this._accuIndex = 0;
  25847. this.time = 0;
  25848. this.timeScale = 1.0;
  25849. }
  25850. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25851. constructor: AnimationMixer,
  25852. _bindAction: function ( action, prototypeAction ) {
  25853. var root = action._localRoot || this._root,
  25854. tracks = action._clip.tracks,
  25855. nTracks = tracks.length,
  25856. bindings = action._propertyBindings,
  25857. interpolants = action._interpolants,
  25858. rootUuid = root.uuid,
  25859. bindingsByRoot = this._bindingsByRootAndName,
  25860. bindingsByName = bindingsByRoot[ rootUuid ];
  25861. if ( bindingsByName === undefined ) {
  25862. bindingsByName = {};
  25863. bindingsByRoot[ rootUuid ] = bindingsByName;
  25864. }
  25865. for ( var i = 0; i !== nTracks; ++ i ) {
  25866. var track = tracks[ i ],
  25867. trackName = track.name,
  25868. binding = bindingsByName[ trackName ];
  25869. if ( binding !== undefined ) {
  25870. bindings[ i ] = binding;
  25871. } else {
  25872. binding = bindings[ i ];
  25873. if ( binding !== undefined ) {
  25874. // existing binding, make sure the cache knows
  25875. if ( binding._cacheIndex === null ) {
  25876. ++ binding.referenceCount;
  25877. this._addInactiveBinding( binding, rootUuid, trackName );
  25878. }
  25879. continue;
  25880. }
  25881. var path = prototypeAction && prototypeAction.
  25882. _propertyBindings[ i ].binding.parsedPath;
  25883. binding = new PropertyMixer(
  25884. PropertyBinding.create( root, trackName, path ),
  25885. track.ValueTypeName, track.getValueSize() );
  25886. ++ binding.referenceCount;
  25887. this._addInactiveBinding( binding, rootUuid, trackName );
  25888. bindings[ i ] = binding;
  25889. }
  25890. interpolants[ i ].resultBuffer = binding.buffer;
  25891. }
  25892. },
  25893. _activateAction: function ( action ) {
  25894. if ( ! this._isActiveAction( action ) ) {
  25895. if ( action._cacheIndex === null ) {
  25896. // this action has been forgotten by the cache, but the user
  25897. // appears to be still using it -> rebind
  25898. var rootUuid = ( action._localRoot || this._root ).uuid,
  25899. clipUuid = action._clip.uuid,
  25900. actionsForClip = this._actionsByClip[ clipUuid ];
  25901. this._bindAction( action,
  25902. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25903. this._addInactiveAction( action, clipUuid, rootUuid );
  25904. }
  25905. var bindings = action._propertyBindings;
  25906. // increment reference counts / sort out state
  25907. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25908. var binding = bindings[ i ];
  25909. if ( binding.useCount ++ === 0 ) {
  25910. this._lendBinding( binding );
  25911. binding.saveOriginalState();
  25912. }
  25913. }
  25914. this._lendAction( action );
  25915. }
  25916. },
  25917. _deactivateAction: function ( action ) {
  25918. if ( this._isActiveAction( action ) ) {
  25919. var bindings = action._propertyBindings;
  25920. // decrement reference counts / sort out state
  25921. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25922. var binding = bindings[ i ];
  25923. if ( -- binding.useCount === 0 ) {
  25924. binding.restoreOriginalState();
  25925. this._takeBackBinding( binding );
  25926. }
  25927. }
  25928. this._takeBackAction( action );
  25929. }
  25930. },
  25931. // Memory manager
  25932. _initMemoryManager: function () {
  25933. this._actions = []; // 'nActiveActions' followed by inactive ones
  25934. this._nActiveActions = 0;
  25935. this._actionsByClip = {};
  25936. // inside:
  25937. // {
  25938. // knownActions: Array< AnimationAction > - used as prototypes
  25939. // actionByRoot: AnimationAction - lookup
  25940. // }
  25941. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25942. this._nActiveBindings = 0;
  25943. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25944. this._controlInterpolants = []; // same game as above
  25945. this._nActiveControlInterpolants = 0;
  25946. var scope = this;
  25947. this.stats = {
  25948. actions: {
  25949. get total() {
  25950. return scope._actions.length;
  25951. },
  25952. get inUse() {
  25953. return scope._nActiveActions;
  25954. }
  25955. },
  25956. bindings: {
  25957. get total() {
  25958. return scope._bindings.length;
  25959. },
  25960. get inUse() {
  25961. return scope._nActiveBindings;
  25962. }
  25963. },
  25964. controlInterpolants: {
  25965. get total() {
  25966. return scope._controlInterpolants.length;
  25967. },
  25968. get inUse() {
  25969. return scope._nActiveControlInterpolants;
  25970. }
  25971. }
  25972. };
  25973. },
  25974. // Memory management for AnimationAction objects
  25975. _isActiveAction: function ( action ) {
  25976. var index = action._cacheIndex;
  25977. return index !== null && index < this._nActiveActions;
  25978. },
  25979. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  25980. var actions = this._actions,
  25981. actionsByClip = this._actionsByClip,
  25982. actionsForClip = actionsByClip[ clipUuid ];
  25983. if ( actionsForClip === undefined ) {
  25984. actionsForClip = {
  25985. knownActions: [ action ],
  25986. actionByRoot: {}
  25987. };
  25988. action._byClipCacheIndex = 0;
  25989. actionsByClip[ clipUuid ] = actionsForClip;
  25990. } else {
  25991. var knownActions = actionsForClip.knownActions;
  25992. action._byClipCacheIndex = knownActions.length;
  25993. knownActions.push( action );
  25994. }
  25995. action._cacheIndex = actions.length;
  25996. actions.push( action );
  25997. actionsForClip.actionByRoot[ rootUuid ] = action;
  25998. },
  25999. _removeInactiveAction: function ( action ) {
  26000. var actions = this._actions,
  26001. lastInactiveAction = actions[ actions.length - 1 ],
  26002. cacheIndex = action._cacheIndex;
  26003. lastInactiveAction._cacheIndex = cacheIndex;
  26004. actions[ cacheIndex ] = lastInactiveAction;
  26005. actions.pop();
  26006. action._cacheIndex = null;
  26007. var clipUuid = action._clip.uuid,
  26008. actionsByClip = this._actionsByClip,
  26009. actionsForClip = actionsByClip[ clipUuid ],
  26010. knownActionsForClip = actionsForClip.knownActions,
  26011. lastKnownAction =
  26012. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26013. byClipCacheIndex = action._byClipCacheIndex;
  26014. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26015. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26016. knownActionsForClip.pop();
  26017. action._byClipCacheIndex = null;
  26018. var actionByRoot = actionsForClip.actionByRoot,
  26019. rootUuid = ( action._localRoot || this._root ).uuid;
  26020. delete actionByRoot[ rootUuid ];
  26021. if ( knownActionsForClip.length === 0 ) {
  26022. delete actionsByClip[ clipUuid ];
  26023. }
  26024. this._removeInactiveBindingsForAction( action );
  26025. },
  26026. _removeInactiveBindingsForAction: function ( action ) {
  26027. var bindings = action._propertyBindings;
  26028. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26029. var binding = bindings[ i ];
  26030. if ( -- binding.referenceCount === 0 ) {
  26031. this._removeInactiveBinding( binding );
  26032. }
  26033. }
  26034. },
  26035. _lendAction: function ( action ) {
  26036. // [ active actions | inactive actions ]
  26037. // [ active actions >| inactive actions ]
  26038. // s a
  26039. // <-swap->
  26040. // a s
  26041. var actions = this._actions,
  26042. prevIndex = action._cacheIndex,
  26043. lastActiveIndex = this._nActiveActions ++,
  26044. firstInactiveAction = actions[ lastActiveIndex ];
  26045. action._cacheIndex = lastActiveIndex;
  26046. actions[ lastActiveIndex ] = action;
  26047. firstInactiveAction._cacheIndex = prevIndex;
  26048. actions[ prevIndex ] = firstInactiveAction;
  26049. },
  26050. _takeBackAction: function ( action ) {
  26051. // [ active actions | inactive actions ]
  26052. // [ active actions |< inactive actions ]
  26053. // a s
  26054. // <-swap->
  26055. // s a
  26056. var actions = this._actions,
  26057. prevIndex = action._cacheIndex,
  26058. firstInactiveIndex = -- this._nActiveActions,
  26059. lastActiveAction = actions[ firstInactiveIndex ];
  26060. action._cacheIndex = firstInactiveIndex;
  26061. actions[ firstInactiveIndex ] = action;
  26062. lastActiveAction._cacheIndex = prevIndex;
  26063. actions[ prevIndex ] = lastActiveAction;
  26064. },
  26065. // Memory management for PropertyMixer objects
  26066. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26067. var bindingsByRoot = this._bindingsByRootAndName,
  26068. bindingByName = bindingsByRoot[ rootUuid ],
  26069. bindings = this._bindings;
  26070. if ( bindingByName === undefined ) {
  26071. bindingByName = {};
  26072. bindingsByRoot[ rootUuid ] = bindingByName;
  26073. }
  26074. bindingByName[ trackName ] = binding;
  26075. binding._cacheIndex = bindings.length;
  26076. bindings.push( binding );
  26077. },
  26078. _removeInactiveBinding: function ( binding ) {
  26079. var bindings = this._bindings,
  26080. propBinding = binding.binding,
  26081. rootUuid = propBinding.rootNode.uuid,
  26082. trackName = propBinding.path,
  26083. bindingsByRoot = this._bindingsByRootAndName,
  26084. bindingByName = bindingsByRoot[ rootUuid ],
  26085. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26086. cacheIndex = binding._cacheIndex;
  26087. lastInactiveBinding._cacheIndex = cacheIndex;
  26088. bindings[ cacheIndex ] = lastInactiveBinding;
  26089. bindings.pop();
  26090. delete bindingByName[ trackName ];
  26091. if ( Object.keys( bindingByName ).length === 0 ) {
  26092. delete bindingsByRoot[ rootUuid ];
  26093. }
  26094. },
  26095. _lendBinding: function ( binding ) {
  26096. var bindings = this._bindings,
  26097. prevIndex = binding._cacheIndex,
  26098. lastActiveIndex = this._nActiveBindings ++,
  26099. firstInactiveBinding = bindings[ lastActiveIndex ];
  26100. binding._cacheIndex = lastActiveIndex;
  26101. bindings[ lastActiveIndex ] = binding;
  26102. firstInactiveBinding._cacheIndex = prevIndex;
  26103. bindings[ prevIndex ] = firstInactiveBinding;
  26104. },
  26105. _takeBackBinding: function ( binding ) {
  26106. var bindings = this._bindings,
  26107. prevIndex = binding._cacheIndex,
  26108. firstInactiveIndex = -- this._nActiveBindings,
  26109. lastActiveBinding = bindings[ firstInactiveIndex ];
  26110. binding._cacheIndex = firstInactiveIndex;
  26111. bindings[ firstInactiveIndex ] = binding;
  26112. lastActiveBinding._cacheIndex = prevIndex;
  26113. bindings[ prevIndex ] = lastActiveBinding;
  26114. },
  26115. // Memory management of Interpolants for weight and time scale
  26116. _lendControlInterpolant: function () {
  26117. var interpolants = this._controlInterpolants,
  26118. lastActiveIndex = this._nActiveControlInterpolants ++,
  26119. interpolant = interpolants[ lastActiveIndex ];
  26120. if ( interpolant === undefined ) {
  26121. interpolant = new LinearInterpolant(
  26122. new Float32Array( 2 ), new Float32Array( 2 ),
  26123. 1, this._controlInterpolantsResultBuffer );
  26124. interpolant.__cacheIndex = lastActiveIndex;
  26125. interpolants[ lastActiveIndex ] = interpolant;
  26126. }
  26127. return interpolant;
  26128. },
  26129. _takeBackControlInterpolant: function ( interpolant ) {
  26130. var interpolants = this._controlInterpolants,
  26131. prevIndex = interpolant.__cacheIndex,
  26132. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26133. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26134. interpolant.__cacheIndex = firstInactiveIndex;
  26135. interpolants[ firstInactiveIndex ] = interpolant;
  26136. lastActiveInterpolant.__cacheIndex = prevIndex;
  26137. interpolants[ prevIndex ] = lastActiveInterpolant;
  26138. },
  26139. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26140. // return an action for a clip optionally using a custom root target
  26141. // object (this method allocates a lot of dynamic memory in case a
  26142. // previously unknown clip/root combination is specified)
  26143. clipAction: function ( clip, optionalRoot ) {
  26144. var root = optionalRoot || this._root,
  26145. rootUuid = root.uuid,
  26146. clipObject = typeof clip === 'string' ?
  26147. AnimationClip.findByName( root, clip ) : clip,
  26148. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26149. actionsForClip = this._actionsByClip[ clipUuid ],
  26150. prototypeAction = null;
  26151. if ( actionsForClip !== undefined ) {
  26152. var existingAction =
  26153. actionsForClip.actionByRoot[ rootUuid ];
  26154. if ( existingAction !== undefined ) {
  26155. return existingAction;
  26156. }
  26157. // we know the clip, so we don't have to parse all
  26158. // the bindings again but can just copy
  26159. prototypeAction = actionsForClip.knownActions[ 0 ];
  26160. // also, take the clip from the prototype action
  26161. if ( clipObject === null )
  26162. clipObject = prototypeAction._clip;
  26163. }
  26164. // clip must be known when specified via string
  26165. if ( clipObject === null ) return null;
  26166. // allocate all resources required to run it
  26167. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26168. this._bindAction( newAction, prototypeAction );
  26169. // and make the action known to the memory manager
  26170. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26171. return newAction;
  26172. },
  26173. // get an existing action
  26174. existingAction: function ( clip, optionalRoot ) {
  26175. var root = optionalRoot || this._root,
  26176. rootUuid = root.uuid,
  26177. clipObject = typeof clip === 'string' ?
  26178. AnimationClip.findByName( root, clip ) : clip,
  26179. clipUuid = clipObject ? clipObject.uuid : clip,
  26180. actionsForClip = this._actionsByClip[ clipUuid ];
  26181. if ( actionsForClip !== undefined ) {
  26182. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26183. }
  26184. return null;
  26185. },
  26186. // deactivates all previously scheduled actions
  26187. stopAllAction: function () {
  26188. var actions = this._actions,
  26189. nActions = this._nActiveActions,
  26190. bindings = this._bindings,
  26191. nBindings = this._nActiveBindings;
  26192. this._nActiveActions = 0;
  26193. this._nActiveBindings = 0;
  26194. for ( var i = 0; i !== nActions; ++ i ) {
  26195. actions[ i ].reset();
  26196. }
  26197. for ( var i = 0; i !== nBindings; ++ i ) {
  26198. bindings[ i ].useCount = 0;
  26199. }
  26200. return this;
  26201. },
  26202. // advance the time and update apply the animation
  26203. update: function ( deltaTime ) {
  26204. deltaTime *= this.timeScale;
  26205. var actions = this._actions,
  26206. nActions = this._nActiveActions,
  26207. time = this.time += deltaTime,
  26208. timeDirection = Math.sign( deltaTime ),
  26209. accuIndex = this._accuIndex ^= 1;
  26210. // run active actions
  26211. for ( var i = 0; i !== nActions; ++ i ) {
  26212. var action = actions[ i ];
  26213. action._update( time, deltaTime, timeDirection, accuIndex );
  26214. }
  26215. // update scene graph
  26216. var bindings = this._bindings,
  26217. nBindings = this._nActiveBindings;
  26218. for ( var i = 0; i !== nBindings; ++ i ) {
  26219. bindings[ i ].apply( accuIndex );
  26220. }
  26221. return this;
  26222. },
  26223. // return this mixer's root target object
  26224. getRoot: function () {
  26225. return this._root;
  26226. },
  26227. // free all resources specific to a particular clip
  26228. uncacheClip: function ( clip ) {
  26229. var actions = this._actions,
  26230. clipUuid = clip.uuid,
  26231. actionsByClip = this._actionsByClip,
  26232. actionsForClip = actionsByClip[ clipUuid ];
  26233. if ( actionsForClip !== undefined ) {
  26234. // note: just calling _removeInactiveAction would mess up the
  26235. // iteration state and also require updating the state we can
  26236. // just throw away
  26237. var actionsToRemove = actionsForClip.knownActions;
  26238. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26239. var action = actionsToRemove[ i ];
  26240. this._deactivateAction( action );
  26241. var cacheIndex = action._cacheIndex,
  26242. lastInactiveAction = actions[ actions.length - 1 ];
  26243. action._cacheIndex = null;
  26244. action._byClipCacheIndex = null;
  26245. lastInactiveAction._cacheIndex = cacheIndex;
  26246. actions[ cacheIndex ] = lastInactiveAction;
  26247. actions.pop();
  26248. this._removeInactiveBindingsForAction( action );
  26249. }
  26250. delete actionsByClip[ clipUuid ];
  26251. }
  26252. },
  26253. // free all resources specific to a particular root target object
  26254. uncacheRoot: function ( root ) {
  26255. var rootUuid = root.uuid,
  26256. actionsByClip = this._actionsByClip;
  26257. for ( var clipUuid in actionsByClip ) {
  26258. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26259. action = actionByRoot[ rootUuid ];
  26260. if ( action !== undefined ) {
  26261. this._deactivateAction( action );
  26262. this._removeInactiveAction( action );
  26263. }
  26264. }
  26265. var bindingsByRoot = this._bindingsByRootAndName,
  26266. bindingByName = bindingsByRoot[ rootUuid ];
  26267. if ( bindingByName !== undefined ) {
  26268. for ( var trackName in bindingByName ) {
  26269. var binding = bindingByName[ trackName ];
  26270. binding.restoreOriginalState();
  26271. this._removeInactiveBinding( binding );
  26272. }
  26273. }
  26274. },
  26275. // remove a targeted clip from the cache
  26276. uncacheAction: function ( clip, optionalRoot ) {
  26277. var action = this.existingAction( clip, optionalRoot );
  26278. if ( action !== null ) {
  26279. this._deactivateAction( action );
  26280. this._removeInactiveAction( action );
  26281. }
  26282. }
  26283. } );
  26284. /**
  26285. * @author mrdoob / http://mrdoob.com/
  26286. */
  26287. function Uniform( value ) {
  26288. if ( typeof value === 'string' ) {
  26289. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26290. value = arguments[ 1 ];
  26291. }
  26292. this.value = value;
  26293. }
  26294. Uniform.prototype.clone = function () {
  26295. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26296. };
  26297. /**
  26298. * @author benaadams / https://twitter.com/ben_a_adams
  26299. */
  26300. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26301. InterleavedBuffer.call( this, array, stride );
  26302. this.meshPerAttribute = meshPerAttribute || 1;
  26303. }
  26304. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26305. constructor: InstancedInterleavedBuffer,
  26306. isInstancedInterleavedBuffer: true,
  26307. copy: function ( source ) {
  26308. InterleavedBuffer.prototype.copy.call( this, source );
  26309. this.meshPerAttribute = source.meshPerAttribute;
  26310. return this;
  26311. }
  26312. } );
  26313. /**
  26314. * @author mrdoob / http://mrdoob.com/
  26315. * @author bhouston / http://clara.io/
  26316. * @author stephomi / http://stephaneginier.com/
  26317. */
  26318. function Raycaster( origin, direction, near, far ) {
  26319. this.ray = new Ray( origin, direction );
  26320. // direction is assumed to be normalized (for accurate distance calculations)
  26321. this.near = near || 0;
  26322. this.far = far || Infinity;
  26323. this.camera = null;
  26324. this.params = {
  26325. Mesh: {},
  26326. Line: {},
  26327. LOD: {},
  26328. Points: { threshold: 1 },
  26329. Sprite: {}
  26330. };
  26331. Object.defineProperties( this.params, {
  26332. PointCloud: {
  26333. get: function () {
  26334. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26335. return this.Points;
  26336. }
  26337. }
  26338. } );
  26339. }
  26340. function ascSort( a, b ) {
  26341. return a.distance - b.distance;
  26342. }
  26343. function intersectObject( object, raycaster, intersects, recursive ) {
  26344. if ( object.visible === false ) return;
  26345. object.raycast( raycaster, intersects );
  26346. if ( recursive === true ) {
  26347. var children = object.children;
  26348. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26349. intersectObject( children[ i ], raycaster, intersects, true );
  26350. }
  26351. }
  26352. }
  26353. Object.assign( Raycaster.prototype, {
  26354. linePrecision: 1,
  26355. set: function ( origin, direction ) {
  26356. // direction is assumed to be normalized (for accurate distance calculations)
  26357. this.ray.set( origin, direction );
  26358. },
  26359. setFromCamera: function ( coords, camera ) {
  26360. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26361. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26362. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26363. this.camera = camera;
  26364. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26365. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26366. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26367. this.camera = camera;
  26368. } else {
  26369. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26370. }
  26371. },
  26372. intersectObject: function ( object, recursive, optionalTarget ) {
  26373. var intersects = optionalTarget || [];
  26374. intersectObject( object, this, intersects, recursive );
  26375. intersects.sort( ascSort );
  26376. return intersects;
  26377. },
  26378. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26379. var intersects = optionalTarget || [];
  26380. if ( Array.isArray( objects ) === false ) {
  26381. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26382. return intersects;
  26383. }
  26384. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26385. intersectObject( objects[ i ], this, intersects, recursive );
  26386. }
  26387. intersects.sort( ascSort );
  26388. return intersects;
  26389. }
  26390. } );
  26391. /**
  26392. * @author bhouston / http://clara.io
  26393. * @author WestLangley / http://github.com/WestLangley
  26394. *
  26395. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26396. *
  26397. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26398. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26399. */
  26400. function Spherical( radius, phi, theta ) {
  26401. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26402. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26403. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26404. return this;
  26405. }
  26406. Object.assign( Spherical.prototype, {
  26407. set: function ( radius, phi, theta ) {
  26408. this.radius = radius;
  26409. this.phi = phi;
  26410. this.theta = theta;
  26411. return this;
  26412. },
  26413. clone: function () {
  26414. return new this.constructor().copy( this );
  26415. },
  26416. copy: function ( other ) {
  26417. this.radius = other.radius;
  26418. this.phi = other.phi;
  26419. this.theta = other.theta;
  26420. return this;
  26421. },
  26422. // restrict phi to be betwee EPS and PI-EPS
  26423. makeSafe: function () {
  26424. var EPS = 0.000001;
  26425. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26426. return this;
  26427. },
  26428. setFromVector3: function ( v ) {
  26429. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26430. },
  26431. setFromCartesianCoords: function ( x, y, z ) {
  26432. this.radius = Math.sqrt( x * x + y * y + z * z );
  26433. if ( this.radius === 0 ) {
  26434. this.theta = 0;
  26435. this.phi = 0;
  26436. } else {
  26437. this.theta = Math.atan2( x, z );
  26438. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26439. }
  26440. return this;
  26441. }
  26442. } );
  26443. /**
  26444. * @author Mugen87 / https://github.com/Mugen87
  26445. *
  26446. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26447. *
  26448. */
  26449. function Cylindrical( radius, theta, y ) {
  26450. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26451. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26452. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26453. return this;
  26454. }
  26455. Object.assign( Cylindrical.prototype, {
  26456. set: function ( radius, theta, y ) {
  26457. this.radius = radius;
  26458. this.theta = theta;
  26459. this.y = y;
  26460. return this;
  26461. },
  26462. clone: function () {
  26463. return new this.constructor().copy( this );
  26464. },
  26465. copy: function ( other ) {
  26466. this.radius = other.radius;
  26467. this.theta = other.theta;
  26468. this.y = other.y;
  26469. return this;
  26470. },
  26471. setFromVector3: function ( v ) {
  26472. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26473. },
  26474. setFromCartesianCoords: function ( x, y, z ) {
  26475. this.radius = Math.sqrt( x * x + z * z );
  26476. this.theta = Math.atan2( x, z );
  26477. this.y = y;
  26478. return this;
  26479. }
  26480. } );
  26481. /**
  26482. * @author bhouston / http://clara.io
  26483. */
  26484. var _vector$6 = new Vector2();
  26485. function Box2( min, max ) {
  26486. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26487. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26488. }
  26489. Object.assign( Box2.prototype, {
  26490. set: function ( min, max ) {
  26491. this.min.copy( min );
  26492. this.max.copy( max );
  26493. return this;
  26494. },
  26495. setFromPoints: function ( points ) {
  26496. this.makeEmpty();
  26497. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26498. this.expandByPoint( points[ i ] );
  26499. }
  26500. return this;
  26501. },
  26502. setFromCenterAndSize: function ( center, size ) {
  26503. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26504. this.min.copy( center ).sub( halfSize );
  26505. this.max.copy( center ).add( halfSize );
  26506. return this;
  26507. },
  26508. clone: function () {
  26509. return new this.constructor().copy( this );
  26510. },
  26511. copy: function ( box ) {
  26512. this.min.copy( box.min );
  26513. this.max.copy( box.max );
  26514. return this;
  26515. },
  26516. makeEmpty: function () {
  26517. this.min.x = this.min.y = + Infinity;
  26518. this.max.x = this.max.y = - Infinity;
  26519. return this;
  26520. },
  26521. isEmpty: function () {
  26522. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26523. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26524. },
  26525. getCenter: function ( target ) {
  26526. if ( target === undefined ) {
  26527. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26528. target = new Vector2();
  26529. }
  26530. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26531. },
  26532. getSize: function ( target ) {
  26533. if ( target === undefined ) {
  26534. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26535. target = new Vector2();
  26536. }
  26537. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26538. },
  26539. expandByPoint: function ( point ) {
  26540. this.min.min( point );
  26541. this.max.max( point );
  26542. return this;
  26543. },
  26544. expandByVector: function ( vector ) {
  26545. this.min.sub( vector );
  26546. this.max.add( vector );
  26547. return this;
  26548. },
  26549. expandByScalar: function ( scalar ) {
  26550. this.min.addScalar( - scalar );
  26551. this.max.addScalar( scalar );
  26552. return this;
  26553. },
  26554. containsPoint: function ( point ) {
  26555. return point.x < this.min.x || point.x > this.max.x ||
  26556. point.y < this.min.y || point.y > this.max.y ? false : true;
  26557. },
  26558. containsBox: function ( box ) {
  26559. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26560. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26561. },
  26562. getParameter: function ( point, target ) {
  26563. // This can potentially have a divide by zero if the box
  26564. // has a size dimension of 0.
  26565. if ( target === undefined ) {
  26566. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26567. target = new Vector2();
  26568. }
  26569. return target.set(
  26570. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26571. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26572. );
  26573. },
  26574. intersectsBox: function ( box ) {
  26575. // using 4 splitting planes to rule out intersections
  26576. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26577. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26578. },
  26579. clampPoint: function ( point, target ) {
  26580. if ( target === undefined ) {
  26581. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26582. target = new Vector2();
  26583. }
  26584. return target.copy( point ).clamp( this.min, this.max );
  26585. },
  26586. distanceToPoint: function ( point ) {
  26587. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  26588. return clampedPoint.sub( point ).length();
  26589. },
  26590. intersect: function ( box ) {
  26591. this.min.max( box.min );
  26592. this.max.min( box.max );
  26593. return this;
  26594. },
  26595. union: function ( box ) {
  26596. this.min.min( box.min );
  26597. this.max.max( box.max );
  26598. return this;
  26599. },
  26600. translate: function ( offset ) {
  26601. this.min.add( offset );
  26602. this.max.add( offset );
  26603. return this;
  26604. },
  26605. equals: function ( box ) {
  26606. return box.min.equals( this.min ) && box.max.equals( this.max );
  26607. }
  26608. } );
  26609. /**
  26610. * @author bhouston / http://clara.io
  26611. */
  26612. var _startP = new Vector3();
  26613. var _startEnd = new Vector3();
  26614. function Line3( start, end ) {
  26615. this.start = ( start !== undefined ) ? start : new Vector3();
  26616. this.end = ( end !== undefined ) ? end : new Vector3();
  26617. }
  26618. Object.assign( Line3.prototype, {
  26619. set: function ( start, end ) {
  26620. this.start.copy( start );
  26621. this.end.copy( end );
  26622. return this;
  26623. },
  26624. clone: function () {
  26625. return new this.constructor().copy( this );
  26626. },
  26627. copy: function ( line ) {
  26628. this.start.copy( line.start );
  26629. this.end.copy( line.end );
  26630. return this;
  26631. },
  26632. getCenter: function ( target ) {
  26633. if ( target === undefined ) {
  26634. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26635. target = new Vector3();
  26636. }
  26637. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26638. },
  26639. delta: function ( target ) {
  26640. if ( target === undefined ) {
  26641. console.warn( 'THREE.Line3: .delta() target is now required' );
  26642. target = new Vector3();
  26643. }
  26644. return target.subVectors( this.end, this.start );
  26645. },
  26646. distanceSq: function () {
  26647. return this.start.distanceToSquared( this.end );
  26648. },
  26649. distance: function () {
  26650. return this.start.distanceTo( this.end );
  26651. },
  26652. at: function ( t, target ) {
  26653. if ( target === undefined ) {
  26654. console.warn( 'THREE.Line3: .at() target is now required' );
  26655. target = new Vector3();
  26656. }
  26657. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26658. },
  26659. closestPointToPointParameter: function ( point, clampToLine ) {
  26660. _startP.subVectors( point, this.start );
  26661. _startEnd.subVectors( this.end, this.start );
  26662. var startEnd2 = _startEnd.dot( _startEnd );
  26663. var startEnd_startP = _startEnd.dot( _startP );
  26664. var t = startEnd_startP / startEnd2;
  26665. if ( clampToLine ) {
  26666. t = _Math.clamp( t, 0, 1 );
  26667. }
  26668. return t;
  26669. },
  26670. closestPointToPoint: function ( point, clampToLine, target ) {
  26671. var t = this.closestPointToPointParameter( point, clampToLine );
  26672. if ( target === undefined ) {
  26673. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26674. target = new Vector3();
  26675. }
  26676. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26677. },
  26678. applyMatrix4: function ( matrix ) {
  26679. this.start.applyMatrix4( matrix );
  26680. this.end.applyMatrix4( matrix );
  26681. return this;
  26682. },
  26683. equals: function ( line ) {
  26684. return line.start.equals( this.start ) && line.end.equals( this.end );
  26685. }
  26686. } );
  26687. /**
  26688. * @author alteredq / http://alteredqualia.com/
  26689. */
  26690. function ImmediateRenderObject( material ) {
  26691. Object3D.call( this );
  26692. this.material = material;
  26693. this.render = function ( /* renderCallback */ ) {};
  26694. }
  26695. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26696. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26697. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26698. /**
  26699. * @author mrdoob / http://mrdoob.com/
  26700. * @author WestLangley / http://github.com/WestLangley
  26701. */
  26702. var _v1$5 = new Vector3();
  26703. var _v2$3 = new Vector3();
  26704. var _normalMatrix$1 = new Matrix3();
  26705. var _keys = [ 'a', 'b', 'c' ];
  26706. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26707. this.object = object;
  26708. this.size = ( size !== undefined ) ? size : 1;
  26709. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26710. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26711. //
  26712. var nNormals = 0;
  26713. var objGeometry = this.object.geometry;
  26714. if ( objGeometry && objGeometry.isGeometry ) {
  26715. nNormals = objGeometry.faces.length * 3;
  26716. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26717. nNormals = objGeometry.attributes.normal.count;
  26718. }
  26719. //
  26720. var geometry = new BufferGeometry();
  26721. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26722. geometry.addAttribute( 'position', positions );
  26723. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26724. //
  26725. this.matrixAutoUpdate = false;
  26726. this.update();
  26727. }
  26728. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26729. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26730. VertexNormalsHelper.prototype.update = function () {
  26731. this.object.updateMatrixWorld( true );
  26732. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  26733. var matrixWorld = this.object.matrixWorld;
  26734. var position = this.geometry.attributes.position;
  26735. //
  26736. var objGeometry = this.object.geometry;
  26737. if ( objGeometry && objGeometry.isGeometry ) {
  26738. var vertices = objGeometry.vertices;
  26739. var faces = objGeometry.faces;
  26740. var idx = 0;
  26741. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26742. var face = faces[ i ];
  26743. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26744. var vertex = vertices[ face[ _keys[ j ] ] ];
  26745. var normal = face.vertexNormals[ j ];
  26746. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  26747. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26748. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26749. idx = idx + 1;
  26750. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26751. idx = idx + 1;
  26752. }
  26753. }
  26754. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26755. var objPos = objGeometry.attributes.position;
  26756. var objNorm = objGeometry.attributes.normal;
  26757. var idx = 0;
  26758. // for simplicity, ignore index and drawcalls, and render every normal
  26759. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26760. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26761. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26762. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26763. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26764. idx = idx + 1;
  26765. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26766. idx = idx + 1;
  26767. }
  26768. }
  26769. position.needsUpdate = true;
  26770. };
  26771. /**
  26772. * @author alteredq / http://alteredqualia.com/
  26773. * @author mrdoob / http://mrdoob.com/
  26774. * @author WestLangley / http://github.com/WestLangley
  26775. */
  26776. var _vector$7 = new Vector3();
  26777. function SpotLightHelper( light, color ) {
  26778. Object3D.call( this );
  26779. this.light = light;
  26780. this.light.updateMatrixWorld();
  26781. this.matrix = light.matrixWorld;
  26782. this.matrixAutoUpdate = false;
  26783. this.color = color;
  26784. var geometry = new BufferGeometry();
  26785. var positions = [
  26786. 0, 0, 0, 0, 0, 1,
  26787. 0, 0, 0, 1, 0, 1,
  26788. 0, 0, 0, - 1, 0, 1,
  26789. 0, 0, 0, 0, 1, 1,
  26790. 0, 0, 0, 0, - 1, 1
  26791. ];
  26792. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26793. var p1 = ( i / l ) * Math.PI * 2;
  26794. var p2 = ( j / l ) * Math.PI * 2;
  26795. positions.push(
  26796. Math.cos( p1 ), Math.sin( p1 ), 1,
  26797. Math.cos( p2 ), Math.sin( p2 ), 1
  26798. );
  26799. }
  26800. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26801. var material = new LineBasicMaterial( { fog: false } );
  26802. this.cone = new LineSegments( geometry, material );
  26803. this.add( this.cone );
  26804. this.update();
  26805. }
  26806. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26807. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26808. SpotLightHelper.prototype.dispose = function () {
  26809. this.cone.geometry.dispose();
  26810. this.cone.material.dispose();
  26811. };
  26812. SpotLightHelper.prototype.update = function () {
  26813. this.light.updateMatrixWorld();
  26814. var coneLength = this.light.distance ? this.light.distance : 1000;
  26815. var coneWidth = coneLength * Math.tan( this.light.angle );
  26816. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26817. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  26818. this.cone.lookAt( _vector$7 );
  26819. if ( this.color !== undefined ) {
  26820. this.cone.material.color.set( this.color );
  26821. } else {
  26822. this.cone.material.color.copy( this.light.color );
  26823. }
  26824. };
  26825. /**
  26826. * @author Sean Griffin / http://twitter.com/sgrif
  26827. * @author Michael Guerrero / http://realitymeltdown.com
  26828. * @author mrdoob / http://mrdoob.com/
  26829. * @author ikerr / http://verold.com
  26830. * @author Mugen87 / https://github.com/Mugen87
  26831. */
  26832. var _vector$8 = new Vector3();
  26833. var _boneMatrix = new Matrix4();
  26834. var _matrixWorldInv = new Matrix4();
  26835. function getBoneList( object ) {
  26836. var boneList = [];
  26837. if ( object && object.isBone ) {
  26838. boneList.push( object );
  26839. }
  26840. for ( var i = 0; i < object.children.length; i ++ ) {
  26841. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26842. }
  26843. return boneList;
  26844. }
  26845. function SkeletonHelper( object ) {
  26846. var bones = getBoneList( object );
  26847. var geometry = new BufferGeometry();
  26848. var vertices = [];
  26849. var colors = [];
  26850. var color1 = new Color( 0, 0, 1 );
  26851. var color2 = new Color( 0, 1, 0 );
  26852. for ( var i = 0; i < bones.length; i ++ ) {
  26853. var bone = bones[ i ];
  26854. if ( bone.parent && bone.parent.isBone ) {
  26855. vertices.push( 0, 0, 0 );
  26856. vertices.push( 0, 0, 0 );
  26857. colors.push( color1.r, color1.g, color1.b );
  26858. colors.push( color2.r, color2.g, color2.b );
  26859. }
  26860. }
  26861. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26862. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26863. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26864. LineSegments.call( this, geometry, material );
  26865. this.root = object;
  26866. this.bones = bones;
  26867. this.matrix = object.matrixWorld;
  26868. this.matrixAutoUpdate = false;
  26869. }
  26870. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26871. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26872. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  26873. var bones = this.bones;
  26874. var geometry = this.geometry;
  26875. var position = geometry.getAttribute( 'position' );
  26876. _matrixWorldInv.getInverse( this.root.matrixWorld );
  26877. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26878. var bone = bones[ i ];
  26879. if ( bone.parent && bone.parent.isBone ) {
  26880. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  26881. _vector$8.setFromMatrixPosition( _boneMatrix );
  26882. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  26883. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  26884. _vector$8.setFromMatrixPosition( _boneMatrix );
  26885. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  26886. j += 2;
  26887. }
  26888. }
  26889. geometry.getAttribute( 'position' ).needsUpdate = true;
  26890. Object3D.prototype.updateMatrixWorld.call( this, force );
  26891. };
  26892. /**
  26893. * @author alteredq / http://alteredqualia.com/
  26894. * @author mrdoob / http://mrdoob.com/
  26895. */
  26896. function PointLightHelper( light, sphereSize, color ) {
  26897. this.light = light;
  26898. this.light.updateMatrixWorld();
  26899. this.color = color;
  26900. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26901. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26902. Mesh.call( this, geometry, material );
  26903. this.matrix = this.light.matrixWorld;
  26904. this.matrixAutoUpdate = false;
  26905. this.update();
  26906. /*
  26907. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26908. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26909. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26910. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26911. var d = light.distance;
  26912. if ( d === 0.0 ) {
  26913. this.lightDistance.visible = false;
  26914. } else {
  26915. this.lightDistance.scale.set( d, d, d );
  26916. }
  26917. this.add( this.lightDistance );
  26918. */
  26919. }
  26920. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26921. PointLightHelper.prototype.constructor = PointLightHelper;
  26922. PointLightHelper.prototype.dispose = function () {
  26923. this.geometry.dispose();
  26924. this.material.dispose();
  26925. };
  26926. PointLightHelper.prototype.update = function () {
  26927. if ( this.color !== undefined ) {
  26928. this.material.color.set( this.color );
  26929. } else {
  26930. this.material.color.copy( this.light.color );
  26931. }
  26932. /*
  26933. var d = this.light.distance;
  26934. if ( d === 0.0 ) {
  26935. this.lightDistance.visible = false;
  26936. } else {
  26937. this.lightDistance.visible = true;
  26938. this.lightDistance.scale.set( d, d, d );
  26939. }
  26940. */
  26941. };
  26942. /**
  26943. * @author abelnation / http://github.com/abelnation
  26944. * @author Mugen87 / http://github.com/Mugen87
  26945. * @author WestLangley / http://github.com/WestLangley
  26946. *
  26947. * This helper must be added as a child of the light
  26948. */
  26949. function RectAreaLightHelper( light, color ) {
  26950. this.type = 'RectAreaLightHelper';
  26951. this.light = light;
  26952. this.color = color; // optional hardwired color for the helper
  26953. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  26954. var geometry = new BufferGeometry();
  26955. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26956. geometry.computeBoundingSphere();
  26957. var material = new LineBasicMaterial( { fog: false } );
  26958. Line.call( this, geometry, material );
  26959. //
  26960. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  26961. var geometry2 = new BufferGeometry();
  26962. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26963. geometry2.computeBoundingSphere();
  26964. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  26965. this.update();
  26966. }
  26967. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  26968. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  26969. RectAreaLightHelper.prototype.update = function () {
  26970. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  26971. if ( this.color !== undefined ) {
  26972. this.material.color.set( this.color );
  26973. this.children[ 0 ].material.color.set( this.color );
  26974. } else {
  26975. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  26976. // prevent hue shift
  26977. var c = this.material.color;
  26978. var max = Math.max( c.r, c.g, c.b );
  26979. if ( max > 1 ) c.multiplyScalar( 1 / max );
  26980. this.children[ 0 ].material.color.copy( this.material.color );
  26981. }
  26982. };
  26983. RectAreaLightHelper.prototype.dispose = function () {
  26984. this.geometry.dispose();
  26985. this.material.dispose();
  26986. this.children[ 0 ].geometry.dispose();
  26987. this.children[ 0 ].material.dispose();
  26988. };
  26989. /**
  26990. * @author alteredq / http://alteredqualia.com/
  26991. * @author mrdoob / http://mrdoob.com/
  26992. * @author Mugen87 / https://github.com/Mugen87
  26993. */
  26994. var _vector$9 = new Vector3();
  26995. var _color1 = new Color();
  26996. var _color2 = new Color();
  26997. function HemisphereLightHelper( light, size, color ) {
  26998. Object3D.call( this );
  26999. this.light = light;
  27000. this.light.updateMatrixWorld();
  27001. this.matrix = light.matrixWorld;
  27002. this.matrixAutoUpdate = false;
  27003. this.color = color;
  27004. var geometry = new OctahedronBufferGeometry( size );
  27005. geometry.rotateY( Math.PI * 0.5 );
  27006. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27007. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27008. var position = geometry.getAttribute( 'position' );
  27009. var colors = new Float32Array( position.count * 3 );
  27010. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27011. this.add( new Mesh( geometry, this.material ) );
  27012. this.update();
  27013. }
  27014. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27015. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27016. HemisphereLightHelper.prototype.dispose = function () {
  27017. this.children[ 0 ].geometry.dispose();
  27018. this.children[ 0 ].material.dispose();
  27019. };
  27020. HemisphereLightHelper.prototype.update = function () {
  27021. var mesh = this.children[ 0 ];
  27022. if ( this.color !== undefined ) {
  27023. this.material.color.set( this.color );
  27024. } else {
  27025. var colors = mesh.geometry.getAttribute( 'color' );
  27026. _color1.copy( this.light.color );
  27027. _color2.copy( this.light.groundColor );
  27028. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27029. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27030. colors.setXYZ( i, color.r, color.g, color.b );
  27031. }
  27032. colors.needsUpdate = true;
  27033. }
  27034. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27035. };
  27036. /**
  27037. * @author WestLangley / http://github.com/WestLangley
  27038. */
  27039. function LightProbeHelper( lightProbe, size ) {
  27040. this.lightProbe = lightProbe;
  27041. this.size = size;
  27042. var defines = {};
  27043. defines[ 'GAMMA_OUTPUT' ] = "";
  27044. // material
  27045. var material = new ShaderMaterial( {
  27046. defines: defines,
  27047. uniforms: {
  27048. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27049. intensity: { value: this.lightProbe.intensity }
  27050. },
  27051. vertexShader: [
  27052. 'varying vec3 vNormal;',
  27053. 'void main() {',
  27054. ' vNormal = normalize( normalMatrix * normal );',
  27055. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27056. '}',
  27057. ].join( '\n' ),
  27058. fragmentShader: [
  27059. '#define RECIPROCAL_PI 0.318309886',
  27060. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27061. ' // matrix is assumed to be orthogonal',
  27062. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27063. '}',
  27064. 'vec3 linearToOutput( in vec3 a ) {',
  27065. ' #ifdef GAMMA_OUTPUT',
  27066. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27067. ' #else',
  27068. ' return a;',
  27069. ' #endif',
  27070. '}',
  27071. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27072. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27073. ' // normal is assumed to have unit length',
  27074. ' float x = normal.x, y = normal.y, z = normal.z;',
  27075. ' // band 0',
  27076. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27077. ' // band 1',
  27078. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27079. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27080. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27081. ' // band 2',
  27082. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27083. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27084. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27085. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27086. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27087. ' return result;',
  27088. '}',
  27089. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27090. 'uniform float intensity; // light probe intensity',
  27091. 'varying vec3 vNormal;',
  27092. 'void main() {',
  27093. ' vec3 normal = normalize( vNormal );',
  27094. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27095. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27096. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27097. ' outgoingLight = linearToOutput( outgoingLight );',
  27098. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27099. '}'
  27100. ].join( '\n' )
  27101. } );
  27102. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27103. Mesh.call( this, geometry, material );
  27104. this.onBeforeRender();
  27105. }
  27106. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27107. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27108. LightProbeHelper.prototype.dispose = function () {
  27109. this.geometry.dispose();
  27110. this.material.dispose();
  27111. };
  27112. LightProbeHelper.prototype.onBeforeRender = function () {
  27113. this.position.copy( this.lightProbe.position );
  27114. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27115. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27116. };
  27117. /**
  27118. * @author mrdoob / http://mrdoob.com/
  27119. */
  27120. function GridHelper( size, divisions, color1, color2 ) {
  27121. size = size || 10;
  27122. divisions = divisions || 10;
  27123. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27124. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27125. var center = divisions / 2;
  27126. var step = size / divisions;
  27127. var halfSize = size / 2;
  27128. var vertices = [], colors = [];
  27129. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27130. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27131. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27132. var color = i === center ? color1 : color2;
  27133. color.toArray( colors, j ); j += 3;
  27134. color.toArray( colors, j ); j += 3;
  27135. color.toArray( colors, j ); j += 3;
  27136. color.toArray( colors, j ); j += 3;
  27137. }
  27138. var geometry = new BufferGeometry();
  27139. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27140. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27141. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27142. LineSegments.call( this, geometry, material );
  27143. }
  27144. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27145. constructor: GridHelper,
  27146. copy: function ( source ) {
  27147. LineSegments.prototype.copy.call( this, source );
  27148. this.geometry.copy( source.geometry );
  27149. this.material.copy( source.material );
  27150. return this;
  27151. },
  27152. clone: function () {
  27153. return new this.constructor().copy( this );
  27154. }
  27155. } );
  27156. /**
  27157. * @author mrdoob / http://mrdoob.com/
  27158. * @author Mugen87 / http://github.com/Mugen87
  27159. * @author Hectate / http://www.github.com/Hectate
  27160. */
  27161. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27162. radius = radius || 10;
  27163. radials = radials || 16;
  27164. circles = circles || 8;
  27165. divisions = divisions || 64;
  27166. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27167. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27168. var vertices = [];
  27169. var colors = [];
  27170. var x, z;
  27171. var v, i, j, r, color;
  27172. // create the radials
  27173. for ( i = 0; i <= radials; i ++ ) {
  27174. v = ( i / radials ) * ( Math.PI * 2 );
  27175. x = Math.sin( v ) * radius;
  27176. z = Math.cos( v ) * radius;
  27177. vertices.push( 0, 0, 0 );
  27178. vertices.push( x, 0, z );
  27179. color = ( i & 1 ) ? color1 : color2;
  27180. colors.push( color.r, color.g, color.b );
  27181. colors.push( color.r, color.g, color.b );
  27182. }
  27183. // create the circles
  27184. for ( i = 0; i <= circles; i ++ ) {
  27185. color = ( i & 1 ) ? color1 : color2;
  27186. r = radius - ( radius / circles * i );
  27187. for ( j = 0; j < divisions; j ++ ) {
  27188. // first vertex
  27189. v = ( j / divisions ) * ( Math.PI * 2 );
  27190. x = Math.sin( v ) * r;
  27191. z = Math.cos( v ) * r;
  27192. vertices.push( x, 0, z );
  27193. colors.push( color.r, color.g, color.b );
  27194. // second vertex
  27195. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27196. x = Math.sin( v ) * r;
  27197. z = Math.cos( v ) * r;
  27198. vertices.push( x, 0, z );
  27199. colors.push( color.r, color.g, color.b );
  27200. }
  27201. }
  27202. var geometry = new BufferGeometry();
  27203. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27204. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27205. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27206. LineSegments.call( this, geometry, material );
  27207. }
  27208. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27209. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27210. /**
  27211. * @author Mugen87 / http://github.com/Mugen87
  27212. */
  27213. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27214. this.audio = audio;
  27215. this.range = range || 1;
  27216. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27217. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27218. var geometry = new BufferGeometry();
  27219. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27220. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27221. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27222. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27223. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27224. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27225. this.update();
  27226. }
  27227. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27228. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27229. PositionalAudioHelper.prototype.update = function () {
  27230. var audio = this.audio;
  27231. var range = this.range;
  27232. var divisionsInnerAngle = this.divisionsInnerAngle;
  27233. var divisionsOuterAngle = this.divisionsOuterAngle;
  27234. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27235. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27236. var halfConeInnerAngle = coneInnerAngle / 2;
  27237. var halfConeOuterAngle = coneOuterAngle / 2;
  27238. var start = 0;
  27239. var count = 0;
  27240. var i, stride;
  27241. var geometry = this.geometry;
  27242. var positionAttribute = geometry.attributes.position;
  27243. geometry.clearGroups();
  27244. //
  27245. function generateSegment( from, to, divisions, materialIndex ) {
  27246. var step = ( to - from ) / divisions;
  27247. positionAttribute.setXYZ( start, 0, 0, 0 );
  27248. count ++;
  27249. for ( i = from; i < to; i += step ) {
  27250. stride = start + count;
  27251. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27252. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27253. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27254. count += 3;
  27255. }
  27256. geometry.addGroup( start, count, materialIndex );
  27257. start += count;
  27258. count = 0;
  27259. }
  27260. //
  27261. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27262. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27263. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27264. //
  27265. positionAttribute.needsUpdate = true;
  27266. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27267. };
  27268. PositionalAudioHelper.prototype.dispose = function () {
  27269. this.geometry.dispose();
  27270. this.material[ 0 ].dispose();
  27271. this.material[ 1 ].dispose();
  27272. };
  27273. /**
  27274. * @author mrdoob / http://mrdoob.com/
  27275. * @author WestLangley / http://github.com/WestLangley
  27276. */
  27277. var _v1$6 = new Vector3();
  27278. var _v2$4 = new Vector3();
  27279. var _normalMatrix$2 = new Matrix3();
  27280. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27281. // FaceNormalsHelper only supports THREE.Geometry
  27282. this.object = object;
  27283. this.size = ( size !== undefined ) ? size : 1;
  27284. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27285. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27286. //
  27287. var nNormals = 0;
  27288. var objGeometry = this.object.geometry;
  27289. if ( objGeometry && objGeometry.isGeometry ) {
  27290. nNormals = objGeometry.faces.length;
  27291. } else {
  27292. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27293. }
  27294. //
  27295. var geometry = new BufferGeometry();
  27296. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27297. geometry.addAttribute( 'position', positions );
  27298. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27299. //
  27300. this.matrixAutoUpdate = false;
  27301. this.update();
  27302. }
  27303. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27304. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27305. FaceNormalsHelper.prototype.update = function () {
  27306. this.object.updateMatrixWorld( true );
  27307. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27308. var matrixWorld = this.object.matrixWorld;
  27309. var position = this.geometry.attributes.position;
  27310. //
  27311. var objGeometry = this.object.geometry;
  27312. var vertices = objGeometry.vertices;
  27313. var faces = objGeometry.faces;
  27314. var idx = 0;
  27315. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27316. var face = faces[ i ];
  27317. var normal = face.normal;
  27318. _v1$6.copy( vertices[ face.a ] )
  27319. .add( vertices[ face.b ] )
  27320. .add( vertices[ face.c ] )
  27321. .divideScalar( 3 )
  27322. .applyMatrix4( matrixWorld );
  27323. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27324. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27325. idx = idx + 1;
  27326. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27327. idx = idx + 1;
  27328. }
  27329. position.needsUpdate = true;
  27330. };
  27331. /**
  27332. * @author alteredq / http://alteredqualia.com/
  27333. * @author mrdoob / http://mrdoob.com/
  27334. * @author WestLangley / http://github.com/WestLangley
  27335. */
  27336. var _v1$7 = new Vector3();
  27337. var _v2$5 = new Vector3();
  27338. var _v3$1 = new Vector3();
  27339. function DirectionalLightHelper( light, size, color ) {
  27340. Object3D.call( this );
  27341. this.light = light;
  27342. this.light.updateMatrixWorld();
  27343. this.matrix = light.matrixWorld;
  27344. this.matrixAutoUpdate = false;
  27345. this.color = color;
  27346. if ( size === undefined ) size = 1;
  27347. var geometry = new BufferGeometry();
  27348. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27349. - size, size, 0,
  27350. size, size, 0,
  27351. size, - size, 0,
  27352. - size, - size, 0,
  27353. - size, size, 0
  27354. ], 3 ) );
  27355. var material = new LineBasicMaterial( { fog: false } );
  27356. this.lightPlane = new Line( geometry, material );
  27357. this.add( this.lightPlane );
  27358. geometry = new BufferGeometry();
  27359. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27360. this.targetLine = new Line( geometry, material );
  27361. this.add( this.targetLine );
  27362. this.update();
  27363. }
  27364. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27365. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27366. DirectionalLightHelper.prototype.dispose = function () {
  27367. this.lightPlane.geometry.dispose();
  27368. this.lightPlane.material.dispose();
  27369. this.targetLine.geometry.dispose();
  27370. this.targetLine.material.dispose();
  27371. };
  27372. DirectionalLightHelper.prototype.update = function () {
  27373. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27374. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27375. _v3$1.subVectors( _v2$5, _v1$7 );
  27376. this.lightPlane.lookAt( _v2$5 );
  27377. if ( this.color !== undefined ) {
  27378. this.lightPlane.material.color.set( this.color );
  27379. this.targetLine.material.color.set( this.color );
  27380. } else {
  27381. this.lightPlane.material.color.copy( this.light.color );
  27382. this.targetLine.material.color.copy( this.light.color );
  27383. }
  27384. this.targetLine.lookAt( _v2$5 );
  27385. this.targetLine.scale.z = _v3$1.length();
  27386. };
  27387. /**
  27388. * @author alteredq / http://alteredqualia.com/
  27389. * @author Mugen87 / https://github.com/Mugen87
  27390. *
  27391. * - shows frustum, line of sight and up of the camera
  27392. * - suitable for fast updates
  27393. * - based on frustum visualization in lightgl.js shadowmap example
  27394. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27395. */
  27396. var _vector$a = new Vector3();
  27397. var _camera = new Camera();
  27398. function CameraHelper( camera ) {
  27399. var geometry = new BufferGeometry();
  27400. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27401. var vertices = [];
  27402. var colors = [];
  27403. var pointMap = {};
  27404. // colors
  27405. var colorFrustum = new Color( 0xffaa00 );
  27406. var colorCone = new Color( 0xff0000 );
  27407. var colorUp = new Color( 0x00aaff );
  27408. var colorTarget = new Color( 0xffffff );
  27409. var colorCross = new Color( 0x333333 );
  27410. // near
  27411. addLine( 'n1', 'n2', colorFrustum );
  27412. addLine( 'n2', 'n4', colorFrustum );
  27413. addLine( 'n4', 'n3', colorFrustum );
  27414. addLine( 'n3', 'n1', colorFrustum );
  27415. // far
  27416. addLine( 'f1', 'f2', colorFrustum );
  27417. addLine( 'f2', 'f4', colorFrustum );
  27418. addLine( 'f4', 'f3', colorFrustum );
  27419. addLine( 'f3', 'f1', colorFrustum );
  27420. // sides
  27421. addLine( 'n1', 'f1', colorFrustum );
  27422. addLine( 'n2', 'f2', colorFrustum );
  27423. addLine( 'n3', 'f3', colorFrustum );
  27424. addLine( 'n4', 'f4', colorFrustum );
  27425. // cone
  27426. addLine( 'p', 'n1', colorCone );
  27427. addLine( 'p', 'n2', colorCone );
  27428. addLine( 'p', 'n3', colorCone );
  27429. addLine( 'p', 'n4', colorCone );
  27430. // up
  27431. addLine( 'u1', 'u2', colorUp );
  27432. addLine( 'u2', 'u3', colorUp );
  27433. addLine( 'u3', 'u1', colorUp );
  27434. // target
  27435. addLine( 'c', 't', colorTarget );
  27436. addLine( 'p', 'c', colorCross );
  27437. // cross
  27438. addLine( 'cn1', 'cn2', colorCross );
  27439. addLine( 'cn3', 'cn4', colorCross );
  27440. addLine( 'cf1', 'cf2', colorCross );
  27441. addLine( 'cf3', 'cf4', colorCross );
  27442. function addLine( a, b, color ) {
  27443. addPoint( a, color );
  27444. addPoint( b, color );
  27445. }
  27446. function addPoint( id, color ) {
  27447. vertices.push( 0, 0, 0 );
  27448. colors.push( color.r, color.g, color.b );
  27449. if ( pointMap[ id ] === undefined ) {
  27450. pointMap[ id ] = [];
  27451. }
  27452. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27453. }
  27454. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27455. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27456. LineSegments.call( this, geometry, material );
  27457. this.camera = camera;
  27458. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27459. this.matrix = camera.matrixWorld;
  27460. this.matrixAutoUpdate = false;
  27461. this.pointMap = pointMap;
  27462. this.update();
  27463. }
  27464. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27465. CameraHelper.prototype.constructor = CameraHelper;
  27466. CameraHelper.prototype.update = function () {
  27467. var geometry = this.geometry;
  27468. var pointMap = this.pointMap;
  27469. var w = 1, h = 1;
  27470. // we need just camera projection matrix inverse
  27471. // world matrix must be identity
  27472. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27473. // center / target
  27474. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27475. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27476. // near
  27477. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27478. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27479. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27480. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27481. // far
  27482. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27483. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27484. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27485. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27486. // up
  27487. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27488. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27489. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27490. // cross
  27491. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27492. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27493. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27494. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27495. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27496. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27497. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27498. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27499. geometry.getAttribute( 'position' ).needsUpdate = true;
  27500. };
  27501. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27502. _vector$a.set( x, y, z ).unproject( camera );
  27503. var points = pointMap[ point ];
  27504. if ( points !== undefined ) {
  27505. var position = geometry.getAttribute( 'position' );
  27506. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27507. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27508. }
  27509. }
  27510. }
  27511. /**
  27512. * @author mrdoob / http://mrdoob.com/
  27513. * @author Mugen87 / http://github.com/Mugen87
  27514. */
  27515. var _box$2 = new Box3();
  27516. function BoxHelper( object, color ) {
  27517. this.object = object;
  27518. if ( color === undefined ) color = 0xffff00;
  27519. 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 ] );
  27520. var positions = new Float32Array( 8 * 3 );
  27521. var geometry = new BufferGeometry();
  27522. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27523. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27524. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27525. this.matrixAutoUpdate = false;
  27526. this.update();
  27527. }
  27528. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27529. BoxHelper.prototype.constructor = BoxHelper;
  27530. BoxHelper.prototype.update = function ( object ) {
  27531. if ( object !== undefined ) {
  27532. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27533. }
  27534. if ( this.object !== undefined ) {
  27535. _box$2.setFromObject( this.object );
  27536. }
  27537. if ( _box$2.isEmpty() ) return;
  27538. var min = _box$2.min;
  27539. var max = _box$2.max;
  27540. /*
  27541. 5____4
  27542. 1/___0/|
  27543. | 6__|_7
  27544. 2/___3/
  27545. 0: max.x, max.y, max.z
  27546. 1: min.x, max.y, max.z
  27547. 2: min.x, min.y, max.z
  27548. 3: max.x, min.y, max.z
  27549. 4: max.x, max.y, min.z
  27550. 5: min.x, max.y, min.z
  27551. 6: min.x, min.y, min.z
  27552. 7: max.x, min.y, min.z
  27553. */
  27554. var position = this.geometry.attributes.position;
  27555. var array = position.array;
  27556. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27557. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27558. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27559. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27560. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27561. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27562. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27563. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27564. position.needsUpdate = true;
  27565. this.geometry.computeBoundingSphere();
  27566. };
  27567. BoxHelper.prototype.setFromObject = function ( object ) {
  27568. this.object = object;
  27569. this.update();
  27570. return this;
  27571. };
  27572. BoxHelper.prototype.copy = function ( source ) {
  27573. LineSegments.prototype.copy.call( this, source );
  27574. this.object = source.object;
  27575. return this;
  27576. };
  27577. BoxHelper.prototype.clone = function () {
  27578. return new this.constructor().copy( this );
  27579. };
  27580. /**
  27581. * @author WestLangley / http://github.com/WestLangley
  27582. */
  27583. function Box3Helper( box, color ) {
  27584. this.type = 'Box3Helper';
  27585. this.box = box;
  27586. color = color || 0xffff00;
  27587. 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 ] );
  27588. 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 ];
  27589. var geometry = new BufferGeometry();
  27590. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27591. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27592. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27593. this.geometry.computeBoundingSphere();
  27594. }
  27595. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27596. Box3Helper.prototype.constructor = Box3Helper;
  27597. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27598. var box = this.box;
  27599. if ( box.isEmpty() ) return;
  27600. box.getCenter( this.position );
  27601. box.getSize( this.scale );
  27602. this.scale.multiplyScalar( 0.5 );
  27603. Object3D.prototype.updateMatrixWorld.call( this, force );
  27604. };
  27605. /**
  27606. * @author WestLangley / http://github.com/WestLangley
  27607. */
  27608. function PlaneHelper( plane, size, hex ) {
  27609. this.type = 'PlaneHelper';
  27610. this.plane = plane;
  27611. this.size = ( size === undefined ) ? 1 : size;
  27612. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27613. 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 ];
  27614. var geometry = new BufferGeometry();
  27615. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27616. geometry.computeBoundingSphere();
  27617. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27618. //
  27619. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27620. var geometry2 = new BufferGeometry();
  27621. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27622. geometry2.computeBoundingSphere();
  27623. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27624. }
  27625. PlaneHelper.prototype = Object.create( Line.prototype );
  27626. PlaneHelper.prototype.constructor = PlaneHelper;
  27627. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27628. var scale = - this.plane.constant;
  27629. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27630. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27631. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27632. this.lookAt( this.plane.normal );
  27633. Object3D.prototype.updateMatrixWorld.call( this, force );
  27634. };
  27635. /**
  27636. * @author WestLangley / http://github.com/WestLangley
  27637. * @author zz85 / http://github.com/zz85
  27638. * @author bhouston / http://clara.io
  27639. *
  27640. * Creates an arrow for visualizing directions
  27641. *
  27642. * Parameters:
  27643. * dir - Vector3
  27644. * origin - Vector3
  27645. * length - Number
  27646. * color - color in hex value
  27647. * headLength - Number
  27648. * headWidth - Number
  27649. */
  27650. var _axis = new Vector3();
  27651. var _lineGeometry, _coneGeometry;
  27652. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27653. // dir is assumed to be normalized
  27654. Object3D.call( this );
  27655. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27656. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27657. if ( length === undefined ) length = 1;
  27658. if ( color === undefined ) color = 0xffff00;
  27659. if ( headLength === undefined ) headLength = 0.2 * length;
  27660. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27661. if ( _lineGeometry === undefined ) {
  27662. _lineGeometry = new BufferGeometry();
  27663. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27664. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27665. _coneGeometry.translate( 0, - 0.5, 0 );
  27666. }
  27667. this.position.copy( origin );
  27668. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  27669. this.line.matrixAutoUpdate = false;
  27670. this.add( this.line );
  27671. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27672. this.cone.matrixAutoUpdate = false;
  27673. this.add( this.cone );
  27674. this.setDirection( dir );
  27675. this.setLength( length, headLength, headWidth );
  27676. }
  27677. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27678. ArrowHelper.prototype.constructor = ArrowHelper;
  27679. ArrowHelper.prototype.setDirection = function ( dir ) {
  27680. // dir is assumed to be normalized
  27681. if ( dir.y > 0.99999 ) {
  27682. this.quaternion.set( 0, 0, 0, 1 );
  27683. } else if ( dir.y < - 0.99999 ) {
  27684. this.quaternion.set( 1, 0, 0, 0 );
  27685. } else {
  27686. _axis.set( dir.z, 0, - dir.x ).normalize();
  27687. var radians = Math.acos( dir.y );
  27688. this.quaternion.setFromAxisAngle( _axis, radians );
  27689. }
  27690. };
  27691. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27692. if ( headLength === undefined ) headLength = 0.2 * length;
  27693. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27694. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27695. this.line.updateMatrix();
  27696. this.cone.scale.set( headWidth, headLength, headWidth );
  27697. this.cone.position.y = length;
  27698. this.cone.updateMatrix();
  27699. };
  27700. ArrowHelper.prototype.setColor = function ( color ) {
  27701. this.line.material.color.set( color );
  27702. this.cone.material.color.set( color );
  27703. };
  27704. ArrowHelper.prototype.copy = function ( source ) {
  27705. Object3D.prototype.copy.call( this, source, false );
  27706. this.line.copy( source.line );
  27707. this.cone.copy( source.cone );
  27708. return this;
  27709. };
  27710. ArrowHelper.prototype.clone = function () {
  27711. return new this.constructor().copy( this );
  27712. };
  27713. /**
  27714. * @author sroucheray / http://sroucheray.org/
  27715. * @author mrdoob / http://mrdoob.com/
  27716. */
  27717. function AxesHelper( size ) {
  27718. size = size || 1;
  27719. var vertices = [
  27720. 0, 0, 0, size, 0, 0,
  27721. 0, 0, 0, 0, size, 0,
  27722. 0, 0, 0, 0, 0, size
  27723. ];
  27724. var colors = [
  27725. 1, 0, 0, 1, 0.6, 0,
  27726. 0, 1, 0, 0.6, 1, 0,
  27727. 0, 0, 1, 0, 0.6, 1
  27728. ];
  27729. var geometry = new BufferGeometry();
  27730. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27731. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27732. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27733. LineSegments.call( this, geometry, material );
  27734. }
  27735. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27736. AxesHelper.prototype.constructor = AxesHelper;
  27737. /**
  27738. * @author mrdoob / http://mrdoob.com/
  27739. */
  27740. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27741. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27742. return new Face3( a, b, c, normal, color, materialIndex );
  27743. }
  27744. var LineStrip = 0;
  27745. var LinePieces = 1;
  27746. function MeshFaceMaterial( materials ) {
  27747. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27748. return materials;
  27749. }
  27750. function MultiMaterial( materials ) {
  27751. if ( materials === undefined ) materials = [];
  27752. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27753. materials.isMultiMaterial = true;
  27754. materials.materials = materials;
  27755. materials.clone = function () {
  27756. return materials.slice();
  27757. };
  27758. return materials;
  27759. }
  27760. function PointCloud( geometry, material ) {
  27761. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27762. return new Points( geometry, material );
  27763. }
  27764. function Particle( material ) {
  27765. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27766. return new Sprite( material );
  27767. }
  27768. function ParticleSystem( geometry, material ) {
  27769. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27770. return new Points( geometry, material );
  27771. }
  27772. function PointCloudMaterial( parameters ) {
  27773. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27774. return new PointsMaterial( parameters );
  27775. }
  27776. function ParticleBasicMaterial( parameters ) {
  27777. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27778. return new PointsMaterial( parameters );
  27779. }
  27780. function ParticleSystemMaterial( parameters ) {
  27781. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27782. return new PointsMaterial( parameters );
  27783. }
  27784. function Vertex( x, y, z ) {
  27785. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27786. return new Vector3( x, y, z );
  27787. }
  27788. //
  27789. function DynamicBufferAttribute( array, itemSize ) {
  27790. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27791. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27792. }
  27793. function Int8Attribute( array, itemSize ) {
  27794. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27795. return new Int8BufferAttribute( array, itemSize );
  27796. }
  27797. function Uint8Attribute( array, itemSize ) {
  27798. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27799. return new Uint8BufferAttribute( array, itemSize );
  27800. }
  27801. function Uint8ClampedAttribute( array, itemSize ) {
  27802. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27803. return new Uint8ClampedBufferAttribute( array, itemSize );
  27804. }
  27805. function Int16Attribute( array, itemSize ) {
  27806. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27807. return new Int16BufferAttribute( array, itemSize );
  27808. }
  27809. function Uint16Attribute( array, itemSize ) {
  27810. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27811. return new Uint16BufferAttribute( array, itemSize );
  27812. }
  27813. function Int32Attribute( array, itemSize ) {
  27814. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27815. return new Int32BufferAttribute( array, itemSize );
  27816. }
  27817. function Uint32Attribute( array, itemSize ) {
  27818. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27819. return new Uint32BufferAttribute( array, itemSize );
  27820. }
  27821. function Float32Attribute( array, itemSize ) {
  27822. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27823. return new Float32BufferAttribute( array, itemSize );
  27824. }
  27825. function Float64Attribute( array, itemSize ) {
  27826. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27827. return new Float64BufferAttribute( array, itemSize );
  27828. }
  27829. //
  27830. Curve.create = function ( construct, getPoint ) {
  27831. console.log( 'THREE.Curve.create() has been deprecated' );
  27832. construct.prototype = Object.create( Curve.prototype );
  27833. construct.prototype.constructor = construct;
  27834. construct.prototype.getPoint = getPoint;
  27835. return construct;
  27836. };
  27837. //
  27838. Object.assign( CurvePath.prototype, {
  27839. createPointsGeometry: function ( divisions ) {
  27840. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27841. // generate geometry from path points (for Line or Points objects)
  27842. var pts = this.getPoints( divisions );
  27843. return this.createGeometry( pts );
  27844. },
  27845. createSpacedPointsGeometry: function ( divisions ) {
  27846. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27847. // generate geometry from equidistant sampling along the path
  27848. var pts = this.getSpacedPoints( divisions );
  27849. return this.createGeometry( pts );
  27850. },
  27851. createGeometry: function ( points ) {
  27852. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27853. var geometry = new Geometry();
  27854. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27855. var point = points[ i ];
  27856. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27857. }
  27858. return geometry;
  27859. }
  27860. } );
  27861. //
  27862. Object.assign( Path.prototype, {
  27863. fromPoints: function ( points ) {
  27864. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27865. this.setFromPoints( points );
  27866. }
  27867. } );
  27868. //
  27869. function ClosedSplineCurve3( points ) {
  27870. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27871. CatmullRomCurve3.call( this, points );
  27872. this.type = 'catmullrom';
  27873. this.closed = true;
  27874. }
  27875. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27876. //
  27877. function SplineCurve3( points ) {
  27878. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27879. CatmullRomCurve3.call( this, points );
  27880. this.type = 'catmullrom';
  27881. }
  27882. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27883. //
  27884. function Spline( points ) {
  27885. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27886. CatmullRomCurve3.call( this, points );
  27887. this.type = 'catmullrom';
  27888. }
  27889. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27890. Object.assign( Spline.prototype, {
  27891. initFromArray: function ( /* a */ ) {
  27892. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27893. },
  27894. getControlPointsArray: function ( /* optionalTarget */ ) {
  27895. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27896. },
  27897. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27898. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27899. }
  27900. } );
  27901. //
  27902. function AxisHelper( size ) {
  27903. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27904. return new AxesHelper( size );
  27905. }
  27906. function BoundingBoxHelper( object, color ) {
  27907. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27908. return new BoxHelper( object, color );
  27909. }
  27910. function EdgesHelper( object, hex ) {
  27911. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27912. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27913. }
  27914. GridHelper.prototype.setColors = function () {
  27915. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27916. };
  27917. SkeletonHelper.prototype.update = function () {
  27918. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27919. };
  27920. function WireframeHelper( object, hex ) {
  27921. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27922. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27923. }
  27924. //
  27925. Object.assign( Loader.prototype, {
  27926. extractUrlBase: function ( url ) {
  27927. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  27928. return LoaderUtils.extractUrlBase( url );
  27929. }
  27930. } );
  27931. function XHRLoader( manager ) {
  27932. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  27933. return new FileLoader( manager );
  27934. }
  27935. function BinaryTextureLoader( manager ) {
  27936. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  27937. return new DataTextureLoader( manager );
  27938. }
  27939. Object.assign( ObjectLoader.prototype, {
  27940. setTexturePath: function ( value ) {
  27941. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  27942. return this.setResourcePath( value );
  27943. }
  27944. } );
  27945. //
  27946. Object.assign( Box2.prototype, {
  27947. center: function ( optionalTarget ) {
  27948. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  27949. return this.getCenter( optionalTarget );
  27950. },
  27951. empty: function () {
  27952. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  27953. return this.isEmpty();
  27954. },
  27955. isIntersectionBox: function ( box ) {
  27956. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27957. return this.intersectsBox( box );
  27958. },
  27959. size: function ( optionalTarget ) {
  27960. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  27961. return this.getSize( optionalTarget );
  27962. }
  27963. } );
  27964. Object.assign( Box3.prototype, {
  27965. center: function ( optionalTarget ) {
  27966. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  27967. return this.getCenter( optionalTarget );
  27968. },
  27969. empty: function () {
  27970. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  27971. return this.isEmpty();
  27972. },
  27973. isIntersectionBox: function ( box ) {
  27974. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27975. return this.intersectsBox( box );
  27976. },
  27977. isIntersectionSphere: function ( sphere ) {
  27978. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27979. return this.intersectsSphere( sphere );
  27980. },
  27981. size: function ( optionalTarget ) {
  27982. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  27983. return this.getSize( optionalTarget );
  27984. }
  27985. } );
  27986. Line3.prototype.center = function ( optionalTarget ) {
  27987. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  27988. return this.getCenter( optionalTarget );
  27989. };
  27990. Object.assign( _Math, {
  27991. random16: function () {
  27992. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  27993. return Math.random();
  27994. },
  27995. nearestPowerOfTwo: function ( value ) {
  27996. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  27997. return _Math.floorPowerOfTwo( value );
  27998. },
  27999. nextPowerOfTwo: function ( value ) {
  28000. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28001. return _Math.ceilPowerOfTwo( value );
  28002. }
  28003. } );
  28004. Object.assign( Matrix3.prototype, {
  28005. flattenToArrayOffset: function ( array, offset ) {
  28006. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28007. return this.toArray( array, offset );
  28008. },
  28009. multiplyVector3: function ( vector ) {
  28010. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28011. return vector.applyMatrix3( this );
  28012. },
  28013. multiplyVector3Array: function ( /* a */ ) {
  28014. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28015. },
  28016. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28017. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28018. return this.applyToBufferAttribute( buffer );
  28019. },
  28020. applyToVector3Array: function ( /* array, offset, length */ ) {
  28021. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28022. }
  28023. } );
  28024. Object.assign( Matrix4.prototype, {
  28025. extractPosition: function ( m ) {
  28026. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28027. return this.copyPosition( m );
  28028. },
  28029. flattenToArrayOffset: function ( array, offset ) {
  28030. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28031. return this.toArray( array, offset );
  28032. },
  28033. getPosition: function () {
  28034. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28035. return new Vector3().setFromMatrixColumn( this, 3 );
  28036. },
  28037. setRotationFromQuaternion: function ( q ) {
  28038. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28039. return this.makeRotationFromQuaternion( q );
  28040. },
  28041. multiplyToArray: function () {
  28042. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28043. },
  28044. multiplyVector3: function ( vector ) {
  28045. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28046. return vector.applyMatrix4( this );
  28047. },
  28048. multiplyVector4: function ( vector ) {
  28049. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28050. return vector.applyMatrix4( this );
  28051. },
  28052. multiplyVector3Array: function ( /* a */ ) {
  28053. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28054. },
  28055. rotateAxis: function ( v ) {
  28056. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28057. v.transformDirection( this );
  28058. },
  28059. crossVector: function ( vector ) {
  28060. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28061. return vector.applyMatrix4( this );
  28062. },
  28063. translate: function () {
  28064. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28065. },
  28066. rotateX: function () {
  28067. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28068. },
  28069. rotateY: function () {
  28070. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28071. },
  28072. rotateZ: function () {
  28073. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28074. },
  28075. rotateByAxis: function () {
  28076. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28077. },
  28078. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28079. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28080. return this.applyToBufferAttribute( buffer );
  28081. },
  28082. applyToVector3Array: function ( /* array, offset, length */ ) {
  28083. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28084. },
  28085. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28086. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28087. return this.makePerspective( left, right, top, bottom, near, far );
  28088. }
  28089. } );
  28090. Plane.prototype.isIntersectionLine = function ( line ) {
  28091. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28092. return this.intersectsLine( line );
  28093. };
  28094. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28095. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28096. return vector.applyQuaternion( this );
  28097. };
  28098. Object.assign( Ray.prototype, {
  28099. isIntersectionBox: function ( box ) {
  28100. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28101. return this.intersectsBox( box );
  28102. },
  28103. isIntersectionPlane: function ( plane ) {
  28104. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28105. return this.intersectsPlane( plane );
  28106. },
  28107. isIntersectionSphere: function ( sphere ) {
  28108. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28109. return this.intersectsSphere( sphere );
  28110. }
  28111. } );
  28112. Object.assign( Triangle.prototype, {
  28113. area: function () {
  28114. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28115. return this.getArea();
  28116. },
  28117. barycoordFromPoint: function ( point, target ) {
  28118. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28119. return this.getBarycoord( point, target );
  28120. },
  28121. midpoint: function ( target ) {
  28122. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28123. return this.getMidpoint( target );
  28124. },
  28125. normal: function ( target ) {
  28126. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28127. return this.getNormal( target );
  28128. },
  28129. plane: function ( target ) {
  28130. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28131. return this.getPlane( target );
  28132. }
  28133. } );
  28134. Object.assign( Triangle, {
  28135. barycoordFromPoint: function ( point, a, b, c, target ) {
  28136. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28137. return Triangle.getBarycoord( point, a, b, c, target );
  28138. },
  28139. normal: function ( a, b, c, target ) {
  28140. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28141. return Triangle.getNormal( a, b, c, target );
  28142. }
  28143. } );
  28144. Object.assign( Shape.prototype, {
  28145. extractAllPoints: function ( divisions ) {
  28146. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28147. return this.extractPoints( divisions );
  28148. },
  28149. extrude: function ( options ) {
  28150. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28151. return new ExtrudeGeometry( this, options );
  28152. },
  28153. makeGeometry: function ( options ) {
  28154. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28155. return new ShapeGeometry( this, options );
  28156. }
  28157. } );
  28158. Object.assign( Vector2.prototype, {
  28159. fromAttribute: function ( attribute, index, offset ) {
  28160. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28161. return this.fromBufferAttribute( attribute, index, offset );
  28162. },
  28163. distanceToManhattan: function ( v ) {
  28164. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28165. return this.manhattanDistanceTo( v );
  28166. },
  28167. lengthManhattan: function () {
  28168. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28169. return this.manhattanLength();
  28170. }
  28171. } );
  28172. Object.assign( Vector3.prototype, {
  28173. setEulerFromRotationMatrix: function () {
  28174. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28175. },
  28176. setEulerFromQuaternion: function () {
  28177. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28178. },
  28179. getPositionFromMatrix: function ( m ) {
  28180. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28181. return this.setFromMatrixPosition( m );
  28182. },
  28183. getScaleFromMatrix: function ( m ) {
  28184. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28185. return this.setFromMatrixScale( m );
  28186. },
  28187. getColumnFromMatrix: function ( index, matrix ) {
  28188. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28189. return this.setFromMatrixColumn( matrix, index );
  28190. },
  28191. applyProjection: function ( m ) {
  28192. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28193. return this.applyMatrix4( m );
  28194. },
  28195. fromAttribute: function ( attribute, index, offset ) {
  28196. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28197. return this.fromBufferAttribute( attribute, index, offset );
  28198. },
  28199. distanceToManhattan: function ( v ) {
  28200. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28201. return this.manhattanDistanceTo( v );
  28202. },
  28203. lengthManhattan: function () {
  28204. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28205. return this.manhattanLength();
  28206. }
  28207. } );
  28208. Object.assign( Vector4.prototype, {
  28209. fromAttribute: function ( attribute, index, offset ) {
  28210. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28211. return this.fromBufferAttribute( attribute, index, offset );
  28212. },
  28213. lengthManhattan: function () {
  28214. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28215. return this.manhattanLength();
  28216. }
  28217. } );
  28218. //
  28219. Object.assign( Geometry.prototype, {
  28220. computeTangents: function () {
  28221. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28222. },
  28223. computeLineDistances: function () {
  28224. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28225. }
  28226. } );
  28227. Object.assign( Object3D.prototype, {
  28228. getChildByName: function ( name ) {
  28229. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28230. return this.getObjectByName( name );
  28231. },
  28232. renderDepth: function () {
  28233. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28234. },
  28235. translate: function ( distance, axis ) {
  28236. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28237. return this.translateOnAxis( axis, distance );
  28238. },
  28239. getWorldRotation: function () {
  28240. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28241. }
  28242. } );
  28243. Object.defineProperties( Object3D.prototype, {
  28244. eulerOrder: {
  28245. get: function () {
  28246. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28247. return this.rotation.order;
  28248. },
  28249. set: function ( value ) {
  28250. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28251. this.rotation.order = value;
  28252. }
  28253. },
  28254. useQuaternion: {
  28255. get: function () {
  28256. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28257. },
  28258. set: function () {
  28259. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28260. }
  28261. }
  28262. } );
  28263. Object.defineProperties( LOD.prototype, {
  28264. objects: {
  28265. get: function () {
  28266. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28267. return this.levels;
  28268. }
  28269. }
  28270. } );
  28271. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28272. get: function () {
  28273. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28274. },
  28275. set: function () {
  28276. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28277. }
  28278. } );
  28279. SkinnedMesh.prototype.initBones = function () {
  28280. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28281. };
  28282. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28283. get: function () {
  28284. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28285. return this.arcLengthDivisions;
  28286. },
  28287. set: function ( value ) {
  28288. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28289. this.arcLengthDivisions = value;
  28290. }
  28291. } );
  28292. //
  28293. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28294. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28295. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28296. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28297. this.setFocalLength( focalLength );
  28298. };
  28299. //
  28300. Object.defineProperties( Light.prototype, {
  28301. onlyShadow: {
  28302. set: function () {
  28303. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28304. }
  28305. },
  28306. shadowCameraFov: {
  28307. set: function ( value ) {
  28308. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28309. this.shadow.camera.fov = value;
  28310. }
  28311. },
  28312. shadowCameraLeft: {
  28313. set: function ( value ) {
  28314. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28315. this.shadow.camera.left = value;
  28316. }
  28317. },
  28318. shadowCameraRight: {
  28319. set: function ( value ) {
  28320. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28321. this.shadow.camera.right = value;
  28322. }
  28323. },
  28324. shadowCameraTop: {
  28325. set: function ( value ) {
  28326. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28327. this.shadow.camera.top = value;
  28328. }
  28329. },
  28330. shadowCameraBottom: {
  28331. set: function ( value ) {
  28332. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28333. this.shadow.camera.bottom = value;
  28334. }
  28335. },
  28336. shadowCameraNear: {
  28337. set: function ( value ) {
  28338. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28339. this.shadow.camera.near = value;
  28340. }
  28341. },
  28342. shadowCameraFar: {
  28343. set: function ( value ) {
  28344. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28345. this.shadow.camera.far = value;
  28346. }
  28347. },
  28348. shadowCameraVisible: {
  28349. set: function () {
  28350. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28351. }
  28352. },
  28353. shadowBias: {
  28354. set: function ( value ) {
  28355. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28356. this.shadow.bias = value;
  28357. }
  28358. },
  28359. shadowDarkness: {
  28360. set: function () {
  28361. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28362. }
  28363. },
  28364. shadowMapWidth: {
  28365. set: function ( value ) {
  28366. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28367. this.shadow.mapSize.width = value;
  28368. }
  28369. },
  28370. shadowMapHeight: {
  28371. set: function ( value ) {
  28372. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28373. this.shadow.mapSize.height = value;
  28374. }
  28375. }
  28376. } );
  28377. //
  28378. Object.defineProperties( BufferAttribute.prototype, {
  28379. length: {
  28380. get: function () {
  28381. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28382. return this.array.length;
  28383. }
  28384. },
  28385. copyIndicesArray: function ( /* indices */ ) {
  28386. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28387. }
  28388. } );
  28389. Object.assign( BufferGeometry.prototype, {
  28390. addIndex: function ( index ) {
  28391. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28392. this.setIndex( index );
  28393. },
  28394. addDrawCall: function ( start, count, indexOffset ) {
  28395. if ( indexOffset !== undefined ) {
  28396. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28397. }
  28398. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28399. this.addGroup( start, count );
  28400. },
  28401. clearDrawCalls: function () {
  28402. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28403. this.clearGroups();
  28404. },
  28405. computeTangents: function () {
  28406. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28407. },
  28408. computeOffsets: function () {
  28409. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28410. }
  28411. } );
  28412. Object.defineProperties( BufferGeometry.prototype, {
  28413. drawcalls: {
  28414. get: function () {
  28415. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28416. return this.groups;
  28417. }
  28418. },
  28419. offsets: {
  28420. get: function () {
  28421. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28422. return this.groups;
  28423. }
  28424. }
  28425. } );
  28426. //
  28427. Object.assign( ExtrudeBufferGeometry.prototype, {
  28428. getArrays: function () {
  28429. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28430. },
  28431. addShapeList: function () {
  28432. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28433. },
  28434. addShape: function () {
  28435. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28436. }
  28437. } );
  28438. //
  28439. Object.defineProperties( Uniform.prototype, {
  28440. dynamic: {
  28441. set: function () {
  28442. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28443. }
  28444. },
  28445. onUpdate: {
  28446. value: function () {
  28447. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28448. return this;
  28449. }
  28450. }
  28451. } );
  28452. //
  28453. Object.defineProperties( Material.prototype, {
  28454. wrapAround: {
  28455. get: function () {
  28456. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28457. },
  28458. set: function () {
  28459. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28460. }
  28461. },
  28462. overdraw: {
  28463. get: function () {
  28464. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28465. },
  28466. set: function () {
  28467. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28468. }
  28469. },
  28470. wrapRGB: {
  28471. get: function () {
  28472. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28473. return new Color();
  28474. }
  28475. },
  28476. shading: {
  28477. get: function () {
  28478. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28479. },
  28480. set: function ( value ) {
  28481. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28482. this.flatShading = ( value === FlatShading );
  28483. }
  28484. }
  28485. } );
  28486. Object.defineProperties( MeshPhongMaterial.prototype, {
  28487. metal: {
  28488. get: function () {
  28489. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28490. return false;
  28491. },
  28492. set: function () {
  28493. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28494. }
  28495. }
  28496. } );
  28497. Object.defineProperties( ShaderMaterial.prototype, {
  28498. derivatives: {
  28499. get: function () {
  28500. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28501. return this.extensions.derivatives;
  28502. },
  28503. set: function ( value ) {
  28504. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28505. this.extensions.derivatives = value;
  28506. }
  28507. }
  28508. } );
  28509. //
  28510. Object.assign( WebGLRenderer.prototype, {
  28511. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28512. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28513. this.setRenderTarget( renderTarget );
  28514. this.clear( color, depth, stencil );
  28515. },
  28516. animate: function ( callback ) {
  28517. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28518. this.setAnimationLoop( callback );
  28519. },
  28520. getCurrentRenderTarget: function () {
  28521. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28522. return this.getRenderTarget();
  28523. },
  28524. getMaxAnisotropy: function () {
  28525. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28526. return this.capabilities.getMaxAnisotropy();
  28527. },
  28528. getPrecision: function () {
  28529. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28530. return this.capabilities.precision;
  28531. },
  28532. resetGLState: function () {
  28533. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28534. return this.state.reset();
  28535. },
  28536. supportsFloatTextures: function () {
  28537. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28538. return this.extensions.get( 'OES_texture_float' );
  28539. },
  28540. supportsHalfFloatTextures: function () {
  28541. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28542. return this.extensions.get( 'OES_texture_half_float' );
  28543. },
  28544. supportsStandardDerivatives: function () {
  28545. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28546. return this.extensions.get( 'OES_standard_derivatives' );
  28547. },
  28548. supportsCompressedTextureS3TC: function () {
  28549. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28550. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28551. },
  28552. supportsCompressedTexturePVRTC: function () {
  28553. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28554. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28555. },
  28556. supportsBlendMinMax: function () {
  28557. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28558. return this.extensions.get( 'EXT_blend_minmax' );
  28559. },
  28560. supportsVertexTextures: function () {
  28561. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28562. return this.capabilities.vertexTextures;
  28563. },
  28564. supportsInstancedArrays: function () {
  28565. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28566. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28567. },
  28568. enableScissorTest: function ( boolean ) {
  28569. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28570. this.setScissorTest( boolean );
  28571. },
  28572. initMaterial: function () {
  28573. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28574. },
  28575. addPrePlugin: function () {
  28576. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28577. },
  28578. addPostPlugin: function () {
  28579. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28580. },
  28581. updateShadowMap: function () {
  28582. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28583. },
  28584. setFaceCulling: function () {
  28585. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28586. },
  28587. allocTextureUnit: function () {
  28588. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28589. },
  28590. setTexture: function () {
  28591. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28592. },
  28593. setTexture2D: function () {
  28594. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28595. },
  28596. setTextureCube: function () {
  28597. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28598. },
  28599. getActiveMipMapLevel: function () {
  28600. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  28601. return this.getActiveMipmapLevel();
  28602. }
  28603. } );
  28604. Object.defineProperties( WebGLRenderer.prototype, {
  28605. shadowMapEnabled: {
  28606. get: function () {
  28607. return this.shadowMap.enabled;
  28608. },
  28609. set: function ( value ) {
  28610. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28611. this.shadowMap.enabled = value;
  28612. }
  28613. },
  28614. shadowMapType: {
  28615. get: function () {
  28616. return this.shadowMap.type;
  28617. },
  28618. set: function ( value ) {
  28619. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28620. this.shadowMap.type = value;
  28621. }
  28622. },
  28623. shadowMapCullFace: {
  28624. get: function () {
  28625. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28626. return undefined;
  28627. },
  28628. set: function ( /* value */ ) {
  28629. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28630. }
  28631. },
  28632. context: {
  28633. get: function () {
  28634. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  28635. return this.getContext();
  28636. }
  28637. }
  28638. } );
  28639. Object.defineProperties( WebGLShadowMap.prototype, {
  28640. cullFace: {
  28641. get: function () {
  28642. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28643. return undefined;
  28644. },
  28645. set: function ( /* cullFace */ ) {
  28646. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28647. }
  28648. },
  28649. renderReverseSided: {
  28650. get: function () {
  28651. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28652. return undefined;
  28653. },
  28654. set: function () {
  28655. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28656. }
  28657. },
  28658. renderSingleSided: {
  28659. get: function () {
  28660. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28661. return undefined;
  28662. },
  28663. set: function () {
  28664. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28665. }
  28666. }
  28667. } );
  28668. //
  28669. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28670. activeCubeFace: {
  28671. set: function ( /* value */ ) {
  28672. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28673. }
  28674. },
  28675. activeMipMapLevel: {
  28676. set: function ( /* value */ ) {
  28677. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28678. }
  28679. }
  28680. } );
  28681. //
  28682. Object.defineProperties( WebGLRenderTarget.prototype, {
  28683. wrapS: {
  28684. get: function () {
  28685. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28686. return this.texture.wrapS;
  28687. },
  28688. set: function ( value ) {
  28689. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28690. this.texture.wrapS = value;
  28691. }
  28692. },
  28693. wrapT: {
  28694. get: function () {
  28695. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28696. return this.texture.wrapT;
  28697. },
  28698. set: function ( value ) {
  28699. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28700. this.texture.wrapT = value;
  28701. }
  28702. },
  28703. magFilter: {
  28704. get: function () {
  28705. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28706. return this.texture.magFilter;
  28707. },
  28708. set: function ( value ) {
  28709. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28710. this.texture.magFilter = value;
  28711. }
  28712. },
  28713. minFilter: {
  28714. get: function () {
  28715. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28716. return this.texture.minFilter;
  28717. },
  28718. set: function ( value ) {
  28719. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28720. this.texture.minFilter = value;
  28721. }
  28722. },
  28723. anisotropy: {
  28724. get: function () {
  28725. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28726. return this.texture.anisotropy;
  28727. },
  28728. set: function ( value ) {
  28729. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28730. this.texture.anisotropy = value;
  28731. }
  28732. },
  28733. offset: {
  28734. get: function () {
  28735. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28736. return this.texture.offset;
  28737. },
  28738. set: function ( value ) {
  28739. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28740. this.texture.offset = value;
  28741. }
  28742. },
  28743. repeat: {
  28744. get: function () {
  28745. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28746. return this.texture.repeat;
  28747. },
  28748. set: function ( value ) {
  28749. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28750. this.texture.repeat = value;
  28751. }
  28752. },
  28753. format: {
  28754. get: function () {
  28755. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28756. return this.texture.format;
  28757. },
  28758. set: function ( value ) {
  28759. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28760. this.texture.format = value;
  28761. }
  28762. },
  28763. type: {
  28764. get: function () {
  28765. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28766. return this.texture.type;
  28767. },
  28768. set: function ( value ) {
  28769. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28770. this.texture.type = value;
  28771. }
  28772. },
  28773. generateMipmaps: {
  28774. get: function () {
  28775. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28776. return this.texture.generateMipmaps;
  28777. },
  28778. set: function ( value ) {
  28779. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28780. this.texture.generateMipmaps = value;
  28781. }
  28782. }
  28783. } );
  28784. //
  28785. Object.defineProperties( WebVRManager.prototype, {
  28786. standing: {
  28787. set: function ( /* value */ ) {
  28788. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28789. }
  28790. },
  28791. userHeight: {
  28792. set: function ( /* value */ ) {
  28793. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28794. }
  28795. }
  28796. } );
  28797. //
  28798. Audio.prototype.load = function ( file ) {
  28799. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28800. var scope = this;
  28801. var audioLoader = new AudioLoader();
  28802. audioLoader.load( file, function ( buffer ) {
  28803. scope.setBuffer( buffer );
  28804. } );
  28805. return this;
  28806. };
  28807. AudioAnalyser.prototype.getData = function () {
  28808. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28809. return this.getFrequencyData();
  28810. };
  28811. //
  28812. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28813. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28814. return this.update( renderer, scene );
  28815. };
  28816. //
  28817. var GeometryUtils = {
  28818. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28819. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28820. var matrix;
  28821. if ( geometry2.isMesh ) {
  28822. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28823. matrix = geometry2.matrix;
  28824. geometry2 = geometry2.geometry;
  28825. }
  28826. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28827. },
  28828. center: function ( geometry ) {
  28829. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28830. return geometry.center();
  28831. }
  28832. };
  28833. ImageUtils.crossOrigin = undefined;
  28834. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28835. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28836. var loader = new TextureLoader();
  28837. loader.setCrossOrigin( this.crossOrigin );
  28838. var texture = loader.load( url, onLoad, undefined, onError );
  28839. if ( mapping ) texture.mapping = mapping;
  28840. return texture;
  28841. };
  28842. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28843. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28844. var loader = new CubeTextureLoader();
  28845. loader.setCrossOrigin( this.crossOrigin );
  28846. var texture = loader.load( urls, onLoad, undefined, onError );
  28847. if ( mapping ) texture.mapping = mapping;
  28848. return texture;
  28849. };
  28850. ImageUtils.loadCompressedTexture = function () {
  28851. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28852. };
  28853. ImageUtils.loadCompressedTextureCube = function () {
  28854. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28855. };
  28856. //
  28857. function CanvasRenderer() {
  28858. console.error( 'THREE.CanvasRenderer has been removed' );
  28859. }
  28860. //
  28861. function JSONLoader() {
  28862. console.error( 'THREE.JSONLoader has been removed.' );
  28863. }
  28864. //
  28865. var SceneUtils = {
  28866. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28867. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28868. },
  28869. detach: function ( /* child, parent, scene */ ) {
  28870. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28871. },
  28872. attach: function ( /* child, scene, parent */ ) {
  28873. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28874. }
  28875. };
  28876. //
  28877. function LensFlare() {
  28878. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28879. }
  28880. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28881. exports.AddEquation = AddEquation;
  28882. exports.AddOperation = AddOperation;
  28883. exports.AdditiveBlending = AdditiveBlending;
  28884. exports.AlphaFormat = AlphaFormat;
  28885. exports.AlwaysDepth = AlwaysDepth;
  28886. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  28887. exports.AmbientLight = AmbientLight;
  28888. exports.AmbientLightProbe = AmbientLightProbe;
  28889. exports.AnimationClip = AnimationClip;
  28890. exports.AnimationLoader = AnimationLoader;
  28891. exports.AnimationMixer = AnimationMixer;
  28892. exports.AnimationObjectGroup = AnimationObjectGroup;
  28893. exports.AnimationUtils = AnimationUtils;
  28894. exports.ArcCurve = ArcCurve;
  28895. exports.ArrayCamera = ArrayCamera;
  28896. exports.ArrowHelper = ArrowHelper;
  28897. exports.Audio = Audio;
  28898. exports.AudioAnalyser = AudioAnalyser;
  28899. exports.AudioContext = AudioContext;
  28900. exports.AudioListener = AudioListener;
  28901. exports.AudioLoader = AudioLoader;
  28902. exports.AxesHelper = AxesHelper;
  28903. exports.AxisHelper = AxisHelper;
  28904. exports.BackSide = BackSide;
  28905. exports.BasicDepthPacking = BasicDepthPacking;
  28906. exports.BasicShadowMap = BasicShadowMap;
  28907. exports.BinaryTextureLoader = BinaryTextureLoader;
  28908. exports.Bone = Bone;
  28909. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28910. exports.BoundingBoxHelper = BoundingBoxHelper;
  28911. exports.Box2 = Box2;
  28912. exports.Box3 = Box3;
  28913. exports.Box3Helper = Box3Helper;
  28914. exports.BoxBufferGeometry = BoxBufferGeometry;
  28915. exports.BoxGeometry = BoxGeometry;
  28916. exports.BoxHelper = BoxHelper;
  28917. exports.BufferAttribute = BufferAttribute;
  28918. exports.BufferGeometry = BufferGeometry;
  28919. exports.BufferGeometryLoader = BufferGeometryLoader;
  28920. exports.ByteType = ByteType;
  28921. exports.Cache = Cache;
  28922. exports.Camera = Camera;
  28923. exports.CameraHelper = CameraHelper;
  28924. exports.CanvasRenderer = CanvasRenderer;
  28925. exports.CanvasTexture = CanvasTexture;
  28926. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28927. exports.CineonToneMapping = CineonToneMapping;
  28928. exports.CircleBufferGeometry = CircleBufferGeometry;
  28929. exports.CircleGeometry = CircleGeometry;
  28930. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28931. exports.Clock = Clock;
  28932. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  28933. exports.Color = Color;
  28934. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28935. exports.CompressedTexture = CompressedTexture;
  28936. exports.CompressedTextureLoader = CompressedTextureLoader;
  28937. exports.ConeBufferGeometry = ConeBufferGeometry;
  28938. exports.ConeGeometry = ConeGeometry;
  28939. exports.CubeCamera = CubeCamera;
  28940. exports.CubeGeometry = BoxGeometry;
  28941. exports.CubeReflectionMapping = CubeReflectionMapping;
  28942. exports.CubeRefractionMapping = CubeRefractionMapping;
  28943. exports.CubeTexture = CubeTexture;
  28944. exports.CubeTextureLoader = CubeTextureLoader;
  28945. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28946. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28947. exports.CubicBezierCurve = CubicBezierCurve;
  28948. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28949. exports.CubicInterpolant = CubicInterpolant;
  28950. exports.CullFaceBack = CullFaceBack;
  28951. exports.CullFaceFront = CullFaceFront;
  28952. exports.CullFaceFrontBack = CullFaceFrontBack;
  28953. exports.CullFaceNone = CullFaceNone;
  28954. exports.Curve = Curve;
  28955. exports.CurvePath = CurvePath;
  28956. exports.CustomBlending = CustomBlending;
  28957. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  28958. exports.CylinderGeometry = CylinderGeometry;
  28959. exports.Cylindrical = Cylindrical;
  28960. exports.DataTexture = DataTexture;
  28961. exports.DataTexture2DArray = DataTexture2DArray;
  28962. exports.DataTexture3D = DataTexture3D;
  28963. exports.DataTextureLoader = DataTextureLoader;
  28964. exports.DecrementStencilOp = DecrementStencilOp;
  28965. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  28966. exports.DefaultLoadingManager = DefaultLoadingManager;
  28967. exports.DepthFormat = DepthFormat;
  28968. exports.DepthStencilFormat = DepthStencilFormat;
  28969. exports.DepthTexture = DepthTexture;
  28970. exports.DirectionalLight = DirectionalLight;
  28971. exports.DirectionalLightHelper = DirectionalLightHelper;
  28972. exports.DirectionalLightShadow = DirectionalLightShadow;
  28973. exports.DiscreteInterpolant = DiscreteInterpolant;
  28974. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  28975. exports.DodecahedronGeometry = DodecahedronGeometry;
  28976. exports.DoubleSide = DoubleSide;
  28977. exports.DstAlphaFactor = DstAlphaFactor;
  28978. exports.DstColorFactor = DstColorFactor;
  28979. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  28980. exports.EdgesGeometry = EdgesGeometry;
  28981. exports.EdgesHelper = EdgesHelper;
  28982. exports.EllipseCurve = EllipseCurve;
  28983. exports.EqualDepth = EqualDepth;
  28984. exports.EqualStencilFunc = EqualStencilFunc;
  28985. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28986. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  28987. exports.Euler = Euler;
  28988. exports.EventDispatcher = EventDispatcher;
  28989. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  28990. exports.ExtrudeGeometry = ExtrudeGeometry;
  28991. exports.Face3 = Face3;
  28992. exports.Face4 = Face4;
  28993. exports.FaceColors = FaceColors;
  28994. exports.FaceNormalsHelper = FaceNormalsHelper;
  28995. exports.FileLoader = FileLoader;
  28996. exports.FlatShading = FlatShading;
  28997. exports.Float32Attribute = Float32Attribute;
  28998. exports.Float32BufferAttribute = Float32BufferAttribute;
  28999. exports.Float64Attribute = Float64Attribute;
  29000. exports.Float64BufferAttribute = Float64BufferAttribute;
  29001. exports.FloatType = FloatType;
  29002. exports.Fog = Fog;
  29003. exports.FogExp2 = FogExp2;
  29004. exports.Font = Font;
  29005. exports.FontLoader = FontLoader;
  29006. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29007. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29008. exports.FrontSide = FrontSide;
  29009. exports.Frustum = Frustum;
  29010. exports.GammaEncoding = GammaEncoding;
  29011. exports.Geometry = Geometry;
  29012. exports.GeometryUtils = GeometryUtils;
  29013. exports.GreaterDepth = GreaterDepth;
  29014. exports.GreaterEqualDepth = GreaterEqualDepth;
  29015. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29016. exports.GreaterStencilFunc = GreaterStencilFunc;
  29017. exports.GridHelper = GridHelper;
  29018. exports.Group = Group;
  29019. exports.HalfFloatType = HalfFloatType;
  29020. exports.HemisphereLight = HemisphereLight;
  29021. exports.HemisphereLightHelper = HemisphereLightHelper;
  29022. exports.HemisphereLightProbe = HemisphereLightProbe;
  29023. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29024. exports.IcosahedronGeometry = IcosahedronGeometry;
  29025. exports.ImageBitmapLoader = ImageBitmapLoader;
  29026. exports.ImageLoader = ImageLoader;
  29027. exports.ImageUtils = ImageUtils;
  29028. exports.ImmediateRenderObject = ImmediateRenderObject;
  29029. exports.IncrementStencilOp = IncrementStencilOp;
  29030. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29031. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29032. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29033. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29034. exports.Int16Attribute = Int16Attribute;
  29035. exports.Int16BufferAttribute = Int16BufferAttribute;
  29036. exports.Int32Attribute = Int32Attribute;
  29037. exports.Int32BufferAttribute = Int32BufferAttribute;
  29038. exports.Int8Attribute = Int8Attribute;
  29039. exports.Int8BufferAttribute = Int8BufferAttribute;
  29040. exports.IntType = IntType;
  29041. exports.InterleavedBuffer = InterleavedBuffer;
  29042. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29043. exports.Interpolant = Interpolant;
  29044. exports.InterpolateDiscrete = InterpolateDiscrete;
  29045. exports.InterpolateLinear = InterpolateLinear;
  29046. exports.InterpolateSmooth = InterpolateSmooth;
  29047. exports.InvertStencilOp = InvertStencilOp;
  29048. exports.JSONLoader = JSONLoader;
  29049. exports.KeepStencilOp = KeepStencilOp;
  29050. exports.KeyframeTrack = KeyframeTrack;
  29051. exports.LOD = LOD;
  29052. exports.LatheBufferGeometry = LatheBufferGeometry;
  29053. exports.LatheGeometry = LatheGeometry;
  29054. exports.Layers = Layers;
  29055. exports.LensFlare = LensFlare;
  29056. exports.LessDepth = LessDepth;
  29057. exports.LessEqualDepth = LessEqualDepth;
  29058. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29059. exports.LessStencilFunc = LessStencilFunc;
  29060. exports.Light = Light;
  29061. exports.LightProbe = LightProbe;
  29062. exports.LightProbeHelper = LightProbeHelper;
  29063. exports.LightShadow = LightShadow;
  29064. exports.Line = Line;
  29065. exports.Line3 = Line3;
  29066. exports.LineBasicMaterial = LineBasicMaterial;
  29067. exports.LineCurve = LineCurve;
  29068. exports.LineCurve3 = LineCurve3;
  29069. exports.LineDashedMaterial = LineDashedMaterial;
  29070. exports.LineLoop = LineLoop;
  29071. exports.LinePieces = LinePieces;
  29072. exports.LineSegments = LineSegments;
  29073. exports.LineStrip = LineStrip;
  29074. exports.LinearEncoding = LinearEncoding;
  29075. exports.LinearFilter = LinearFilter;
  29076. exports.LinearInterpolant = LinearInterpolant;
  29077. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29078. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29079. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29080. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29081. exports.LinearToneMapping = LinearToneMapping;
  29082. exports.Loader = Loader;
  29083. exports.LoaderUtils = LoaderUtils;
  29084. exports.LoadingManager = LoadingManager;
  29085. exports.LogLuvEncoding = LogLuvEncoding;
  29086. exports.LoopOnce = LoopOnce;
  29087. exports.LoopPingPong = LoopPingPong;
  29088. exports.LoopRepeat = LoopRepeat;
  29089. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29090. exports.LuminanceFormat = LuminanceFormat;
  29091. exports.MOUSE = MOUSE;
  29092. exports.Material = Material;
  29093. exports.MaterialLoader = MaterialLoader;
  29094. exports.Math = _Math;
  29095. exports.Matrix3 = Matrix3;
  29096. exports.Matrix4 = Matrix4;
  29097. exports.MaxEquation = MaxEquation;
  29098. exports.Mesh = Mesh;
  29099. exports.MeshBasicMaterial = MeshBasicMaterial;
  29100. exports.MeshDepthMaterial = MeshDepthMaterial;
  29101. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29102. exports.MeshFaceMaterial = MeshFaceMaterial;
  29103. exports.MeshLambertMaterial = MeshLambertMaterial;
  29104. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29105. exports.MeshNormalMaterial = MeshNormalMaterial;
  29106. exports.MeshPhongMaterial = MeshPhongMaterial;
  29107. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29108. exports.MeshStandardMaterial = MeshStandardMaterial;
  29109. exports.MeshToonMaterial = MeshToonMaterial;
  29110. exports.MinEquation = MinEquation;
  29111. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29112. exports.MixOperation = MixOperation;
  29113. exports.MultiMaterial = MultiMaterial;
  29114. exports.MultiplyBlending = MultiplyBlending;
  29115. exports.MultiplyOperation = MultiplyOperation;
  29116. exports.NearestFilter = NearestFilter;
  29117. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29118. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29119. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29120. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29121. exports.NeverDepth = NeverDepth;
  29122. exports.NeverStencilFunc = NeverStencilFunc;
  29123. exports.NoBlending = NoBlending;
  29124. exports.NoColors = NoColors;
  29125. exports.NoToneMapping = NoToneMapping;
  29126. exports.NormalBlending = NormalBlending;
  29127. exports.NotEqualDepth = NotEqualDepth;
  29128. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29129. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29130. exports.Object3D = Object3D;
  29131. exports.ObjectLoader = ObjectLoader;
  29132. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29133. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29134. exports.OctahedronGeometry = OctahedronGeometry;
  29135. exports.OneFactor = OneFactor;
  29136. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29137. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29138. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29139. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29140. exports.OrthographicCamera = OrthographicCamera;
  29141. exports.PCFShadowMap = PCFShadowMap;
  29142. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29143. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29144. exports.ParametricGeometry = ParametricGeometry;
  29145. exports.Particle = Particle;
  29146. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29147. exports.ParticleSystem = ParticleSystem;
  29148. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29149. exports.Path = Path;
  29150. exports.PerspectiveCamera = PerspectiveCamera;
  29151. exports.Plane = Plane;
  29152. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29153. exports.PlaneGeometry = PlaneGeometry;
  29154. exports.PlaneHelper = PlaneHelper;
  29155. exports.PointCloud = PointCloud;
  29156. exports.PointCloudMaterial = PointCloudMaterial;
  29157. exports.PointLight = PointLight;
  29158. exports.PointLightHelper = PointLightHelper;
  29159. exports.Points = Points;
  29160. exports.PointsMaterial = PointsMaterial;
  29161. exports.PolarGridHelper = PolarGridHelper;
  29162. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29163. exports.PolyhedronGeometry = PolyhedronGeometry;
  29164. exports.PositionalAudio = PositionalAudio;
  29165. exports.PositionalAudioHelper = PositionalAudioHelper;
  29166. exports.PropertyBinding = PropertyBinding;
  29167. exports.PropertyMixer = PropertyMixer;
  29168. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29169. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29170. exports.Quaternion = Quaternion;
  29171. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29172. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29173. exports.REVISION = REVISION;
  29174. exports.RGBADepthPacking = RGBADepthPacking;
  29175. exports.RGBAFormat = RGBAFormat;
  29176. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29177. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29178. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29179. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29180. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29181. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29182. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29183. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29184. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29185. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29186. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29187. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29188. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29189. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29190. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29191. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29192. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29193. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29194. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29195. exports.RGBDEncoding = RGBDEncoding;
  29196. exports.RGBEEncoding = RGBEEncoding;
  29197. exports.RGBEFormat = RGBEFormat;
  29198. exports.RGBFormat = RGBFormat;
  29199. exports.RGBM16Encoding = RGBM16Encoding;
  29200. exports.RGBM7Encoding = RGBM7Encoding;
  29201. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29202. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29203. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29204. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29205. exports.RawShaderMaterial = RawShaderMaterial;
  29206. exports.Ray = Ray;
  29207. exports.Raycaster = Raycaster;
  29208. exports.RectAreaLight = RectAreaLight;
  29209. exports.RectAreaLightHelper = RectAreaLightHelper;
  29210. exports.RedFormat = RedFormat;
  29211. exports.ReinhardToneMapping = ReinhardToneMapping;
  29212. exports.RepeatWrapping = RepeatWrapping;
  29213. exports.ReplaceStencilOp = ReplaceStencilOp;
  29214. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29215. exports.RingBufferGeometry = RingBufferGeometry;
  29216. exports.RingGeometry = RingGeometry;
  29217. exports.Scene = Scene;
  29218. exports.SceneUtils = SceneUtils;
  29219. exports.ShaderChunk = ShaderChunk;
  29220. exports.ShaderLib = ShaderLib;
  29221. exports.ShaderMaterial = ShaderMaterial;
  29222. exports.ShadowMaterial = ShadowMaterial;
  29223. exports.Shape = Shape;
  29224. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29225. exports.ShapeGeometry = ShapeGeometry;
  29226. exports.ShapePath = ShapePath;
  29227. exports.ShapeUtils = ShapeUtils;
  29228. exports.ShortType = ShortType;
  29229. exports.Skeleton = Skeleton;
  29230. exports.SkeletonHelper = SkeletonHelper;
  29231. exports.SkinnedMesh = SkinnedMesh;
  29232. exports.SmoothShading = SmoothShading;
  29233. exports.Sphere = Sphere;
  29234. exports.SphereBufferGeometry = SphereBufferGeometry;
  29235. exports.SphereGeometry = SphereGeometry;
  29236. exports.Spherical = Spherical;
  29237. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29238. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29239. exports.Spline = Spline;
  29240. exports.SplineCurve = SplineCurve;
  29241. exports.SplineCurve3 = SplineCurve3;
  29242. exports.SpotLight = SpotLight;
  29243. exports.SpotLightHelper = SpotLightHelper;
  29244. exports.SpotLightShadow = SpotLightShadow;
  29245. exports.Sprite = Sprite;
  29246. exports.SpriteMaterial = SpriteMaterial;
  29247. exports.SrcAlphaFactor = SrcAlphaFactor;
  29248. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29249. exports.SrcColorFactor = SrcColorFactor;
  29250. exports.StereoCamera = StereoCamera;
  29251. exports.StringKeyframeTrack = StringKeyframeTrack;
  29252. exports.SubtractEquation = SubtractEquation;
  29253. exports.SubtractiveBlending = SubtractiveBlending;
  29254. exports.TOUCH = TOUCH;
  29255. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29256. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29257. exports.TetrahedronGeometry = TetrahedronGeometry;
  29258. exports.TextBufferGeometry = TextBufferGeometry;
  29259. exports.TextGeometry = TextGeometry;
  29260. exports.Texture = Texture;
  29261. exports.TextureLoader = TextureLoader;
  29262. exports.TorusBufferGeometry = TorusBufferGeometry;
  29263. exports.TorusGeometry = TorusGeometry;
  29264. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29265. exports.TorusKnotGeometry = TorusKnotGeometry;
  29266. exports.Triangle = Triangle;
  29267. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29268. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29269. exports.TrianglesDrawMode = TrianglesDrawMode;
  29270. exports.TubeBufferGeometry = TubeBufferGeometry;
  29271. exports.TubeGeometry = TubeGeometry;
  29272. exports.UVMapping = UVMapping;
  29273. exports.Uint16Attribute = Uint16Attribute;
  29274. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29275. exports.Uint32Attribute = Uint32Attribute;
  29276. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29277. exports.Uint8Attribute = Uint8Attribute;
  29278. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29279. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29280. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29281. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29282. exports.Uniform = Uniform;
  29283. exports.UniformsLib = UniformsLib;
  29284. exports.UniformsUtils = UniformsUtils;
  29285. exports.UnsignedByteType = UnsignedByteType;
  29286. exports.UnsignedInt248Type = UnsignedInt248Type;
  29287. exports.UnsignedIntType = UnsignedIntType;
  29288. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29289. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29290. exports.UnsignedShort565Type = UnsignedShort565Type;
  29291. exports.UnsignedShortType = UnsignedShortType;
  29292. exports.Vector2 = Vector2;
  29293. exports.Vector3 = Vector3;
  29294. exports.Vector4 = Vector4;
  29295. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29296. exports.Vertex = Vertex;
  29297. exports.VertexColors = VertexColors;
  29298. exports.VertexNormalsHelper = VertexNormalsHelper;
  29299. exports.VideoTexture = VideoTexture;
  29300. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29301. exports.WebGLRenderTarget = WebGLRenderTarget;
  29302. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29303. exports.WebGLRenderer = WebGLRenderer;
  29304. exports.WebGLUtils = WebGLUtils;
  29305. exports.WireframeGeometry = WireframeGeometry;
  29306. exports.WireframeHelper = WireframeHelper;
  29307. exports.WrapAroundEnding = WrapAroundEnding;
  29308. exports.XHRLoader = XHRLoader;
  29309. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29310. exports.ZeroFactor = ZeroFactor;
  29311. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29312. exports.ZeroStencilOp = ZeroStencilOp;
  29313. exports.sRGBEncoding = sRGBEncoding;
  29314. Object.defineProperty(exports, '__esModule', { value: true });
  29315. }));