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three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '114dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RedIntegerFormat = 1029;
  157. var RGFormat = 1030;
  158. var RGIntegerFormat = 1031;
  159. var RGBIntegerFormat = 1032;
  160. var RGBAIntegerFormat = 1033;
  161. var RGB_S3TC_DXT1_Format = 33776;
  162. var RGBA_S3TC_DXT1_Format = 33777;
  163. var RGBA_S3TC_DXT3_Format = 33778;
  164. var RGBA_S3TC_DXT5_Format = 33779;
  165. var RGB_PVRTC_4BPPV1_Format = 35840;
  166. var RGB_PVRTC_2BPPV1_Format = 35841;
  167. var RGBA_PVRTC_4BPPV1_Format = 35842;
  168. var RGBA_PVRTC_2BPPV1_Format = 35843;
  169. var RGB_ETC1_Format = 36196;
  170. var RGBA_ASTC_4x4_Format = 37808;
  171. var RGBA_ASTC_5x4_Format = 37809;
  172. var RGBA_ASTC_5x5_Format = 37810;
  173. var RGBA_ASTC_6x5_Format = 37811;
  174. var RGBA_ASTC_6x6_Format = 37812;
  175. var RGBA_ASTC_8x5_Format = 37813;
  176. var RGBA_ASTC_8x6_Format = 37814;
  177. var RGBA_ASTC_8x8_Format = 37815;
  178. var RGBA_ASTC_10x5_Format = 37816;
  179. var RGBA_ASTC_10x6_Format = 37817;
  180. var RGBA_ASTC_10x8_Format = 37818;
  181. var RGBA_ASTC_10x10_Format = 37819;
  182. var RGBA_ASTC_12x10_Format = 37820;
  183. var RGBA_ASTC_12x12_Format = 37821;
  184. var LoopOnce = 2200;
  185. var LoopRepeat = 2201;
  186. var LoopPingPong = 2202;
  187. var InterpolateDiscrete = 2300;
  188. var InterpolateLinear = 2301;
  189. var InterpolateSmooth = 2302;
  190. var ZeroCurvatureEnding = 2400;
  191. var ZeroSlopeEnding = 2401;
  192. var WrapAroundEnding = 2402;
  193. var TrianglesDrawMode = 0;
  194. var TriangleStripDrawMode = 1;
  195. var TriangleFanDrawMode = 2;
  196. var LinearEncoding = 3000;
  197. var sRGBEncoding = 3001;
  198. var GammaEncoding = 3007;
  199. var RGBEEncoding = 3002;
  200. var LogLuvEncoding = 3003;
  201. var RGBM7Encoding = 3004;
  202. var RGBM16Encoding = 3005;
  203. var RGBDEncoding = 3006;
  204. var BasicDepthPacking = 3200;
  205. var RGBADepthPacking = 3201;
  206. var TangentSpaceNormalMap = 0;
  207. var ObjectSpaceNormalMap = 1;
  208. var ZeroStencilOp = 0;
  209. var KeepStencilOp = 7680;
  210. var ReplaceStencilOp = 7681;
  211. var IncrementStencilOp = 7682;
  212. var DecrementStencilOp = 7683;
  213. var IncrementWrapStencilOp = 34055;
  214. var DecrementWrapStencilOp = 34056;
  215. var InvertStencilOp = 5386;
  216. var NeverStencilFunc = 512;
  217. var LessStencilFunc = 513;
  218. var EqualStencilFunc = 514;
  219. var LessEqualStencilFunc = 515;
  220. var GreaterStencilFunc = 516;
  221. var NotEqualStencilFunc = 517;
  222. var GreaterEqualStencilFunc = 518;
  223. var AlwaysStencilFunc = 519;
  224. var StaticDrawUsage = 35044;
  225. var DynamicDrawUsage = 35048;
  226. var StreamDrawUsage = 35040;
  227. var StaticReadUsage = 35045;
  228. var DynamicReadUsage = 35049;
  229. var StreamReadUsage = 35041;
  230. var StaticCopyUsage = 35046;
  231. var DynamicCopyUsage = 35050;
  232. var StreamCopyUsage = 35042;
  233. /**
  234. * https://github.com/mrdoob/eventdispatcher.js/
  235. */
  236. function EventDispatcher() {}
  237. Object.assign( EventDispatcher.prototype, {
  238. addEventListener: function ( type, listener ) {
  239. if ( this._listeners === undefined ) { this._listeners = {}; }
  240. var listeners = this._listeners;
  241. if ( listeners[ type ] === undefined ) {
  242. listeners[ type ] = [];
  243. }
  244. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  245. listeners[ type ].push( listener );
  246. }
  247. },
  248. hasEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return false; }
  250. var listeners = this._listeners;
  251. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  252. },
  253. removeEventListener: function ( type, listener ) {
  254. if ( this._listeners === undefined ) { return; }
  255. var listeners = this._listeners;
  256. var listenerArray = listeners[ type ];
  257. if ( listenerArray !== undefined ) {
  258. var index = listenerArray.indexOf( listener );
  259. if ( index !== - 1 ) {
  260. listenerArray.splice( index, 1 );
  261. }
  262. }
  263. },
  264. dispatchEvent: function ( event ) {
  265. if ( this._listeners === undefined ) { return; }
  266. var listeners = this._listeners;
  267. var listenerArray = listeners[ event.type ];
  268. if ( listenerArray !== undefined ) {
  269. event.target = this;
  270. var array = listenerArray.slice( 0 );
  271. for ( var i = 0, l = array.length; i < l; i ++ ) {
  272. array[ i ].call( this, event );
  273. }
  274. }
  275. }
  276. } );
  277. /**
  278. * @author alteredq / http://alteredqualia.com/
  279. * @author mrdoob / http://mrdoob.com/
  280. * @author WestLangley / http://github.com/WestLangley
  281. * @author thezwap
  282. */
  283. var _lut = [];
  284. for ( var i = 0; i < 256; i ++ ) {
  285. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  286. }
  287. var MathUtils = {
  288. DEG2RAD: Math.PI / 180,
  289. RAD2DEG: 180 / Math.PI,
  290. generateUUID: function () {
  291. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  292. var d0 = Math.random() * 0xffffffff | 0;
  293. var d1 = Math.random() * 0xffffffff | 0;
  294. var d2 = Math.random() * 0xffffffff | 0;
  295. var d3 = Math.random() * 0xffffffff | 0;
  296. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  297. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  298. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  299. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  300. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  301. return uuid.toUpperCase();
  302. },
  303. clamp: function ( value, min, max ) {
  304. return Math.max( min, Math.min( max, value ) );
  305. },
  306. // compute euclidian modulo of m % n
  307. // https://en.wikipedia.org/wiki/Modulo_operation
  308. euclideanModulo: function ( n, m ) {
  309. return ( ( n % m ) + m ) % m;
  310. },
  311. // Linear mapping from range <a1, a2> to range <b1, b2>
  312. mapLinear: function ( x, a1, a2, b1, b2 ) {
  313. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  314. },
  315. // https://en.wikipedia.org/wiki/Linear_interpolation
  316. lerp: function ( x, y, t ) {
  317. return ( 1 - t ) * x + t * y;
  318. },
  319. // http://en.wikipedia.org/wiki/Smoothstep
  320. smoothstep: function ( x, min, max ) {
  321. if ( x <= min ) { return 0; }
  322. if ( x >= max ) { return 1; }
  323. x = ( x - min ) / ( max - min );
  324. return x * x * ( 3 - 2 * x );
  325. },
  326. smootherstep: function ( x, min, max ) {
  327. if ( x <= min ) { return 0; }
  328. if ( x >= max ) { return 1; }
  329. x = ( x - min ) / ( max - min );
  330. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  331. },
  332. // Random integer from <low, high> interval
  333. randInt: function ( low, high ) {
  334. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  335. },
  336. // Random float from <low, high> interval
  337. randFloat: function ( low, high ) {
  338. return low + Math.random() * ( high - low );
  339. },
  340. // Random float from <-range/2, range/2> interval
  341. randFloatSpread: function ( range ) {
  342. return range * ( 0.5 - Math.random() );
  343. },
  344. degToRad: function ( degrees ) {
  345. return degrees * MathUtils.DEG2RAD;
  346. },
  347. radToDeg: function ( radians ) {
  348. return radians * MathUtils.RAD2DEG;
  349. },
  350. isPowerOfTwo: function ( value ) {
  351. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  352. },
  353. ceilPowerOfTwo: function ( value ) {
  354. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  355. },
  356. floorPowerOfTwo: function ( value ) {
  357. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  358. },
  359. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  360. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  361. // rotations are applied to the axes in the order specified by 'order'
  362. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  363. // angles are in radians
  364. var cos = Math.cos;
  365. var sin = Math.sin;
  366. var c2 = cos( b / 2 );
  367. var s2 = sin( b / 2 );
  368. var c13 = cos( ( a + c ) / 2 );
  369. var s13 = sin( ( a + c ) / 2 );
  370. var c1_3 = cos( ( a - c ) / 2 );
  371. var s1_3 = sin( ( a - c ) / 2 );
  372. var c3_1 = cos( ( c - a ) / 2 );
  373. var s3_1 = sin( ( c - a ) / 2 );
  374. if ( order === 'XYX' ) {
  375. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  376. } else if ( order === 'YZY' ) {
  377. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  378. } else if ( order === 'ZXZ' ) {
  379. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  380. } else if ( order === 'XZX' ) {
  381. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  382. } else if ( order === 'YXY' ) {
  383. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  384. } else if ( order === 'ZYZ' ) {
  385. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  386. } else {
  387. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  388. }
  389. }
  390. };
  391. /**
  392. * @author mrdoob / http://mrdoob.com/
  393. * @author philogb / http://blog.thejit.org/
  394. * @author egraether / http://egraether.com/
  395. * @author zz85 / http://www.lab4games.net/zz85/blog
  396. */
  397. function Vector2( x, y ) {
  398. this.x = x || 0;
  399. this.y = y || 0;
  400. }
  401. Object.defineProperties( Vector2.prototype, {
  402. "width": {
  403. get: function () {
  404. return this.x;
  405. },
  406. set: function ( value ) {
  407. this.x = value;
  408. }
  409. },
  410. "height": {
  411. get: function () {
  412. return this.y;
  413. },
  414. set: function ( value ) {
  415. this.y = value;
  416. }
  417. }
  418. } );
  419. Object.assign( Vector2.prototype, {
  420. isVector2: true,
  421. set: function ( x, y ) {
  422. this.x = x;
  423. this.y = y;
  424. return this;
  425. },
  426. setScalar: function ( scalar ) {
  427. this.x = scalar;
  428. this.y = scalar;
  429. return this;
  430. },
  431. setX: function ( x ) {
  432. this.x = x;
  433. return this;
  434. },
  435. setY: function ( y ) {
  436. this.y = y;
  437. return this;
  438. },
  439. setComponent: function ( index, value ) {
  440. switch ( index ) {
  441. case 0: this.x = value; break;
  442. case 1: this.y = value; break;
  443. default: throw new Error( 'index is out of range: ' + index );
  444. }
  445. return this;
  446. },
  447. getComponent: function ( index ) {
  448. switch ( index ) {
  449. case 0: return this.x;
  450. case 1: return this.y;
  451. default: throw new Error( 'index is out of range: ' + index );
  452. }
  453. },
  454. clone: function () {
  455. return new this.constructor( this.x, this.y );
  456. },
  457. copy: function ( v ) {
  458. this.x = v.x;
  459. this.y = v.y;
  460. return this;
  461. },
  462. add: function ( v, w ) {
  463. if ( w !== undefined ) {
  464. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  465. return this.addVectors( v, w );
  466. }
  467. this.x += v.x;
  468. this.y += v.y;
  469. return this;
  470. },
  471. addScalar: function ( s ) {
  472. this.x += s;
  473. this.y += s;
  474. return this;
  475. },
  476. addVectors: function ( a, b ) {
  477. this.x = a.x + b.x;
  478. this.y = a.y + b.y;
  479. return this;
  480. },
  481. addScaledVector: function ( v, s ) {
  482. this.x += v.x * s;
  483. this.y += v.y * s;
  484. return this;
  485. },
  486. sub: function ( v, w ) {
  487. if ( w !== undefined ) {
  488. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  489. return this.subVectors( v, w );
  490. }
  491. this.x -= v.x;
  492. this.y -= v.y;
  493. return this;
  494. },
  495. subScalar: function ( s ) {
  496. this.x -= s;
  497. this.y -= s;
  498. return this;
  499. },
  500. subVectors: function ( a, b ) {
  501. this.x = a.x - b.x;
  502. this.y = a.y - b.y;
  503. return this;
  504. },
  505. multiply: function ( v ) {
  506. this.x *= v.x;
  507. this.y *= v.y;
  508. return this;
  509. },
  510. multiplyScalar: function ( scalar ) {
  511. this.x *= scalar;
  512. this.y *= scalar;
  513. return this;
  514. },
  515. divide: function ( v ) {
  516. this.x /= v.x;
  517. this.y /= v.y;
  518. return this;
  519. },
  520. divideScalar: function ( scalar ) {
  521. return this.multiplyScalar( 1 / scalar );
  522. },
  523. applyMatrix3: function ( m ) {
  524. var x = this.x, y = this.y;
  525. var e = m.elements;
  526. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  527. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  528. return this;
  529. },
  530. min: function ( v ) {
  531. this.x = Math.min( this.x, v.x );
  532. this.y = Math.min( this.y, v.y );
  533. return this;
  534. },
  535. max: function ( v ) {
  536. this.x = Math.max( this.x, v.x );
  537. this.y = Math.max( this.y, v.y );
  538. return this;
  539. },
  540. clamp: function ( min, max ) {
  541. // assumes min < max, componentwise
  542. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  543. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  544. return this;
  545. },
  546. clampScalar: function ( minVal, maxVal ) {
  547. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  548. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  549. return this;
  550. },
  551. clampLength: function ( min, max ) {
  552. var length = this.length();
  553. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  554. },
  555. floor: function () {
  556. this.x = Math.floor( this.x );
  557. this.y = Math.floor( this.y );
  558. return this;
  559. },
  560. ceil: function () {
  561. this.x = Math.ceil( this.x );
  562. this.y = Math.ceil( this.y );
  563. return this;
  564. },
  565. round: function () {
  566. this.x = Math.round( this.x );
  567. this.y = Math.round( this.y );
  568. return this;
  569. },
  570. roundToZero: function () {
  571. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  572. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  573. return this;
  574. },
  575. negate: function () {
  576. this.x = - this.x;
  577. this.y = - this.y;
  578. return this;
  579. },
  580. dot: function ( v ) {
  581. return this.x * v.x + this.y * v.y;
  582. },
  583. cross: function ( v ) {
  584. return this.x * v.y - this.y * v.x;
  585. },
  586. lengthSq: function () {
  587. return this.x * this.x + this.y * this.y;
  588. },
  589. length: function () {
  590. return Math.sqrt( this.x * this.x + this.y * this.y );
  591. },
  592. manhattanLength: function () {
  593. return Math.abs( this.x ) + Math.abs( this.y );
  594. },
  595. normalize: function () {
  596. return this.divideScalar( this.length() || 1 );
  597. },
  598. angle: function () {
  599. // computes the angle in radians with respect to the positive x-axis
  600. var angle = Math.atan2( this.y, this.x );
  601. if ( angle < 0 ) { angle += 2 * Math.PI; }
  602. return angle;
  603. },
  604. distanceTo: function ( v ) {
  605. return Math.sqrt( this.distanceToSquared( v ) );
  606. },
  607. distanceToSquared: function ( v ) {
  608. var dx = this.x - v.x, dy = this.y - v.y;
  609. return dx * dx + dy * dy;
  610. },
  611. manhattanDistanceTo: function ( v ) {
  612. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  613. },
  614. setLength: function ( length ) {
  615. return this.normalize().multiplyScalar( length );
  616. },
  617. lerp: function ( v, alpha ) {
  618. this.x += ( v.x - this.x ) * alpha;
  619. this.y += ( v.y - this.y ) * alpha;
  620. return this;
  621. },
  622. lerpVectors: function ( v1, v2, alpha ) {
  623. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  624. },
  625. equals: function ( v ) {
  626. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  627. },
  628. fromArray: function ( array, offset ) {
  629. if ( offset === undefined ) { offset = 0; }
  630. this.x = array[ offset ];
  631. this.y = array[ offset + 1 ];
  632. return this;
  633. },
  634. toArray: function ( array, offset ) {
  635. if ( array === undefined ) { array = []; }
  636. if ( offset === undefined ) { offset = 0; }
  637. array[ offset ] = this.x;
  638. array[ offset + 1 ] = this.y;
  639. return array;
  640. },
  641. fromBufferAttribute: function ( attribute, index, offset ) {
  642. if ( offset !== undefined ) {
  643. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  644. }
  645. this.x = attribute.getX( index );
  646. this.y = attribute.getY( index );
  647. return this;
  648. },
  649. rotateAround: function ( center, angle ) {
  650. var c = Math.cos( angle ), s = Math.sin( angle );
  651. var x = this.x - center.x;
  652. var y = this.y - center.y;
  653. this.x = x * c - y * s + center.x;
  654. this.y = x * s + y * c + center.y;
  655. return this;
  656. }
  657. } );
  658. /**
  659. * @author alteredq / http://alteredqualia.com/
  660. * @author WestLangley / http://github.com/WestLangley
  661. * @author bhouston / http://clara.io
  662. * @author tschw
  663. */
  664. function Matrix3() {
  665. this.elements = [
  666. 1, 0, 0,
  667. 0, 1, 0,
  668. 0, 0, 1
  669. ];
  670. if ( arguments.length > 0 ) {
  671. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  672. }
  673. }
  674. Object.assign( Matrix3.prototype, {
  675. isMatrix3: true,
  676. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  677. var te = this.elements;
  678. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  679. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  680. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  681. return this;
  682. },
  683. identity: function () {
  684. this.set(
  685. 1, 0, 0,
  686. 0, 1, 0,
  687. 0, 0, 1
  688. );
  689. return this;
  690. },
  691. clone: function () {
  692. return new this.constructor().fromArray( this.elements );
  693. },
  694. copy: function ( m ) {
  695. var te = this.elements;
  696. var me = m.elements;
  697. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  698. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  699. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  700. return this;
  701. },
  702. extractBasis: function ( xAxis, yAxis, zAxis ) {
  703. xAxis.setFromMatrix3Column( this, 0 );
  704. yAxis.setFromMatrix3Column( this, 1 );
  705. zAxis.setFromMatrix3Column( this, 2 );
  706. return this;
  707. },
  708. setFromMatrix4: function ( m ) {
  709. var me = m.elements;
  710. this.set(
  711. me[ 0 ], me[ 4 ], me[ 8 ],
  712. me[ 1 ], me[ 5 ], me[ 9 ],
  713. me[ 2 ], me[ 6 ], me[ 10 ]
  714. );
  715. return this;
  716. },
  717. multiply: function ( m ) {
  718. return this.multiplyMatrices( this, m );
  719. },
  720. premultiply: function ( m ) {
  721. return this.multiplyMatrices( m, this );
  722. },
  723. multiplyMatrices: function ( a, b ) {
  724. var ae = a.elements;
  725. var be = b.elements;
  726. var te = this.elements;
  727. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  728. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  729. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  730. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  731. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  732. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  733. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  734. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  735. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  736. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  737. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  738. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  739. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  740. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  741. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  742. return this;
  743. },
  744. multiplyScalar: function ( s ) {
  745. var te = this.elements;
  746. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  747. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  748. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  749. return this;
  750. },
  751. determinant: function () {
  752. var te = this.elements;
  753. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  754. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  755. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  756. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  757. },
  758. getInverse: function ( matrix, throwOnDegenerate ) {
  759. if ( matrix && matrix.isMatrix4 ) {
  760. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  761. }
  762. var me = matrix.elements,
  763. te = this.elements,
  764. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  765. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  766. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  767. t11 = n33 * n22 - n32 * n23,
  768. t12 = n32 * n13 - n33 * n12,
  769. t13 = n23 * n12 - n22 * n13,
  770. det = n11 * t11 + n21 * t12 + n31 * t13;
  771. if ( det === 0 ) {
  772. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  773. if ( throwOnDegenerate === true ) {
  774. throw new Error( msg );
  775. } else {
  776. console.warn( msg );
  777. }
  778. return this.identity();
  779. }
  780. var detInv = 1 / det;
  781. te[ 0 ] = t11 * detInv;
  782. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  783. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  784. te[ 3 ] = t12 * detInv;
  785. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  786. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  787. te[ 6 ] = t13 * detInv;
  788. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  789. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  790. return this;
  791. },
  792. transpose: function () {
  793. var tmp, m = this.elements;
  794. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  795. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  796. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  797. return this;
  798. },
  799. getNormalMatrix: function ( matrix4 ) {
  800. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  801. },
  802. transposeIntoArray: function ( r ) {
  803. var m = this.elements;
  804. r[ 0 ] = m[ 0 ];
  805. r[ 1 ] = m[ 3 ];
  806. r[ 2 ] = m[ 6 ];
  807. r[ 3 ] = m[ 1 ];
  808. r[ 4 ] = m[ 4 ];
  809. r[ 5 ] = m[ 7 ];
  810. r[ 6 ] = m[ 2 ];
  811. r[ 7 ] = m[ 5 ];
  812. r[ 8 ] = m[ 8 ];
  813. return this;
  814. },
  815. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  816. var c = Math.cos( rotation );
  817. var s = Math.sin( rotation );
  818. this.set(
  819. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  820. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  821. 0, 0, 1
  822. );
  823. },
  824. scale: function ( sx, sy ) {
  825. var te = this.elements;
  826. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  827. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  828. return this;
  829. },
  830. rotate: function ( theta ) {
  831. var c = Math.cos( theta );
  832. var s = Math.sin( theta );
  833. var te = this.elements;
  834. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  835. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  836. te[ 0 ] = c * a11 + s * a21;
  837. te[ 3 ] = c * a12 + s * a22;
  838. te[ 6 ] = c * a13 + s * a23;
  839. te[ 1 ] = - s * a11 + c * a21;
  840. te[ 4 ] = - s * a12 + c * a22;
  841. te[ 7 ] = - s * a13 + c * a23;
  842. return this;
  843. },
  844. translate: function ( tx, ty ) {
  845. var te = this.elements;
  846. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  847. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  848. return this;
  849. },
  850. equals: function ( matrix ) {
  851. var te = this.elements;
  852. var me = matrix.elements;
  853. for ( var i = 0; i < 9; i ++ ) {
  854. if ( te[ i ] !== me[ i ] ) { return false; }
  855. }
  856. return true;
  857. },
  858. fromArray: function ( array, offset ) {
  859. if ( offset === undefined ) { offset = 0; }
  860. for ( var i = 0; i < 9; i ++ ) {
  861. this.elements[ i ] = array[ i + offset ];
  862. }
  863. return this;
  864. },
  865. toArray: function ( array, offset ) {
  866. if ( array === undefined ) { array = []; }
  867. if ( offset === undefined ) { offset = 0; }
  868. var te = this.elements;
  869. array[ offset ] = te[ 0 ];
  870. array[ offset + 1 ] = te[ 1 ];
  871. array[ offset + 2 ] = te[ 2 ];
  872. array[ offset + 3 ] = te[ 3 ];
  873. array[ offset + 4 ] = te[ 4 ];
  874. array[ offset + 5 ] = te[ 5 ];
  875. array[ offset + 6 ] = te[ 6 ];
  876. array[ offset + 7 ] = te[ 7 ];
  877. array[ offset + 8 ] = te[ 8 ];
  878. return array;
  879. }
  880. } );
  881. /**
  882. * @author mrdoob / http://mrdoob.com/
  883. * @author alteredq / http://alteredqualia.com/
  884. * @author szimek / https://github.com/szimek/
  885. */
  886. var _canvas;
  887. var ImageUtils = {
  888. getDataURL: function ( image ) {
  889. var canvas;
  890. if ( typeof HTMLCanvasElement == 'undefined' ) {
  891. return image.src;
  892. } else if ( image instanceof HTMLCanvasElement ) {
  893. canvas = image;
  894. } else {
  895. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  896. _canvas.width = image.width;
  897. _canvas.height = image.height;
  898. var context = _canvas.getContext( '2d' );
  899. if ( image instanceof ImageData ) {
  900. context.putImageData( image, 0, 0 );
  901. } else {
  902. context.drawImage( image, 0, 0, image.width, image.height );
  903. }
  904. canvas = _canvas;
  905. }
  906. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  907. return canvas.toDataURL( 'image/jpeg', 0.6 );
  908. } else {
  909. return canvas.toDataURL( 'image/png' );
  910. }
  911. }
  912. };
  913. /**
  914. * @author mrdoob / http://mrdoob.com/
  915. * @author alteredq / http://alteredqualia.com/
  916. * @author szimek / https://github.com/szimek/
  917. */
  918. var textureId = 0;
  919. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  920. Object.defineProperty( this, 'id', { value: textureId ++ } );
  921. this.uuid = MathUtils.generateUUID();
  922. this.name = '';
  923. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  924. this.mipmaps = [];
  925. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  926. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  927. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  928. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  929. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  930. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  931. this.format = format !== undefined ? format : RGBAFormat;
  932. this.internalFormat = null;
  933. this.type = type !== undefined ? type : UnsignedByteType;
  934. this.offset = new Vector2( 0, 0 );
  935. this.repeat = new Vector2( 1, 1 );
  936. this.center = new Vector2( 0, 0 );
  937. this.rotation = 0;
  938. this.matrixAutoUpdate = true;
  939. this.matrix = new Matrix3();
  940. this.generateMipmaps = true;
  941. this.premultiplyAlpha = false;
  942. this.flipY = true;
  943. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  944. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  945. //
  946. // Also changing the encoding after already used by a Material will not automatically make the Material
  947. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  948. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  949. this.version = 0;
  950. this.onUpdate = null;
  951. }
  952. Texture.DEFAULT_IMAGE = undefined;
  953. Texture.DEFAULT_MAPPING = UVMapping;
  954. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  955. constructor: Texture,
  956. isTexture: true,
  957. updateMatrix: function () {
  958. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  959. },
  960. clone: function () {
  961. return new this.constructor().copy( this );
  962. },
  963. copy: function ( source ) {
  964. this.name = source.name;
  965. this.image = source.image;
  966. this.mipmaps = source.mipmaps.slice( 0 );
  967. this.mapping = source.mapping;
  968. this.wrapS = source.wrapS;
  969. this.wrapT = source.wrapT;
  970. this.magFilter = source.magFilter;
  971. this.minFilter = source.minFilter;
  972. this.anisotropy = source.anisotropy;
  973. this.format = source.format;
  974. this.internalFormat = source.internalFormat;
  975. this.type = source.type;
  976. this.offset.copy( source.offset );
  977. this.repeat.copy( source.repeat );
  978. this.center.copy( source.center );
  979. this.rotation = source.rotation;
  980. this.matrixAutoUpdate = source.matrixAutoUpdate;
  981. this.matrix.copy( source.matrix );
  982. this.generateMipmaps = source.generateMipmaps;
  983. this.premultiplyAlpha = source.premultiplyAlpha;
  984. this.flipY = source.flipY;
  985. this.unpackAlignment = source.unpackAlignment;
  986. this.encoding = source.encoding;
  987. return this;
  988. },
  989. toJSON: function ( meta ) {
  990. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  991. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  992. return meta.textures[ this.uuid ];
  993. }
  994. var output = {
  995. metadata: {
  996. version: 4.5,
  997. type: 'Texture',
  998. generator: 'Texture.toJSON'
  999. },
  1000. uuid: this.uuid,
  1001. name: this.name,
  1002. mapping: this.mapping,
  1003. repeat: [ this.repeat.x, this.repeat.y ],
  1004. offset: [ this.offset.x, this.offset.y ],
  1005. center: [ this.center.x, this.center.y ],
  1006. rotation: this.rotation,
  1007. wrap: [ this.wrapS, this.wrapT ],
  1008. format: this.format,
  1009. type: this.type,
  1010. encoding: this.encoding,
  1011. minFilter: this.minFilter,
  1012. magFilter: this.magFilter,
  1013. anisotropy: this.anisotropy,
  1014. flipY: this.flipY,
  1015. premultiplyAlpha: this.premultiplyAlpha,
  1016. unpackAlignment: this.unpackAlignment
  1017. };
  1018. if ( this.image !== undefined ) {
  1019. // TODO: Move to THREE.Image
  1020. var image = this.image;
  1021. if ( image.uuid === undefined ) {
  1022. image.uuid = MathUtils.generateUUID(); // UGH
  1023. }
  1024. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1025. var url;
  1026. if ( Array.isArray( image ) ) {
  1027. // process array of images e.g. CubeTexture
  1028. url = [];
  1029. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1030. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1031. }
  1032. } else {
  1033. // process single image
  1034. url = ImageUtils.getDataURL( image );
  1035. }
  1036. meta.images[ image.uuid ] = {
  1037. uuid: image.uuid,
  1038. url: url
  1039. };
  1040. }
  1041. output.image = image.uuid;
  1042. }
  1043. if ( ! isRootObject ) {
  1044. meta.textures[ this.uuid ] = output;
  1045. }
  1046. return output;
  1047. },
  1048. dispose: function () {
  1049. this.dispatchEvent( { type: 'dispose' } );
  1050. },
  1051. transformUv: function ( uv ) {
  1052. if ( this.mapping !== UVMapping ) { return uv; }
  1053. uv.applyMatrix3( this.matrix );
  1054. if ( uv.x < 0 || uv.x > 1 ) {
  1055. switch ( this.wrapS ) {
  1056. case RepeatWrapping:
  1057. uv.x = uv.x - Math.floor( uv.x );
  1058. break;
  1059. case ClampToEdgeWrapping:
  1060. uv.x = uv.x < 0 ? 0 : 1;
  1061. break;
  1062. case MirroredRepeatWrapping:
  1063. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1064. uv.x = Math.ceil( uv.x ) - uv.x;
  1065. } else {
  1066. uv.x = uv.x - Math.floor( uv.x );
  1067. }
  1068. break;
  1069. }
  1070. }
  1071. if ( uv.y < 0 || uv.y > 1 ) {
  1072. switch ( this.wrapT ) {
  1073. case RepeatWrapping:
  1074. uv.y = uv.y - Math.floor( uv.y );
  1075. break;
  1076. case ClampToEdgeWrapping:
  1077. uv.y = uv.y < 0 ? 0 : 1;
  1078. break;
  1079. case MirroredRepeatWrapping:
  1080. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1081. uv.y = Math.ceil( uv.y ) - uv.y;
  1082. } else {
  1083. uv.y = uv.y - Math.floor( uv.y );
  1084. }
  1085. break;
  1086. }
  1087. }
  1088. if ( this.flipY ) {
  1089. uv.y = 1 - uv.y;
  1090. }
  1091. return uv;
  1092. }
  1093. } );
  1094. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1095. set: function ( value ) {
  1096. if ( value === true ) { this.version ++; }
  1097. }
  1098. } );
  1099. /**
  1100. * @author supereggbert / http://www.paulbrunt.co.uk/
  1101. * @author philogb / http://blog.thejit.org/
  1102. * @author mikael emtinger / http://gomo.se/
  1103. * @author egraether / http://egraether.com/
  1104. * @author WestLangley / http://github.com/WestLangley
  1105. */
  1106. function Vector4( x, y, z, w ) {
  1107. this.x = x || 0;
  1108. this.y = y || 0;
  1109. this.z = z || 0;
  1110. this.w = ( w !== undefined ) ? w : 1;
  1111. }
  1112. Object.defineProperties( Vector4.prototype, {
  1113. "width": {
  1114. get: function () {
  1115. return this.z;
  1116. },
  1117. set: function ( value ) {
  1118. this.z = value;
  1119. }
  1120. },
  1121. "height": {
  1122. get: function () {
  1123. return this.w;
  1124. },
  1125. set: function ( value ) {
  1126. this.w = value;
  1127. }
  1128. }
  1129. } );
  1130. Object.assign( Vector4.prototype, {
  1131. isVector4: true,
  1132. set: function ( x, y, z, w ) {
  1133. this.x = x;
  1134. this.y = y;
  1135. this.z = z;
  1136. this.w = w;
  1137. return this;
  1138. },
  1139. setScalar: function ( scalar ) {
  1140. this.x = scalar;
  1141. this.y = scalar;
  1142. this.z = scalar;
  1143. this.w = scalar;
  1144. return this;
  1145. },
  1146. setX: function ( x ) {
  1147. this.x = x;
  1148. return this;
  1149. },
  1150. setY: function ( y ) {
  1151. this.y = y;
  1152. return this;
  1153. },
  1154. setZ: function ( z ) {
  1155. this.z = z;
  1156. return this;
  1157. },
  1158. setW: function ( w ) {
  1159. this.w = w;
  1160. return this;
  1161. },
  1162. setComponent: function ( index, value ) {
  1163. switch ( index ) {
  1164. case 0: this.x = value; break;
  1165. case 1: this.y = value; break;
  1166. case 2: this.z = value; break;
  1167. case 3: this.w = value; break;
  1168. default: throw new Error( 'index is out of range: ' + index );
  1169. }
  1170. return this;
  1171. },
  1172. getComponent: function ( index ) {
  1173. switch ( index ) {
  1174. case 0: return this.x;
  1175. case 1: return this.y;
  1176. case 2: return this.z;
  1177. case 3: return this.w;
  1178. default: throw new Error( 'index is out of range: ' + index );
  1179. }
  1180. },
  1181. clone: function () {
  1182. return new this.constructor( this.x, this.y, this.z, this.w );
  1183. },
  1184. copy: function ( v ) {
  1185. this.x = v.x;
  1186. this.y = v.y;
  1187. this.z = v.z;
  1188. this.w = ( v.w !== undefined ) ? v.w : 1;
  1189. return this;
  1190. },
  1191. add: function ( v, w ) {
  1192. if ( w !== undefined ) {
  1193. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1194. return this.addVectors( v, w );
  1195. }
  1196. this.x += v.x;
  1197. this.y += v.y;
  1198. this.z += v.z;
  1199. this.w += v.w;
  1200. return this;
  1201. },
  1202. addScalar: function ( s ) {
  1203. this.x += s;
  1204. this.y += s;
  1205. this.z += s;
  1206. this.w += s;
  1207. return this;
  1208. },
  1209. addVectors: function ( a, b ) {
  1210. this.x = a.x + b.x;
  1211. this.y = a.y + b.y;
  1212. this.z = a.z + b.z;
  1213. this.w = a.w + b.w;
  1214. return this;
  1215. },
  1216. addScaledVector: function ( v, s ) {
  1217. this.x += v.x * s;
  1218. this.y += v.y * s;
  1219. this.z += v.z * s;
  1220. this.w += v.w * s;
  1221. return this;
  1222. },
  1223. sub: function ( v, w ) {
  1224. if ( w !== undefined ) {
  1225. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1226. return this.subVectors( v, w );
  1227. }
  1228. this.x -= v.x;
  1229. this.y -= v.y;
  1230. this.z -= v.z;
  1231. this.w -= v.w;
  1232. return this;
  1233. },
  1234. subScalar: function ( s ) {
  1235. this.x -= s;
  1236. this.y -= s;
  1237. this.z -= s;
  1238. this.w -= s;
  1239. return this;
  1240. },
  1241. subVectors: function ( a, b ) {
  1242. this.x = a.x - b.x;
  1243. this.y = a.y - b.y;
  1244. this.z = a.z - b.z;
  1245. this.w = a.w - b.w;
  1246. return this;
  1247. },
  1248. multiplyScalar: function ( scalar ) {
  1249. this.x *= scalar;
  1250. this.y *= scalar;
  1251. this.z *= scalar;
  1252. this.w *= scalar;
  1253. return this;
  1254. },
  1255. applyMatrix4: function ( m ) {
  1256. var x = this.x, y = this.y, z = this.z, w = this.w;
  1257. var e = m.elements;
  1258. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1259. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1260. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1261. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1262. return this;
  1263. },
  1264. divideScalar: function ( scalar ) {
  1265. return this.multiplyScalar( 1 / scalar );
  1266. },
  1267. setAxisAngleFromQuaternion: function ( q ) {
  1268. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1269. // q is assumed to be normalized
  1270. this.w = 2 * Math.acos( q.w );
  1271. var s = Math.sqrt( 1 - q.w * q.w );
  1272. if ( s < 0.0001 ) {
  1273. this.x = 1;
  1274. this.y = 0;
  1275. this.z = 0;
  1276. } else {
  1277. this.x = q.x / s;
  1278. this.y = q.y / s;
  1279. this.z = q.z / s;
  1280. }
  1281. return this;
  1282. },
  1283. setAxisAngleFromRotationMatrix: function ( m ) {
  1284. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1285. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1286. var angle, x, y, z, // variables for result
  1287. epsilon = 0.01, // margin to allow for rounding errors
  1288. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1289. te = m.elements,
  1290. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1291. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1292. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1293. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1294. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1295. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1296. // singularity found
  1297. // first check for identity matrix which must have +1 for all terms
  1298. // in leading diagonal and zero in other terms
  1299. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1300. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1301. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1302. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1303. // this singularity is identity matrix so angle = 0
  1304. this.set( 1, 0, 0, 0 );
  1305. return this; // zero angle, arbitrary axis
  1306. }
  1307. // otherwise this singularity is angle = 180
  1308. angle = Math.PI;
  1309. var xx = ( m11 + 1 ) / 2;
  1310. var yy = ( m22 + 1 ) / 2;
  1311. var zz = ( m33 + 1 ) / 2;
  1312. var xy = ( m12 + m21 ) / 4;
  1313. var xz = ( m13 + m31 ) / 4;
  1314. var yz = ( m23 + m32 ) / 4;
  1315. if ( ( xx > yy ) && ( xx > zz ) ) {
  1316. // m11 is the largest diagonal term
  1317. if ( xx < epsilon ) {
  1318. x = 0;
  1319. y = 0.707106781;
  1320. z = 0.707106781;
  1321. } else {
  1322. x = Math.sqrt( xx );
  1323. y = xy / x;
  1324. z = xz / x;
  1325. }
  1326. } else if ( yy > zz ) {
  1327. // m22 is the largest diagonal term
  1328. if ( yy < epsilon ) {
  1329. x = 0.707106781;
  1330. y = 0;
  1331. z = 0.707106781;
  1332. } else {
  1333. y = Math.sqrt( yy );
  1334. x = xy / y;
  1335. z = yz / y;
  1336. }
  1337. } else {
  1338. // m33 is the largest diagonal term so base result on this
  1339. if ( zz < epsilon ) {
  1340. x = 0.707106781;
  1341. y = 0.707106781;
  1342. z = 0;
  1343. } else {
  1344. z = Math.sqrt( zz );
  1345. x = xz / z;
  1346. y = yz / z;
  1347. }
  1348. }
  1349. this.set( x, y, z, angle );
  1350. return this; // return 180 deg rotation
  1351. }
  1352. // as we have reached here there are no singularities so we can handle normally
  1353. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1354. ( m13 - m31 ) * ( m13 - m31 ) +
  1355. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1356. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1357. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1358. // caught by singularity test above, but I've left it in just in case
  1359. this.x = ( m32 - m23 ) / s;
  1360. this.y = ( m13 - m31 ) / s;
  1361. this.z = ( m21 - m12 ) / s;
  1362. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1363. return this;
  1364. },
  1365. min: function ( v ) {
  1366. this.x = Math.min( this.x, v.x );
  1367. this.y = Math.min( this.y, v.y );
  1368. this.z = Math.min( this.z, v.z );
  1369. this.w = Math.min( this.w, v.w );
  1370. return this;
  1371. },
  1372. max: function ( v ) {
  1373. this.x = Math.max( this.x, v.x );
  1374. this.y = Math.max( this.y, v.y );
  1375. this.z = Math.max( this.z, v.z );
  1376. this.w = Math.max( this.w, v.w );
  1377. return this;
  1378. },
  1379. clamp: function ( min, max ) {
  1380. // assumes min < max, componentwise
  1381. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1382. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1383. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1384. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1385. return this;
  1386. },
  1387. clampScalar: function ( minVal, maxVal ) {
  1388. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1389. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1390. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1391. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1392. return this;
  1393. },
  1394. clampLength: function ( min, max ) {
  1395. var length = this.length();
  1396. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1397. },
  1398. floor: function () {
  1399. this.x = Math.floor( this.x );
  1400. this.y = Math.floor( this.y );
  1401. this.z = Math.floor( this.z );
  1402. this.w = Math.floor( this.w );
  1403. return this;
  1404. },
  1405. ceil: function () {
  1406. this.x = Math.ceil( this.x );
  1407. this.y = Math.ceil( this.y );
  1408. this.z = Math.ceil( this.z );
  1409. this.w = Math.ceil( this.w );
  1410. return this;
  1411. },
  1412. round: function () {
  1413. this.x = Math.round( this.x );
  1414. this.y = Math.round( this.y );
  1415. this.z = Math.round( this.z );
  1416. this.w = Math.round( this.w );
  1417. return this;
  1418. },
  1419. roundToZero: function () {
  1420. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1421. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1422. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1423. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1424. return this;
  1425. },
  1426. negate: function () {
  1427. this.x = - this.x;
  1428. this.y = - this.y;
  1429. this.z = - this.z;
  1430. this.w = - this.w;
  1431. return this;
  1432. },
  1433. dot: function ( v ) {
  1434. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1435. },
  1436. lengthSq: function () {
  1437. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1438. },
  1439. length: function () {
  1440. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1441. },
  1442. manhattanLength: function () {
  1443. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1444. },
  1445. normalize: function () {
  1446. return this.divideScalar( this.length() || 1 );
  1447. },
  1448. setLength: function ( length ) {
  1449. return this.normalize().multiplyScalar( length );
  1450. },
  1451. lerp: function ( v, alpha ) {
  1452. this.x += ( v.x - this.x ) * alpha;
  1453. this.y += ( v.y - this.y ) * alpha;
  1454. this.z += ( v.z - this.z ) * alpha;
  1455. this.w += ( v.w - this.w ) * alpha;
  1456. return this;
  1457. },
  1458. lerpVectors: function ( v1, v2, alpha ) {
  1459. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1460. },
  1461. equals: function ( v ) {
  1462. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1463. },
  1464. fromArray: function ( array, offset ) {
  1465. if ( offset === undefined ) { offset = 0; }
  1466. this.x = array[ offset ];
  1467. this.y = array[ offset + 1 ];
  1468. this.z = array[ offset + 2 ];
  1469. this.w = array[ offset + 3 ];
  1470. return this;
  1471. },
  1472. toArray: function ( array, offset ) {
  1473. if ( array === undefined ) { array = []; }
  1474. if ( offset === undefined ) { offset = 0; }
  1475. array[ offset ] = this.x;
  1476. array[ offset + 1 ] = this.y;
  1477. array[ offset + 2 ] = this.z;
  1478. array[ offset + 3 ] = this.w;
  1479. return array;
  1480. },
  1481. fromBufferAttribute: function ( attribute, index, offset ) {
  1482. if ( offset !== undefined ) {
  1483. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1484. }
  1485. this.x = attribute.getX( index );
  1486. this.y = attribute.getY( index );
  1487. this.z = attribute.getZ( index );
  1488. this.w = attribute.getW( index );
  1489. return this;
  1490. }
  1491. } );
  1492. /**
  1493. * @author szimek / https://github.com/szimek/
  1494. * @author alteredq / http://alteredqualia.com/
  1495. * @author Marius Kintel / https://github.com/kintel
  1496. */
  1497. /*
  1498. In options, we can specify:
  1499. * Texture parameters for an auto-generated target texture
  1500. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1501. */
  1502. function WebGLRenderTarget( width, height, options ) {
  1503. this.width = width;
  1504. this.height = height;
  1505. this.scissor = new Vector4( 0, 0, width, height );
  1506. this.scissorTest = false;
  1507. this.viewport = new Vector4( 0, 0, width, height );
  1508. options = options || {};
  1509. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1510. this.texture.image = {};
  1511. this.texture.image.width = width;
  1512. this.texture.image.height = height;
  1513. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1514. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1515. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1516. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1517. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1518. }
  1519. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1520. constructor: WebGLRenderTarget,
  1521. isWebGLRenderTarget: true,
  1522. setSize: function ( width, height ) {
  1523. if ( this.width !== width || this.height !== height ) {
  1524. this.width = width;
  1525. this.height = height;
  1526. this.texture.image.width = width;
  1527. this.texture.image.height = height;
  1528. this.dispose();
  1529. }
  1530. this.viewport.set( 0, 0, width, height );
  1531. this.scissor.set( 0, 0, width, height );
  1532. },
  1533. clone: function () {
  1534. return new this.constructor().copy( this );
  1535. },
  1536. copy: function ( source ) {
  1537. this.width = source.width;
  1538. this.height = source.height;
  1539. this.viewport.copy( source.viewport );
  1540. this.texture = source.texture.clone();
  1541. this.depthBuffer = source.depthBuffer;
  1542. this.stencilBuffer = source.stencilBuffer;
  1543. this.depthTexture = source.depthTexture;
  1544. return this;
  1545. },
  1546. dispose: function () {
  1547. this.dispatchEvent( { type: 'dispose' } );
  1548. }
  1549. } );
  1550. /**
  1551. * @author Mugen87 / https://github.com/Mugen87
  1552. * @author Matt DesLauriers / @mattdesl
  1553. */
  1554. function WebGLMultisampleRenderTarget( width, height, options ) {
  1555. WebGLRenderTarget.call( this, width, height, options );
  1556. this.samples = 4;
  1557. }
  1558. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1559. constructor: WebGLMultisampleRenderTarget,
  1560. isWebGLMultisampleRenderTarget: true,
  1561. copy: function ( source ) {
  1562. WebGLRenderTarget.prototype.copy.call( this, source );
  1563. this.samples = source.samples;
  1564. return this;
  1565. }
  1566. } );
  1567. /**
  1568. * @author mikael emtinger / http://gomo.se/
  1569. * @author alteredq / http://alteredqualia.com/
  1570. * @author WestLangley / http://github.com/WestLangley
  1571. * @author bhouston / http://clara.io
  1572. */
  1573. function Quaternion( x, y, z, w ) {
  1574. this._x = x || 0;
  1575. this._y = y || 0;
  1576. this._z = z || 0;
  1577. this._w = ( w !== undefined ) ? w : 1;
  1578. }
  1579. Object.assign( Quaternion, {
  1580. slerp: function ( qa, qb, qm, t ) {
  1581. return qm.copy( qa ).slerp( qb, t );
  1582. },
  1583. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1584. // fuzz-free, array-based Quaternion SLERP operation
  1585. var x0 = src0[ srcOffset0 + 0 ],
  1586. y0 = src0[ srcOffset0 + 1 ],
  1587. z0 = src0[ srcOffset0 + 2 ],
  1588. w0 = src0[ srcOffset0 + 3 ],
  1589. x1 = src1[ srcOffset1 + 0 ],
  1590. y1 = src1[ srcOffset1 + 1 ],
  1591. z1 = src1[ srcOffset1 + 2 ],
  1592. w1 = src1[ srcOffset1 + 3 ];
  1593. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1594. var s = 1 - t,
  1595. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1596. dir = ( cos >= 0 ? 1 : - 1 ),
  1597. sqrSin = 1 - cos * cos;
  1598. // Skip the Slerp for tiny steps to avoid numeric problems:
  1599. if ( sqrSin > Number.EPSILON ) {
  1600. var sin = Math.sqrt( sqrSin ),
  1601. len = Math.atan2( sin, cos * dir );
  1602. s = Math.sin( s * len ) / sin;
  1603. t = Math.sin( t * len ) / sin;
  1604. }
  1605. var tDir = t * dir;
  1606. x0 = x0 * s + x1 * tDir;
  1607. y0 = y0 * s + y1 * tDir;
  1608. z0 = z0 * s + z1 * tDir;
  1609. w0 = w0 * s + w1 * tDir;
  1610. // Normalize in case we just did a lerp:
  1611. if ( s === 1 - t ) {
  1612. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1613. x0 *= f;
  1614. y0 *= f;
  1615. z0 *= f;
  1616. w0 *= f;
  1617. }
  1618. }
  1619. dst[ dstOffset ] = x0;
  1620. dst[ dstOffset + 1 ] = y0;
  1621. dst[ dstOffset + 2 ] = z0;
  1622. dst[ dstOffset + 3 ] = w0;
  1623. }
  1624. } );
  1625. Object.defineProperties( Quaternion.prototype, {
  1626. x: {
  1627. get: function () {
  1628. return this._x;
  1629. },
  1630. set: function ( value ) {
  1631. this._x = value;
  1632. this._onChangeCallback();
  1633. }
  1634. },
  1635. y: {
  1636. get: function () {
  1637. return this._y;
  1638. },
  1639. set: function ( value ) {
  1640. this._y = value;
  1641. this._onChangeCallback();
  1642. }
  1643. },
  1644. z: {
  1645. get: function () {
  1646. return this._z;
  1647. },
  1648. set: function ( value ) {
  1649. this._z = value;
  1650. this._onChangeCallback();
  1651. }
  1652. },
  1653. w: {
  1654. get: function () {
  1655. return this._w;
  1656. },
  1657. set: function ( value ) {
  1658. this._w = value;
  1659. this._onChangeCallback();
  1660. }
  1661. }
  1662. } );
  1663. Object.assign( Quaternion.prototype, {
  1664. isQuaternion: true,
  1665. set: function ( x, y, z, w ) {
  1666. this._x = x;
  1667. this._y = y;
  1668. this._z = z;
  1669. this._w = w;
  1670. this._onChangeCallback();
  1671. return this;
  1672. },
  1673. clone: function () {
  1674. return new this.constructor( this._x, this._y, this._z, this._w );
  1675. },
  1676. copy: function ( quaternion ) {
  1677. this._x = quaternion.x;
  1678. this._y = quaternion.y;
  1679. this._z = quaternion.z;
  1680. this._w = quaternion.w;
  1681. this._onChangeCallback();
  1682. return this;
  1683. },
  1684. setFromEuler: function ( euler, update ) {
  1685. if ( ! ( euler && euler.isEuler ) ) {
  1686. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1687. }
  1688. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1689. // http://www.mathworks.com/matlabcentral/fileexchange/
  1690. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1691. // content/SpinCalc.m
  1692. var cos = Math.cos;
  1693. var sin = Math.sin;
  1694. var c1 = cos( x / 2 );
  1695. var c2 = cos( y / 2 );
  1696. var c3 = cos( z / 2 );
  1697. var s1 = sin( x / 2 );
  1698. var s2 = sin( y / 2 );
  1699. var s3 = sin( z / 2 );
  1700. if ( order === 'XYZ' ) {
  1701. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1702. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1703. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1704. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1705. } else if ( order === 'YXZ' ) {
  1706. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1707. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1708. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1709. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1710. } else if ( order === 'ZXY' ) {
  1711. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1712. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1713. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1714. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1715. } else if ( order === 'ZYX' ) {
  1716. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1717. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1718. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1719. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1720. } else if ( order === 'YZX' ) {
  1721. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1722. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1723. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1724. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1725. } else if ( order === 'XZY' ) {
  1726. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1727. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1728. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1729. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1730. }
  1731. if ( update !== false ) { this._onChangeCallback(); }
  1732. return this;
  1733. },
  1734. setFromAxisAngle: function ( axis, angle ) {
  1735. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1736. // assumes axis is normalized
  1737. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1738. this._x = axis.x * s;
  1739. this._y = axis.y * s;
  1740. this._z = axis.z * s;
  1741. this._w = Math.cos( halfAngle );
  1742. this._onChangeCallback();
  1743. return this;
  1744. },
  1745. setFromRotationMatrix: function ( m ) {
  1746. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1747. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1748. var te = m.elements,
  1749. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1750. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1751. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1752. trace = m11 + m22 + m33,
  1753. s;
  1754. if ( trace > 0 ) {
  1755. s = 0.5 / Math.sqrt( trace + 1.0 );
  1756. this._w = 0.25 / s;
  1757. this._x = ( m32 - m23 ) * s;
  1758. this._y = ( m13 - m31 ) * s;
  1759. this._z = ( m21 - m12 ) * s;
  1760. } else if ( m11 > m22 && m11 > m33 ) {
  1761. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1762. this._w = ( m32 - m23 ) / s;
  1763. this._x = 0.25 * s;
  1764. this._y = ( m12 + m21 ) / s;
  1765. this._z = ( m13 + m31 ) / s;
  1766. } else if ( m22 > m33 ) {
  1767. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1768. this._w = ( m13 - m31 ) / s;
  1769. this._x = ( m12 + m21 ) / s;
  1770. this._y = 0.25 * s;
  1771. this._z = ( m23 + m32 ) / s;
  1772. } else {
  1773. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1774. this._w = ( m21 - m12 ) / s;
  1775. this._x = ( m13 + m31 ) / s;
  1776. this._y = ( m23 + m32 ) / s;
  1777. this._z = 0.25 * s;
  1778. }
  1779. this._onChangeCallback();
  1780. return this;
  1781. },
  1782. setFromUnitVectors: function ( vFrom, vTo ) {
  1783. // assumes direction vectors vFrom and vTo are normalized
  1784. var EPS = 0.000001;
  1785. var r = vFrom.dot( vTo ) + 1;
  1786. if ( r < EPS ) {
  1787. r = 0;
  1788. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1789. this._x = - vFrom.y;
  1790. this._y = vFrom.x;
  1791. this._z = 0;
  1792. this._w = r;
  1793. } else {
  1794. this._x = 0;
  1795. this._y = - vFrom.z;
  1796. this._z = vFrom.y;
  1797. this._w = r;
  1798. }
  1799. } else {
  1800. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1801. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1802. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1803. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1804. this._w = r;
  1805. }
  1806. return this.normalize();
  1807. },
  1808. angleTo: function ( q ) {
  1809. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1810. },
  1811. rotateTowards: function ( q, step ) {
  1812. var angle = this.angleTo( q );
  1813. if ( angle === 0 ) { return this; }
  1814. var t = Math.min( 1, step / angle );
  1815. this.slerp( q, t );
  1816. return this;
  1817. },
  1818. inverse: function () {
  1819. // quaternion is assumed to have unit length
  1820. return this.conjugate();
  1821. },
  1822. conjugate: function () {
  1823. this._x *= - 1;
  1824. this._y *= - 1;
  1825. this._z *= - 1;
  1826. this._onChangeCallback();
  1827. return this;
  1828. },
  1829. dot: function ( v ) {
  1830. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1831. },
  1832. lengthSq: function () {
  1833. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1834. },
  1835. length: function () {
  1836. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1837. },
  1838. normalize: function () {
  1839. var l = this.length();
  1840. if ( l === 0 ) {
  1841. this._x = 0;
  1842. this._y = 0;
  1843. this._z = 0;
  1844. this._w = 1;
  1845. } else {
  1846. l = 1 / l;
  1847. this._x = this._x * l;
  1848. this._y = this._y * l;
  1849. this._z = this._z * l;
  1850. this._w = this._w * l;
  1851. }
  1852. this._onChangeCallback();
  1853. return this;
  1854. },
  1855. multiply: function ( q, p ) {
  1856. if ( p !== undefined ) {
  1857. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1858. return this.multiplyQuaternions( q, p );
  1859. }
  1860. return this.multiplyQuaternions( this, q );
  1861. },
  1862. premultiply: function ( q ) {
  1863. return this.multiplyQuaternions( q, this );
  1864. },
  1865. multiplyQuaternions: function ( a, b ) {
  1866. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1867. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1868. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1869. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1870. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1871. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1872. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1873. this._onChangeCallback();
  1874. return this;
  1875. },
  1876. slerp: function ( qb, t ) {
  1877. if ( t === 0 ) { return this; }
  1878. if ( t === 1 ) { return this.copy( qb ); }
  1879. var x = this._x, y = this._y, z = this._z, w = this._w;
  1880. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1881. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1882. if ( cosHalfTheta < 0 ) {
  1883. this._w = - qb._w;
  1884. this._x = - qb._x;
  1885. this._y = - qb._y;
  1886. this._z = - qb._z;
  1887. cosHalfTheta = - cosHalfTheta;
  1888. } else {
  1889. this.copy( qb );
  1890. }
  1891. if ( cosHalfTheta >= 1.0 ) {
  1892. this._w = w;
  1893. this._x = x;
  1894. this._y = y;
  1895. this._z = z;
  1896. return this;
  1897. }
  1898. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1899. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1900. var s = 1 - t;
  1901. this._w = s * w + t * this._w;
  1902. this._x = s * x + t * this._x;
  1903. this._y = s * y + t * this._y;
  1904. this._z = s * z + t * this._z;
  1905. this.normalize();
  1906. this._onChangeCallback();
  1907. return this;
  1908. }
  1909. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1910. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1911. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1912. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1913. this._w = ( w * ratioA + this._w * ratioB );
  1914. this._x = ( x * ratioA + this._x * ratioB );
  1915. this._y = ( y * ratioA + this._y * ratioB );
  1916. this._z = ( z * ratioA + this._z * ratioB );
  1917. this._onChangeCallback();
  1918. return this;
  1919. },
  1920. equals: function ( quaternion ) {
  1921. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1922. },
  1923. fromArray: function ( array, offset ) {
  1924. if ( offset === undefined ) { offset = 0; }
  1925. this._x = array[ offset ];
  1926. this._y = array[ offset + 1 ];
  1927. this._z = array[ offset + 2 ];
  1928. this._w = array[ offset + 3 ];
  1929. this._onChangeCallback();
  1930. return this;
  1931. },
  1932. toArray: function ( array, offset ) {
  1933. if ( array === undefined ) { array = []; }
  1934. if ( offset === undefined ) { offset = 0; }
  1935. array[ offset ] = this._x;
  1936. array[ offset + 1 ] = this._y;
  1937. array[ offset + 2 ] = this._z;
  1938. array[ offset + 3 ] = this._w;
  1939. return array;
  1940. },
  1941. _onChange: function ( callback ) {
  1942. this._onChangeCallback = callback;
  1943. return this;
  1944. },
  1945. _onChangeCallback: function () {}
  1946. } );
  1947. /**
  1948. * @author mrdoob / http://mrdoob.com/
  1949. * @author kile / http://kile.stravaganza.org/
  1950. * @author philogb / http://blog.thejit.org/
  1951. * @author mikael emtinger / http://gomo.se/
  1952. * @author egraether / http://egraether.com/
  1953. * @author WestLangley / http://github.com/WestLangley
  1954. */
  1955. var _vector = new Vector3();
  1956. var _quaternion = new Quaternion();
  1957. function Vector3( x, y, z ) {
  1958. this.x = x || 0;
  1959. this.y = y || 0;
  1960. this.z = z || 0;
  1961. }
  1962. Object.assign( Vector3.prototype, {
  1963. isVector3: true,
  1964. set: function ( x, y, z ) {
  1965. this.x = x;
  1966. this.y = y;
  1967. this.z = z;
  1968. return this;
  1969. },
  1970. setScalar: function ( scalar ) {
  1971. this.x = scalar;
  1972. this.y = scalar;
  1973. this.z = scalar;
  1974. return this;
  1975. },
  1976. setX: function ( x ) {
  1977. this.x = x;
  1978. return this;
  1979. },
  1980. setY: function ( y ) {
  1981. this.y = y;
  1982. return this;
  1983. },
  1984. setZ: function ( z ) {
  1985. this.z = z;
  1986. return this;
  1987. },
  1988. setComponent: function ( index, value ) {
  1989. switch ( index ) {
  1990. case 0: this.x = value; break;
  1991. case 1: this.y = value; break;
  1992. case 2: this.z = value; break;
  1993. default: throw new Error( 'index is out of range: ' + index );
  1994. }
  1995. return this;
  1996. },
  1997. getComponent: function ( index ) {
  1998. switch ( index ) {
  1999. case 0: return this.x;
  2000. case 1: return this.y;
  2001. case 2: return this.z;
  2002. default: throw new Error( 'index is out of range: ' + index );
  2003. }
  2004. },
  2005. clone: function () {
  2006. return new this.constructor( this.x, this.y, this.z );
  2007. },
  2008. copy: function ( v ) {
  2009. this.x = v.x;
  2010. this.y = v.y;
  2011. this.z = v.z;
  2012. return this;
  2013. },
  2014. add: function ( v, w ) {
  2015. if ( w !== undefined ) {
  2016. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2017. return this.addVectors( v, w );
  2018. }
  2019. this.x += v.x;
  2020. this.y += v.y;
  2021. this.z += v.z;
  2022. return this;
  2023. },
  2024. addScalar: function ( s ) {
  2025. this.x += s;
  2026. this.y += s;
  2027. this.z += s;
  2028. return this;
  2029. },
  2030. addVectors: function ( a, b ) {
  2031. this.x = a.x + b.x;
  2032. this.y = a.y + b.y;
  2033. this.z = a.z + b.z;
  2034. return this;
  2035. },
  2036. addScaledVector: function ( v, s ) {
  2037. this.x += v.x * s;
  2038. this.y += v.y * s;
  2039. this.z += v.z * s;
  2040. return this;
  2041. },
  2042. sub: function ( v, w ) {
  2043. if ( w !== undefined ) {
  2044. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2045. return this.subVectors( v, w );
  2046. }
  2047. this.x -= v.x;
  2048. this.y -= v.y;
  2049. this.z -= v.z;
  2050. return this;
  2051. },
  2052. subScalar: function ( s ) {
  2053. this.x -= s;
  2054. this.y -= s;
  2055. this.z -= s;
  2056. return this;
  2057. },
  2058. subVectors: function ( a, b ) {
  2059. this.x = a.x - b.x;
  2060. this.y = a.y - b.y;
  2061. this.z = a.z - b.z;
  2062. return this;
  2063. },
  2064. multiply: function ( v, w ) {
  2065. if ( w !== undefined ) {
  2066. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2067. return this.multiplyVectors( v, w );
  2068. }
  2069. this.x *= v.x;
  2070. this.y *= v.y;
  2071. this.z *= v.z;
  2072. return this;
  2073. },
  2074. multiplyScalar: function ( scalar ) {
  2075. this.x *= scalar;
  2076. this.y *= scalar;
  2077. this.z *= scalar;
  2078. return this;
  2079. },
  2080. multiplyVectors: function ( a, b ) {
  2081. this.x = a.x * b.x;
  2082. this.y = a.y * b.y;
  2083. this.z = a.z * b.z;
  2084. return this;
  2085. },
  2086. applyEuler: function ( euler ) {
  2087. if ( ! ( euler && euler.isEuler ) ) {
  2088. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2089. }
  2090. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2091. },
  2092. applyAxisAngle: function ( axis, angle ) {
  2093. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2094. },
  2095. applyMatrix3: function ( m ) {
  2096. var x = this.x, y = this.y, z = this.z;
  2097. var e = m.elements;
  2098. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2099. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2100. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2101. return this;
  2102. },
  2103. applyNormalMatrix: function ( m ) {
  2104. return this.applyMatrix3( m ).normalize();
  2105. },
  2106. applyMatrix4: function ( m ) {
  2107. var x = this.x, y = this.y, z = this.z;
  2108. var e = m.elements;
  2109. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2110. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2111. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2112. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2113. return this;
  2114. },
  2115. applyQuaternion: function ( q ) {
  2116. var x = this.x, y = this.y, z = this.z;
  2117. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2118. // calculate quat * vector
  2119. var ix = qw * x + qy * z - qz * y;
  2120. var iy = qw * y + qz * x - qx * z;
  2121. var iz = qw * z + qx * y - qy * x;
  2122. var iw = - qx * x - qy * y - qz * z;
  2123. // calculate result * inverse quat
  2124. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2125. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2126. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2127. return this;
  2128. },
  2129. project: function ( camera ) {
  2130. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2131. },
  2132. unproject: function ( camera ) {
  2133. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2134. },
  2135. transformDirection: function ( m ) {
  2136. // input: THREE.Matrix4 affine matrix
  2137. // vector interpreted as a direction
  2138. var x = this.x, y = this.y, z = this.z;
  2139. var e = m.elements;
  2140. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2141. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2142. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2143. return this.normalize();
  2144. },
  2145. divide: function ( v ) {
  2146. this.x /= v.x;
  2147. this.y /= v.y;
  2148. this.z /= v.z;
  2149. return this;
  2150. },
  2151. divideScalar: function ( scalar ) {
  2152. return this.multiplyScalar( 1 / scalar );
  2153. },
  2154. min: function ( v ) {
  2155. this.x = Math.min( this.x, v.x );
  2156. this.y = Math.min( this.y, v.y );
  2157. this.z = Math.min( this.z, v.z );
  2158. return this;
  2159. },
  2160. max: function ( v ) {
  2161. this.x = Math.max( this.x, v.x );
  2162. this.y = Math.max( this.y, v.y );
  2163. this.z = Math.max( this.z, v.z );
  2164. return this;
  2165. },
  2166. clamp: function ( min, max ) {
  2167. // assumes min < max, componentwise
  2168. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2169. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2170. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2171. return this;
  2172. },
  2173. clampScalar: function ( minVal, maxVal ) {
  2174. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2175. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2176. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2177. return this;
  2178. },
  2179. clampLength: function ( min, max ) {
  2180. var length = this.length();
  2181. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2182. },
  2183. floor: function () {
  2184. this.x = Math.floor( this.x );
  2185. this.y = Math.floor( this.y );
  2186. this.z = Math.floor( this.z );
  2187. return this;
  2188. },
  2189. ceil: function () {
  2190. this.x = Math.ceil( this.x );
  2191. this.y = Math.ceil( this.y );
  2192. this.z = Math.ceil( this.z );
  2193. return this;
  2194. },
  2195. round: function () {
  2196. this.x = Math.round( this.x );
  2197. this.y = Math.round( this.y );
  2198. this.z = Math.round( this.z );
  2199. return this;
  2200. },
  2201. roundToZero: function () {
  2202. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2203. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2204. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2205. return this;
  2206. },
  2207. negate: function () {
  2208. this.x = - this.x;
  2209. this.y = - this.y;
  2210. this.z = - this.z;
  2211. return this;
  2212. },
  2213. dot: function ( v ) {
  2214. return this.x * v.x + this.y * v.y + this.z * v.z;
  2215. },
  2216. // TODO lengthSquared?
  2217. lengthSq: function () {
  2218. return this.x * this.x + this.y * this.y + this.z * this.z;
  2219. },
  2220. length: function () {
  2221. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2222. },
  2223. manhattanLength: function () {
  2224. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2225. },
  2226. normalize: function () {
  2227. return this.divideScalar( this.length() || 1 );
  2228. },
  2229. setLength: function ( length ) {
  2230. return this.normalize().multiplyScalar( length );
  2231. },
  2232. lerp: function ( v, alpha ) {
  2233. this.x += ( v.x - this.x ) * alpha;
  2234. this.y += ( v.y - this.y ) * alpha;
  2235. this.z += ( v.z - this.z ) * alpha;
  2236. return this;
  2237. },
  2238. lerpVectors: function ( v1, v2, alpha ) {
  2239. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2240. },
  2241. cross: function ( v, w ) {
  2242. if ( w !== undefined ) {
  2243. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2244. return this.crossVectors( v, w );
  2245. }
  2246. return this.crossVectors( this, v );
  2247. },
  2248. crossVectors: function ( a, b ) {
  2249. var ax = a.x, ay = a.y, az = a.z;
  2250. var bx = b.x, by = b.y, bz = b.z;
  2251. this.x = ay * bz - az * by;
  2252. this.y = az * bx - ax * bz;
  2253. this.z = ax * by - ay * bx;
  2254. return this;
  2255. },
  2256. projectOnVector: function ( v ) {
  2257. var denominator = v.lengthSq();
  2258. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2259. var scalar = v.dot( this ) / denominator;
  2260. return this.copy( v ).multiplyScalar( scalar );
  2261. },
  2262. projectOnPlane: function ( planeNormal ) {
  2263. _vector.copy( this ).projectOnVector( planeNormal );
  2264. return this.sub( _vector );
  2265. },
  2266. reflect: function ( normal ) {
  2267. // reflect incident vector off plane orthogonal to normal
  2268. // normal is assumed to have unit length
  2269. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2270. },
  2271. angleTo: function ( v ) {
  2272. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2273. if ( denominator === 0 ) { return Math.PI / 2; }
  2274. var theta = this.dot( v ) / denominator;
  2275. // clamp, to handle numerical problems
  2276. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2277. },
  2278. distanceTo: function ( v ) {
  2279. return Math.sqrt( this.distanceToSquared( v ) );
  2280. },
  2281. distanceToSquared: function ( v ) {
  2282. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2283. return dx * dx + dy * dy + dz * dz;
  2284. },
  2285. manhattanDistanceTo: function ( v ) {
  2286. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2287. },
  2288. setFromSpherical: function ( s ) {
  2289. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2290. },
  2291. setFromSphericalCoords: function ( radius, phi, theta ) {
  2292. var sinPhiRadius = Math.sin( phi ) * radius;
  2293. this.x = sinPhiRadius * Math.sin( theta );
  2294. this.y = Math.cos( phi ) * radius;
  2295. this.z = sinPhiRadius * Math.cos( theta );
  2296. return this;
  2297. },
  2298. setFromCylindrical: function ( c ) {
  2299. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2300. },
  2301. setFromCylindricalCoords: function ( radius, theta, y ) {
  2302. this.x = radius * Math.sin( theta );
  2303. this.y = y;
  2304. this.z = radius * Math.cos( theta );
  2305. return this;
  2306. },
  2307. setFromMatrixPosition: function ( m ) {
  2308. var e = m.elements;
  2309. this.x = e[ 12 ];
  2310. this.y = e[ 13 ];
  2311. this.z = e[ 14 ];
  2312. return this;
  2313. },
  2314. setFromMatrixScale: function ( m ) {
  2315. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2316. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2317. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2318. this.x = sx;
  2319. this.y = sy;
  2320. this.z = sz;
  2321. return this;
  2322. },
  2323. setFromMatrixColumn: function ( m, index ) {
  2324. return this.fromArray( m.elements, index * 4 );
  2325. },
  2326. setFromMatrix3Column: function ( m, index ) {
  2327. return this.fromArray( m.elements, index * 3 );
  2328. },
  2329. equals: function ( v ) {
  2330. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2331. },
  2332. fromArray: function ( array, offset ) {
  2333. if ( offset === undefined ) { offset = 0; }
  2334. this.x = array[ offset ];
  2335. this.y = array[ offset + 1 ];
  2336. this.z = array[ offset + 2 ];
  2337. return this;
  2338. },
  2339. toArray: function ( array, offset ) {
  2340. if ( array === undefined ) { array = []; }
  2341. if ( offset === undefined ) { offset = 0; }
  2342. array[ offset ] = this.x;
  2343. array[ offset + 1 ] = this.y;
  2344. array[ offset + 2 ] = this.z;
  2345. return array;
  2346. },
  2347. fromBufferAttribute: function ( attribute, index, offset ) {
  2348. if ( offset !== undefined ) {
  2349. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2350. }
  2351. this.x = attribute.getX( index );
  2352. this.y = attribute.getY( index );
  2353. this.z = attribute.getZ( index );
  2354. return this;
  2355. }
  2356. } );
  2357. var _v1 = new Vector3();
  2358. var _m1 = new Matrix4();
  2359. var _zero = new Vector3( 0, 0, 0 );
  2360. var _one = new Vector3( 1, 1, 1 );
  2361. var _x = new Vector3();
  2362. var _y = new Vector3();
  2363. var _z = new Vector3();
  2364. /**
  2365. * @author mrdoob / http://mrdoob.com/
  2366. * @author supereggbert / http://www.paulbrunt.co.uk/
  2367. * @author philogb / http://blog.thejit.org/
  2368. * @author jordi_ros / http://plattsoft.com
  2369. * @author D1plo1d / http://github.com/D1plo1d
  2370. * @author alteredq / http://alteredqualia.com/
  2371. * @author mikael emtinger / http://gomo.se/
  2372. * @author timknip / http://www.floorplanner.com/
  2373. * @author bhouston / http://clara.io
  2374. * @author WestLangley / http://github.com/WestLangley
  2375. */
  2376. function Matrix4() {
  2377. this.elements = [
  2378. 1, 0, 0, 0,
  2379. 0, 1, 0, 0,
  2380. 0, 0, 1, 0,
  2381. 0, 0, 0, 1
  2382. ];
  2383. if ( arguments.length > 0 ) {
  2384. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2385. }
  2386. }
  2387. Object.assign( Matrix4.prototype, {
  2388. isMatrix4: true,
  2389. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2390. var te = this.elements;
  2391. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2392. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2393. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2394. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2395. return this;
  2396. },
  2397. identity: function () {
  2398. this.set(
  2399. 1, 0, 0, 0,
  2400. 0, 1, 0, 0,
  2401. 0, 0, 1, 0,
  2402. 0, 0, 0, 1
  2403. );
  2404. return this;
  2405. },
  2406. clone: function () {
  2407. return new Matrix4().fromArray( this.elements );
  2408. },
  2409. copy: function ( m ) {
  2410. var te = this.elements;
  2411. var me = m.elements;
  2412. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2413. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2414. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2415. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2416. return this;
  2417. },
  2418. copyPosition: function ( m ) {
  2419. var te = this.elements, me = m.elements;
  2420. te[ 12 ] = me[ 12 ];
  2421. te[ 13 ] = me[ 13 ];
  2422. te[ 14 ] = me[ 14 ];
  2423. return this;
  2424. },
  2425. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2426. xAxis.setFromMatrixColumn( this, 0 );
  2427. yAxis.setFromMatrixColumn( this, 1 );
  2428. zAxis.setFromMatrixColumn( this, 2 );
  2429. return this;
  2430. },
  2431. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2432. this.set(
  2433. xAxis.x, yAxis.x, zAxis.x, 0,
  2434. xAxis.y, yAxis.y, zAxis.y, 0,
  2435. xAxis.z, yAxis.z, zAxis.z, 0,
  2436. 0, 0, 0, 1
  2437. );
  2438. return this;
  2439. },
  2440. extractRotation: function ( m ) {
  2441. // this method does not support reflection matrices
  2442. var te = this.elements;
  2443. var me = m.elements;
  2444. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2445. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2446. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2447. te[ 0 ] = me[ 0 ] * scaleX;
  2448. te[ 1 ] = me[ 1 ] * scaleX;
  2449. te[ 2 ] = me[ 2 ] * scaleX;
  2450. te[ 3 ] = 0;
  2451. te[ 4 ] = me[ 4 ] * scaleY;
  2452. te[ 5 ] = me[ 5 ] * scaleY;
  2453. te[ 6 ] = me[ 6 ] * scaleY;
  2454. te[ 7 ] = 0;
  2455. te[ 8 ] = me[ 8 ] * scaleZ;
  2456. te[ 9 ] = me[ 9 ] * scaleZ;
  2457. te[ 10 ] = me[ 10 ] * scaleZ;
  2458. te[ 11 ] = 0;
  2459. te[ 12 ] = 0;
  2460. te[ 13 ] = 0;
  2461. te[ 14 ] = 0;
  2462. te[ 15 ] = 1;
  2463. return this;
  2464. },
  2465. makeRotationFromEuler: function ( euler ) {
  2466. if ( ! ( euler && euler.isEuler ) ) {
  2467. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2468. }
  2469. var te = this.elements;
  2470. var x = euler.x, y = euler.y, z = euler.z;
  2471. var a = Math.cos( x ), b = Math.sin( x );
  2472. var c = Math.cos( y ), d = Math.sin( y );
  2473. var e = Math.cos( z ), f = Math.sin( z );
  2474. if ( euler.order === 'XYZ' ) {
  2475. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2476. te[ 0 ] = c * e;
  2477. te[ 4 ] = - c * f;
  2478. te[ 8 ] = d;
  2479. te[ 1 ] = af + be * d;
  2480. te[ 5 ] = ae - bf * d;
  2481. te[ 9 ] = - b * c;
  2482. te[ 2 ] = bf - ae * d;
  2483. te[ 6 ] = be + af * d;
  2484. te[ 10 ] = a * c;
  2485. } else if ( euler.order === 'YXZ' ) {
  2486. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2487. te[ 0 ] = ce + df * b;
  2488. te[ 4 ] = de * b - cf;
  2489. te[ 8 ] = a * d;
  2490. te[ 1 ] = a * f;
  2491. te[ 5 ] = a * e;
  2492. te[ 9 ] = - b;
  2493. te[ 2 ] = cf * b - de;
  2494. te[ 6 ] = df + ce * b;
  2495. te[ 10 ] = a * c;
  2496. } else if ( euler.order === 'ZXY' ) {
  2497. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2498. te[ 0 ] = ce - df * b;
  2499. te[ 4 ] = - a * f;
  2500. te[ 8 ] = de + cf * b;
  2501. te[ 1 ] = cf + de * b;
  2502. te[ 5 ] = a * e;
  2503. te[ 9 ] = df - ce * b;
  2504. te[ 2 ] = - a * d;
  2505. te[ 6 ] = b;
  2506. te[ 10 ] = a * c;
  2507. } else if ( euler.order === 'ZYX' ) {
  2508. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2509. te[ 0 ] = c * e;
  2510. te[ 4 ] = be * d - af;
  2511. te[ 8 ] = ae * d + bf;
  2512. te[ 1 ] = c * f;
  2513. te[ 5 ] = bf * d + ae;
  2514. te[ 9 ] = af * d - be;
  2515. te[ 2 ] = - d;
  2516. te[ 6 ] = b * c;
  2517. te[ 10 ] = a * c;
  2518. } else if ( euler.order === 'YZX' ) {
  2519. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2520. te[ 0 ] = c * e;
  2521. te[ 4 ] = bd - ac * f;
  2522. te[ 8 ] = bc * f + ad;
  2523. te[ 1 ] = f;
  2524. te[ 5 ] = a * e;
  2525. te[ 9 ] = - b * e;
  2526. te[ 2 ] = - d * e;
  2527. te[ 6 ] = ad * f + bc;
  2528. te[ 10 ] = ac - bd * f;
  2529. } else if ( euler.order === 'XZY' ) {
  2530. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2531. te[ 0 ] = c * e;
  2532. te[ 4 ] = - f;
  2533. te[ 8 ] = d * e;
  2534. te[ 1 ] = ac * f + bd;
  2535. te[ 5 ] = a * e;
  2536. te[ 9 ] = ad * f - bc;
  2537. te[ 2 ] = bc * f - ad;
  2538. te[ 6 ] = b * e;
  2539. te[ 10 ] = bd * f + ac;
  2540. }
  2541. // bottom row
  2542. te[ 3 ] = 0;
  2543. te[ 7 ] = 0;
  2544. te[ 11 ] = 0;
  2545. // last column
  2546. te[ 12 ] = 0;
  2547. te[ 13 ] = 0;
  2548. te[ 14 ] = 0;
  2549. te[ 15 ] = 1;
  2550. return this;
  2551. },
  2552. makeRotationFromQuaternion: function ( q ) {
  2553. return this.compose( _zero, q, _one );
  2554. },
  2555. lookAt: function ( eye, target, up ) {
  2556. var te = this.elements;
  2557. _z.subVectors( eye, target );
  2558. if ( _z.lengthSq() === 0 ) {
  2559. // eye and target are in the same position
  2560. _z.z = 1;
  2561. }
  2562. _z.normalize();
  2563. _x.crossVectors( up, _z );
  2564. if ( _x.lengthSq() === 0 ) {
  2565. // up and z are parallel
  2566. if ( Math.abs( up.z ) === 1 ) {
  2567. _z.x += 0.0001;
  2568. } else {
  2569. _z.z += 0.0001;
  2570. }
  2571. _z.normalize();
  2572. _x.crossVectors( up, _z );
  2573. }
  2574. _x.normalize();
  2575. _y.crossVectors( _z, _x );
  2576. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2577. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2578. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2579. return this;
  2580. },
  2581. multiply: function ( m, n ) {
  2582. if ( n !== undefined ) {
  2583. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2584. return this.multiplyMatrices( m, n );
  2585. }
  2586. return this.multiplyMatrices( this, m );
  2587. },
  2588. premultiply: function ( m ) {
  2589. return this.multiplyMatrices( m, this );
  2590. },
  2591. multiplyMatrices: function ( a, b ) {
  2592. var ae = a.elements;
  2593. var be = b.elements;
  2594. var te = this.elements;
  2595. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2596. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2597. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2598. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2599. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2600. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2601. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2602. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2603. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2604. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2605. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2606. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2607. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2608. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2609. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2610. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2611. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2612. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2613. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2614. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2615. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2616. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2617. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2618. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2619. return this;
  2620. },
  2621. multiplyScalar: function ( s ) {
  2622. var te = this.elements;
  2623. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2624. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2625. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2626. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2627. return this;
  2628. },
  2629. determinant: function () {
  2630. var te = this.elements;
  2631. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2632. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2633. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2634. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2635. //TODO: make this more efficient
  2636. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2637. return (
  2638. n41 * (
  2639. + n14 * n23 * n32
  2640. - n13 * n24 * n32
  2641. - n14 * n22 * n33
  2642. + n12 * n24 * n33
  2643. + n13 * n22 * n34
  2644. - n12 * n23 * n34
  2645. ) +
  2646. n42 * (
  2647. + n11 * n23 * n34
  2648. - n11 * n24 * n33
  2649. + n14 * n21 * n33
  2650. - n13 * n21 * n34
  2651. + n13 * n24 * n31
  2652. - n14 * n23 * n31
  2653. ) +
  2654. n43 * (
  2655. + n11 * n24 * n32
  2656. - n11 * n22 * n34
  2657. - n14 * n21 * n32
  2658. + n12 * n21 * n34
  2659. + n14 * n22 * n31
  2660. - n12 * n24 * n31
  2661. ) +
  2662. n44 * (
  2663. - n13 * n22 * n31
  2664. - n11 * n23 * n32
  2665. + n11 * n22 * n33
  2666. + n13 * n21 * n32
  2667. - n12 * n21 * n33
  2668. + n12 * n23 * n31
  2669. )
  2670. );
  2671. },
  2672. transpose: function () {
  2673. var te = this.elements;
  2674. var tmp;
  2675. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2676. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2677. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2678. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2679. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2680. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2681. return this;
  2682. },
  2683. setPosition: function ( x, y, z ) {
  2684. var te = this.elements;
  2685. if ( x.isVector3 ) {
  2686. te[ 12 ] = x.x;
  2687. te[ 13 ] = x.y;
  2688. te[ 14 ] = x.z;
  2689. } else {
  2690. te[ 12 ] = x;
  2691. te[ 13 ] = y;
  2692. te[ 14 ] = z;
  2693. }
  2694. return this;
  2695. },
  2696. getInverse: function ( m, throwOnDegenerate ) {
  2697. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2698. var te = this.elements,
  2699. me = m.elements,
  2700. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2701. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2702. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2703. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2704. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2705. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2706. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2707. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2708. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2709. if ( det === 0 ) {
  2710. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2711. if ( throwOnDegenerate === true ) {
  2712. throw new Error( msg );
  2713. } else {
  2714. console.warn( msg );
  2715. }
  2716. return this.identity();
  2717. }
  2718. var detInv = 1 / det;
  2719. te[ 0 ] = t11 * detInv;
  2720. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2721. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2722. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2723. te[ 4 ] = t12 * detInv;
  2724. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2725. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2726. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2727. te[ 8 ] = t13 * detInv;
  2728. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2729. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2730. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2731. te[ 12 ] = t14 * detInv;
  2732. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2733. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2734. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2735. return this;
  2736. },
  2737. scale: function ( v ) {
  2738. var te = this.elements;
  2739. var x = v.x, y = v.y, z = v.z;
  2740. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2741. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2742. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2743. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2744. return this;
  2745. },
  2746. getMaxScaleOnAxis: function () {
  2747. var te = this.elements;
  2748. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2749. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2750. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2751. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2752. },
  2753. makeTranslation: function ( x, y, z ) {
  2754. this.set(
  2755. 1, 0, 0, x,
  2756. 0, 1, 0, y,
  2757. 0, 0, 1, z,
  2758. 0, 0, 0, 1
  2759. );
  2760. return this;
  2761. },
  2762. makeRotationX: function ( theta ) {
  2763. var c = Math.cos( theta ), s = Math.sin( theta );
  2764. this.set(
  2765. 1, 0, 0, 0,
  2766. 0, c, - s, 0,
  2767. 0, s, c, 0,
  2768. 0, 0, 0, 1
  2769. );
  2770. return this;
  2771. },
  2772. makeRotationY: function ( theta ) {
  2773. var c = Math.cos( theta ), s = Math.sin( theta );
  2774. this.set(
  2775. c, 0, s, 0,
  2776. 0, 1, 0, 0,
  2777. - s, 0, c, 0,
  2778. 0, 0, 0, 1
  2779. );
  2780. return this;
  2781. },
  2782. makeRotationZ: function ( theta ) {
  2783. var c = Math.cos( theta ), s = Math.sin( theta );
  2784. this.set(
  2785. c, - s, 0, 0,
  2786. s, c, 0, 0,
  2787. 0, 0, 1, 0,
  2788. 0, 0, 0, 1
  2789. );
  2790. return this;
  2791. },
  2792. makeRotationAxis: function ( axis, angle ) {
  2793. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2794. var c = Math.cos( angle );
  2795. var s = Math.sin( angle );
  2796. var t = 1 - c;
  2797. var x = axis.x, y = axis.y, z = axis.z;
  2798. var tx = t * x, ty = t * y;
  2799. this.set(
  2800. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2801. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2802. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2803. 0, 0, 0, 1
  2804. );
  2805. return this;
  2806. },
  2807. makeScale: function ( x, y, z ) {
  2808. this.set(
  2809. x, 0, 0, 0,
  2810. 0, y, 0, 0,
  2811. 0, 0, z, 0,
  2812. 0, 0, 0, 1
  2813. );
  2814. return this;
  2815. },
  2816. makeShear: function ( x, y, z ) {
  2817. this.set(
  2818. 1, y, z, 0,
  2819. x, 1, z, 0,
  2820. x, y, 1, 0,
  2821. 0, 0, 0, 1
  2822. );
  2823. return this;
  2824. },
  2825. compose: function ( position, quaternion, scale ) {
  2826. var te = this.elements;
  2827. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2828. var x2 = x + x, y2 = y + y, z2 = z + z;
  2829. var xx = x * x2, xy = x * y2, xz = x * z2;
  2830. var yy = y * y2, yz = y * z2, zz = z * z2;
  2831. var wx = w * x2, wy = w * y2, wz = w * z2;
  2832. var sx = scale.x, sy = scale.y, sz = scale.z;
  2833. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2834. te[ 1 ] = ( xy + wz ) * sx;
  2835. te[ 2 ] = ( xz - wy ) * sx;
  2836. te[ 3 ] = 0;
  2837. te[ 4 ] = ( xy - wz ) * sy;
  2838. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2839. te[ 6 ] = ( yz + wx ) * sy;
  2840. te[ 7 ] = 0;
  2841. te[ 8 ] = ( xz + wy ) * sz;
  2842. te[ 9 ] = ( yz - wx ) * sz;
  2843. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2844. te[ 11 ] = 0;
  2845. te[ 12 ] = position.x;
  2846. te[ 13 ] = position.y;
  2847. te[ 14 ] = position.z;
  2848. te[ 15 ] = 1;
  2849. return this;
  2850. },
  2851. decompose: function ( position, quaternion, scale ) {
  2852. var te = this.elements;
  2853. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2854. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2855. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2856. // if determine is negative, we need to invert one scale
  2857. var det = this.determinant();
  2858. if ( det < 0 ) { sx = - sx; }
  2859. position.x = te[ 12 ];
  2860. position.y = te[ 13 ];
  2861. position.z = te[ 14 ];
  2862. // scale the rotation part
  2863. _m1.copy( this );
  2864. var invSX = 1 / sx;
  2865. var invSY = 1 / sy;
  2866. var invSZ = 1 / sz;
  2867. _m1.elements[ 0 ] *= invSX;
  2868. _m1.elements[ 1 ] *= invSX;
  2869. _m1.elements[ 2 ] *= invSX;
  2870. _m1.elements[ 4 ] *= invSY;
  2871. _m1.elements[ 5 ] *= invSY;
  2872. _m1.elements[ 6 ] *= invSY;
  2873. _m1.elements[ 8 ] *= invSZ;
  2874. _m1.elements[ 9 ] *= invSZ;
  2875. _m1.elements[ 10 ] *= invSZ;
  2876. quaternion.setFromRotationMatrix( _m1 );
  2877. scale.x = sx;
  2878. scale.y = sy;
  2879. scale.z = sz;
  2880. return this;
  2881. },
  2882. makePerspective: function ( left, right, top, bottom, near, far ) {
  2883. if ( far === undefined ) {
  2884. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2885. }
  2886. var te = this.elements;
  2887. var x = 2 * near / ( right - left );
  2888. var y = 2 * near / ( top - bottom );
  2889. var a = ( right + left ) / ( right - left );
  2890. var b = ( top + bottom ) / ( top - bottom );
  2891. var c = - ( far + near ) / ( far - near );
  2892. var d = - 2 * far * near / ( far - near );
  2893. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2894. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2895. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2896. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2897. return this;
  2898. },
  2899. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2900. var te = this.elements;
  2901. var w = 1.0 / ( right - left );
  2902. var h = 1.0 / ( top - bottom );
  2903. var p = 1.0 / ( far - near );
  2904. var x = ( right + left ) * w;
  2905. var y = ( top + bottom ) * h;
  2906. var z = ( far + near ) * p;
  2907. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2908. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2909. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2910. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2911. return this;
  2912. },
  2913. equals: function ( matrix ) {
  2914. var te = this.elements;
  2915. var me = matrix.elements;
  2916. for ( var i = 0; i < 16; i ++ ) {
  2917. if ( te[ i ] !== me[ i ] ) { return false; }
  2918. }
  2919. return true;
  2920. },
  2921. fromArray: function ( array, offset ) {
  2922. if ( offset === undefined ) { offset = 0; }
  2923. for ( var i = 0; i < 16; i ++ ) {
  2924. this.elements[ i ] = array[ i + offset ];
  2925. }
  2926. return this;
  2927. },
  2928. toArray: function ( array, offset ) {
  2929. if ( array === undefined ) { array = []; }
  2930. if ( offset === undefined ) { offset = 0; }
  2931. var te = this.elements;
  2932. array[ offset ] = te[ 0 ];
  2933. array[ offset + 1 ] = te[ 1 ];
  2934. array[ offset + 2 ] = te[ 2 ];
  2935. array[ offset + 3 ] = te[ 3 ];
  2936. array[ offset + 4 ] = te[ 4 ];
  2937. array[ offset + 5 ] = te[ 5 ];
  2938. array[ offset + 6 ] = te[ 6 ];
  2939. array[ offset + 7 ] = te[ 7 ];
  2940. array[ offset + 8 ] = te[ 8 ];
  2941. array[ offset + 9 ] = te[ 9 ];
  2942. array[ offset + 10 ] = te[ 10 ];
  2943. array[ offset + 11 ] = te[ 11 ];
  2944. array[ offset + 12 ] = te[ 12 ];
  2945. array[ offset + 13 ] = te[ 13 ];
  2946. array[ offset + 14 ] = te[ 14 ];
  2947. array[ offset + 15 ] = te[ 15 ];
  2948. return array;
  2949. }
  2950. } );
  2951. /**
  2952. * @author mrdoob / http://mrdoob.com/
  2953. * @author WestLangley / http://github.com/WestLangley
  2954. * @author bhouston / http://clara.io
  2955. */
  2956. var _matrix = new Matrix4();
  2957. var _quaternion$1 = new Quaternion();
  2958. function Euler( x, y, z, order ) {
  2959. this._x = x || 0;
  2960. this._y = y || 0;
  2961. this._z = z || 0;
  2962. this._order = order || Euler.DefaultOrder;
  2963. }
  2964. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2965. Euler.DefaultOrder = 'XYZ';
  2966. Object.defineProperties( Euler.prototype, {
  2967. x: {
  2968. get: function () {
  2969. return this._x;
  2970. },
  2971. set: function ( value ) {
  2972. this._x = value;
  2973. this._onChangeCallback();
  2974. }
  2975. },
  2976. y: {
  2977. get: function () {
  2978. return this._y;
  2979. },
  2980. set: function ( value ) {
  2981. this._y = value;
  2982. this._onChangeCallback();
  2983. }
  2984. },
  2985. z: {
  2986. get: function () {
  2987. return this._z;
  2988. },
  2989. set: function ( value ) {
  2990. this._z = value;
  2991. this._onChangeCallback();
  2992. }
  2993. },
  2994. order: {
  2995. get: function () {
  2996. return this._order;
  2997. },
  2998. set: function ( value ) {
  2999. this._order = value;
  3000. this._onChangeCallback();
  3001. }
  3002. }
  3003. } );
  3004. Object.assign( Euler.prototype, {
  3005. isEuler: true,
  3006. set: function ( x, y, z, order ) {
  3007. this._x = x;
  3008. this._y = y;
  3009. this._z = z;
  3010. this._order = order || this._order;
  3011. this._onChangeCallback();
  3012. return this;
  3013. },
  3014. clone: function () {
  3015. return new this.constructor( this._x, this._y, this._z, this._order );
  3016. },
  3017. copy: function ( euler ) {
  3018. this._x = euler._x;
  3019. this._y = euler._y;
  3020. this._z = euler._z;
  3021. this._order = euler._order;
  3022. this._onChangeCallback();
  3023. return this;
  3024. },
  3025. setFromRotationMatrix: function ( m, order, update ) {
  3026. var clamp = MathUtils.clamp;
  3027. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3028. var te = m.elements;
  3029. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3030. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3031. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3032. order = order || this._order;
  3033. if ( order === 'XYZ' ) {
  3034. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3035. if ( Math.abs( m13 ) < 0.9999999 ) {
  3036. this._x = Math.atan2( - m23, m33 );
  3037. this._z = Math.atan2( - m12, m11 );
  3038. } else {
  3039. this._x = Math.atan2( m32, m22 );
  3040. this._z = 0;
  3041. }
  3042. } else if ( order === 'YXZ' ) {
  3043. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3044. if ( Math.abs( m23 ) < 0.9999999 ) {
  3045. this._y = Math.atan2( m13, m33 );
  3046. this._z = Math.atan2( m21, m22 );
  3047. } else {
  3048. this._y = Math.atan2( - m31, m11 );
  3049. this._z = 0;
  3050. }
  3051. } else if ( order === 'ZXY' ) {
  3052. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3053. if ( Math.abs( m32 ) < 0.9999999 ) {
  3054. this._y = Math.atan2( - m31, m33 );
  3055. this._z = Math.atan2( - m12, m22 );
  3056. } else {
  3057. this._y = 0;
  3058. this._z = Math.atan2( m21, m11 );
  3059. }
  3060. } else if ( order === 'ZYX' ) {
  3061. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3062. if ( Math.abs( m31 ) < 0.9999999 ) {
  3063. this._x = Math.atan2( m32, m33 );
  3064. this._z = Math.atan2( m21, m11 );
  3065. } else {
  3066. this._x = 0;
  3067. this._z = Math.atan2( - m12, m22 );
  3068. }
  3069. } else if ( order === 'YZX' ) {
  3070. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3071. if ( Math.abs( m21 ) < 0.9999999 ) {
  3072. this._x = Math.atan2( - m23, m22 );
  3073. this._y = Math.atan2( - m31, m11 );
  3074. } else {
  3075. this._x = 0;
  3076. this._y = Math.atan2( m13, m33 );
  3077. }
  3078. } else if ( order === 'XZY' ) {
  3079. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3080. if ( Math.abs( m12 ) < 0.9999999 ) {
  3081. this._x = Math.atan2( m32, m22 );
  3082. this._y = Math.atan2( m13, m11 );
  3083. } else {
  3084. this._x = Math.atan2( - m23, m33 );
  3085. this._y = 0;
  3086. }
  3087. } else {
  3088. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3089. }
  3090. this._order = order;
  3091. if ( update !== false ) { this._onChangeCallback(); }
  3092. return this;
  3093. },
  3094. setFromQuaternion: function ( q, order, update ) {
  3095. _matrix.makeRotationFromQuaternion( q );
  3096. return this.setFromRotationMatrix( _matrix, order, update );
  3097. },
  3098. setFromVector3: function ( v, order ) {
  3099. return this.set( v.x, v.y, v.z, order || this._order );
  3100. },
  3101. reorder: function ( newOrder ) {
  3102. // WARNING: this discards revolution information -bhouston
  3103. _quaternion$1.setFromEuler( this );
  3104. return this.setFromQuaternion( _quaternion$1, newOrder );
  3105. },
  3106. equals: function ( euler ) {
  3107. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3108. },
  3109. fromArray: function ( array ) {
  3110. this._x = array[ 0 ];
  3111. this._y = array[ 1 ];
  3112. this._z = array[ 2 ];
  3113. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3114. this._onChangeCallback();
  3115. return this;
  3116. },
  3117. toArray: function ( array, offset ) {
  3118. if ( array === undefined ) { array = []; }
  3119. if ( offset === undefined ) { offset = 0; }
  3120. array[ offset ] = this._x;
  3121. array[ offset + 1 ] = this._y;
  3122. array[ offset + 2 ] = this._z;
  3123. array[ offset + 3 ] = this._order;
  3124. return array;
  3125. },
  3126. toVector3: function ( optionalResult ) {
  3127. if ( optionalResult ) {
  3128. return optionalResult.set( this._x, this._y, this._z );
  3129. } else {
  3130. return new Vector3( this._x, this._y, this._z );
  3131. }
  3132. },
  3133. _onChange: function ( callback ) {
  3134. this._onChangeCallback = callback;
  3135. return this;
  3136. },
  3137. _onChangeCallback: function () {}
  3138. } );
  3139. /**
  3140. * @author mrdoob / http://mrdoob.com/
  3141. */
  3142. function Layers() {
  3143. this.mask = 1 | 0;
  3144. }
  3145. Object.assign( Layers.prototype, {
  3146. set: function ( channel ) {
  3147. this.mask = 1 << channel | 0;
  3148. },
  3149. enable: function ( channel ) {
  3150. this.mask |= 1 << channel | 0;
  3151. },
  3152. enableAll: function () {
  3153. this.mask = 0xffffffff | 0;
  3154. },
  3155. toggle: function ( channel ) {
  3156. this.mask ^= 1 << channel | 0;
  3157. },
  3158. disable: function ( channel ) {
  3159. this.mask &= ~ ( 1 << channel | 0 );
  3160. },
  3161. disableAll: function () {
  3162. this.mask = 0;
  3163. },
  3164. test: function ( layers ) {
  3165. return ( this.mask & layers.mask ) !== 0;
  3166. }
  3167. } );
  3168. var _object3DId = 0;
  3169. var _v1$1 = new Vector3();
  3170. var _q1 = new Quaternion();
  3171. var _m1$1 = new Matrix4();
  3172. var _target = new Vector3();
  3173. var _position = new Vector3();
  3174. var _scale = new Vector3();
  3175. var _quaternion$2 = new Quaternion();
  3176. var _xAxis = new Vector3( 1, 0, 0 );
  3177. var _yAxis = new Vector3( 0, 1, 0 );
  3178. var _zAxis = new Vector3( 0, 0, 1 );
  3179. var _addedEvent = { type: 'added' };
  3180. var _removedEvent = { type: 'removed' };
  3181. /**
  3182. * @author mrdoob / http://mrdoob.com/
  3183. * @author mikael emtinger / http://gomo.se/
  3184. * @author alteredq / http://alteredqualia.com/
  3185. * @author WestLangley / http://github.com/WestLangley
  3186. * @author elephantatwork / www.elephantatwork.ch
  3187. */
  3188. function Object3D() {
  3189. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3190. this.uuid = MathUtils.generateUUID();
  3191. this.name = '';
  3192. this.type = 'Object3D';
  3193. this.parent = null;
  3194. this.children = [];
  3195. this.up = Object3D.DefaultUp.clone();
  3196. var position = new Vector3();
  3197. var rotation = new Euler();
  3198. var quaternion = new Quaternion();
  3199. var scale = new Vector3( 1, 1, 1 );
  3200. function onRotationChange() {
  3201. quaternion.setFromEuler( rotation, false );
  3202. }
  3203. function onQuaternionChange() {
  3204. rotation.setFromQuaternion( quaternion, undefined, false );
  3205. }
  3206. rotation._onChange( onRotationChange );
  3207. quaternion._onChange( onQuaternionChange );
  3208. Object.defineProperties( this, {
  3209. position: {
  3210. configurable: true,
  3211. enumerable: true,
  3212. value: position
  3213. },
  3214. rotation: {
  3215. configurable: true,
  3216. enumerable: true,
  3217. value: rotation
  3218. },
  3219. quaternion: {
  3220. configurable: true,
  3221. enumerable: true,
  3222. value: quaternion
  3223. },
  3224. scale: {
  3225. configurable: true,
  3226. enumerable: true,
  3227. value: scale
  3228. },
  3229. modelViewMatrix: {
  3230. value: new Matrix4()
  3231. },
  3232. normalMatrix: {
  3233. value: new Matrix3()
  3234. }
  3235. } );
  3236. this.matrix = new Matrix4();
  3237. this.matrixWorld = new Matrix4();
  3238. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3239. this.matrixWorldNeedsUpdate = false;
  3240. this.layers = new Layers();
  3241. this.visible = true;
  3242. this.castShadow = false;
  3243. this.receiveShadow = false;
  3244. this.frustumCulled = true;
  3245. this.renderOrder = 0;
  3246. this.userData = {};
  3247. }
  3248. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3249. Object3D.DefaultMatrixAutoUpdate = true;
  3250. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3251. constructor: Object3D,
  3252. isObject3D: true,
  3253. onBeforeRender: function () {},
  3254. onAfterRender: function () {},
  3255. applyMatrix4: function ( matrix ) {
  3256. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3257. this.matrix.premultiply( matrix );
  3258. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3259. },
  3260. applyQuaternion: function ( q ) {
  3261. this.quaternion.premultiply( q );
  3262. return this;
  3263. },
  3264. setRotationFromAxisAngle: function ( axis, angle ) {
  3265. // assumes axis is normalized
  3266. this.quaternion.setFromAxisAngle( axis, angle );
  3267. },
  3268. setRotationFromEuler: function ( euler ) {
  3269. this.quaternion.setFromEuler( euler, true );
  3270. },
  3271. setRotationFromMatrix: function ( m ) {
  3272. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3273. this.quaternion.setFromRotationMatrix( m );
  3274. },
  3275. setRotationFromQuaternion: function ( q ) {
  3276. // assumes q is normalized
  3277. this.quaternion.copy( q );
  3278. },
  3279. rotateOnAxis: function ( axis, angle ) {
  3280. // rotate object on axis in object space
  3281. // axis is assumed to be normalized
  3282. _q1.setFromAxisAngle( axis, angle );
  3283. this.quaternion.multiply( _q1 );
  3284. return this;
  3285. },
  3286. rotateOnWorldAxis: function ( axis, angle ) {
  3287. // rotate object on axis in world space
  3288. // axis is assumed to be normalized
  3289. // method assumes no rotated parent
  3290. _q1.setFromAxisAngle( axis, angle );
  3291. this.quaternion.premultiply( _q1 );
  3292. return this;
  3293. },
  3294. rotateX: function ( angle ) {
  3295. return this.rotateOnAxis( _xAxis, angle );
  3296. },
  3297. rotateY: function ( angle ) {
  3298. return this.rotateOnAxis( _yAxis, angle );
  3299. },
  3300. rotateZ: function ( angle ) {
  3301. return this.rotateOnAxis( _zAxis, angle );
  3302. },
  3303. translateOnAxis: function ( axis, distance ) {
  3304. // translate object by distance along axis in object space
  3305. // axis is assumed to be normalized
  3306. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3307. this.position.add( _v1$1.multiplyScalar( distance ) );
  3308. return this;
  3309. },
  3310. translateX: function ( distance ) {
  3311. return this.translateOnAxis( _xAxis, distance );
  3312. },
  3313. translateY: function ( distance ) {
  3314. return this.translateOnAxis( _yAxis, distance );
  3315. },
  3316. translateZ: function ( distance ) {
  3317. return this.translateOnAxis( _zAxis, distance );
  3318. },
  3319. localToWorld: function ( vector ) {
  3320. return vector.applyMatrix4( this.matrixWorld );
  3321. },
  3322. worldToLocal: function ( vector ) {
  3323. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3324. },
  3325. lookAt: function ( x, y, z ) {
  3326. // This method does not support objects having non-uniformly-scaled parent(s)
  3327. if ( x.isVector3 ) {
  3328. _target.copy( x );
  3329. } else {
  3330. _target.set( x, y, z );
  3331. }
  3332. var parent = this.parent;
  3333. this.updateWorldMatrix( true, false );
  3334. _position.setFromMatrixPosition( this.matrixWorld );
  3335. if ( this.isCamera || this.isLight ) {
  3336. _m1$1.lookAt( _position, _target, this.up );
  3337. } else {
  3338. _m1$1.lookAt( _target, _position, this.up );
  3339. }
  3340. this.quaternion.setFromRotationMatrix( _m1$1 );
  3341. if ( parent ) {
  3342. _m1$1.extractRotation( parent.matrixWorld );
  3343. _q1.setFromRotationMatrix( _m1$1 );
  3344. this.quaternion.premultiply( _q1.inverse() );
  3345. }
  3346. },
  3347. add: function ( object ) {
  3348. if ( arguments.length > 1 ) {
  3349. for ( var i = 0; i < arguments.length; i ++ ) {
  3350. this.add( arguments[ i ] );
  3351. }
  3352. return this;
  3353. }
  3354. if ( object === this ) {
  3355. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3356. return this;
  3357. }
  3358. if ( ( object && object.isObject3D ) ) {
  3359. if ( object.parent !== null ) {
  3360. object.parent.remove( object );
  3361. }
  3362. object.parent = this;
  3363. this.children.push( object );
  3364. object.dispatchEvent( _addedEvent );
  3365. } else {
  3366. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3367. }
  3368. return this;
  3369. },
  3370. remove: function ( object ) {
  3371. if ( arguments.length > 1 ) {
  3372. for ( var i = 0; i < arguments.length; i ++ ) {
  3373. this.remove( arguments[ i ] );
  3374. }
  3375. return this;
  3376. }
  3377. var index = this.children.indexOf( object );
  3378. if ( index !== - 1 ) {
  3379. object.parent = null;
  3380. this.children.splice( index, 1 );
  3381. object.dispatchEvent( _removedEvent );
  3382. }
  3383. return this;
  3384. },
  3385. attach: function ( object ) {
  3386. // adds object as a child of this, while maintaining the object's world transform
  3387. this.updateWorldMatrix( true, false );
  3388. _m1$1.getInverse( this.matrixWorld );
  3389. if ( object.parent !== null ) {
  3390. object.parent.updateWorldMatrix( true, false );
  3391. _m1$1.multiply( object.parent.matrixWorld );
  3392. }
  3393. object.applyMatrix4( _m1$1 );
  3394. object.updateWorldMatrix( false, false );
  3395. this.add( object );
  3396. return this;
  3397. },
  3398. getObjectById: function ( id ) {
  3399. return this.getObjectByProperty( 'id', id );
  3400. },
  3401. getObjectByName: function ( name ) {
  3402. return this.getObjectByProperty( 'name', name );
  3403. },
  3404. getObjectByProperty: function ( name, value ) {
  3405. if ( this[ name ] === value ) { return this; }
  3406. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3407. var child = this.children[ i ];
  3408. var object = child.getObjectByProperty( name, value );
  3409. if ( object !== undefined ) {
  3410. return object;
  3411. }
  3412. }
  3413. return undefined;
  3414. },
  3415. getWorldPosition: function ( target ) {
  3416. if ( target === undefined ) {
  3417. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3418. target = new Vector3();
  3419. }
  3420. this.updateMatrixWorld( true );
  3421. return target.setFromMatrixPosition( this.matrixWorld );
  3422. },
  3423. getWorldQuaternion: function ( target ) {
  3424. if ( target === undefined ) {
  3425. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3426. target = new Quaternion();
  3427. }
  3428. this.updateMatrixWorld( true );
  3429. this.matrixWorld.decompose( _position, target, _scale );
  3430. return target;
  3431. },
  3432. getWorldScale: function ( target ) {
  3433. if ( target === undefined ) {
  3434. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3435. target = new Vector3();
  3436. }
  3437. this.updateMatrixWorld( true );
  3438. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3439. return target;
  3440. },
  3441. getWorldDirection: function ( target ) {
  3442. if ( target === undefined ) {
  3443. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3444. target = new Vector3();
  3445. }
  3446. this.updateMatrixWorld( true );
  3447. var e = this.matrixWorld.elements;
  3448. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3449. },
  3450. raycast: function () {},
  3451. traverse: function ( callback ) {
  3452. callback( this );
  3453. var children = this.children;
  3454. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3455. children[ i ].traverse( callback );
  3456. }
  3457. },
  3458. traverseVisible: function ( callback ) {
  3459. if ( this.visible === false ) { return; }
  3460. callback( this );
  3461. var children = this.children;
  3462. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3463. children[ i ].traverseVisible( callback );
  3464. }
  3465. },
  3466. traverseAncestors: function ( callback ) {
  3467. var parent = this.parent;
  3468. if ( parent !== null ) {
  3469. callback( parent );
  3470. parent.traverseAncestors( callback );
  3471. }
  3472. },
  3473. updateMatrix: function () {
  3474. this.matrix.compose( this.position, this.quaternion, this.scale );
  3475. this.matrixWorldNeedsUpdate = true;
  3476. },
  3477. updateMatrixWorld: function ( force ) {
  3478. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3479. if ( this.matrixWorldNeedsUpdate || force ) {
  3480. if ( this.parent === null ) {
  3481. this.matrixWorld.copy( this.matrix );
  3482. } else {
  3483. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3484. }
  3485. this.matrixWorldNeedsUpdate = false;
  3486. force = true;
  3487. }
  3488. // update children
  3489. var children = this.children;
  3490. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3491. children[ i ].updateMatrixWorld( force );
  3492. }
  3493. },
  3494. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3495. var parent = this.parent;
  3496. if ( updateParents === true && parent !== null ) {
  3497. parent.updateWorldMatrix( true, false );
  3498. }
  3499. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3500. if ( this.parent === null ) {
  3501. this.matrixWorld.copy( this.matrix );
  3502. } else {
  3503. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3504. }
  3505. // update children
  3506. if ( updateChildren === true ) {
  3507. var children = this.children;
  3508. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3509. children[ i ].updateWorldMatrix( false, true );
  3510. }
  3511. }
  3512. },
  3513. toJSON: function ( meta ) {
  3514. // meta is a string when called from JSON.stringify
  3515. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3516. var output = {};
  3517. // meta is a hash used to collect geometries, materials.
  3518. // not providing it implies that this is the root object
  3519. // being serialized.
  3520. if ( isRootObject ) {
  3521. // initialize meta obj
  3522. meta = {
  3523. geometries: {},
  3524. materials: {},
  3525. textures: {},
  3526. images: {},
  3527. shapes: {}
  3528. };
  3529. output.metadata = {
  3530. version: 4.5,
  3531. type: 'Object',
  3532. generator: 'Object3D.toJSON'
  3533. };
  3534. }
  3535. // standard Object3D serialization
  3536. var object = {};
  3537. object.uuid = this.uuid;
  3538. object.type = this.type;
  3539. if ( this.name !== '' ) { object.name = this.name; }
  3540. if ( this.castShadow === true ) { object.castShadow = true; }
  3541. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3542. if ( this.visible === false ) { object.visible = false; }
  3543. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3544. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3545. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3546. object.layers = this.layers.mask;
  3547. object.matrix = this.matrix.toArray();
  3548. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3549. // object specific properties
  3550. if ( this.isInstancedMesh ) {
  3551. object.type = 'InstancedMesh';
  3552. object.count = this.count;
  3553. object.instanceMatrix = this.instanceMatrix.toJSON();
  3554. }
  3555. //
  3556. function serialize( library, element ) {
  3557. if ( library[ element.uuid ] === undefined ) {
  3558. library[ element.uuid ] = element.toJSON( meta );
  3559. }
  3560. return element.uuid;
  3561. }
  3562. if ( this.isMesh || this.isLine || this.isPoints ) {
  3563. object.geometry = serialize( meta.geometries, this.geometry );
  3564. var parameters = this.geometry.parameters;
  3565. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3566. var shapes = parameters.shapes;
  3567. if ( Array.isArray( shapes ) ) {
  3568. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3569. var shape = shapes[ i ];
  3570. serialize( meta.shapes, shape );
  3571. }
  3572. } else {
  3573. serialize( meta.shapes, shapes );
  3574. }
  3575. }
  3576. }
  3577. if ( this.material !== undefined ) {
  3578. if ( Array.isArray( this.material ) ) {
  3579. var uuids = [];
  3580. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3581. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3582. }
  3583. object.material = uuids;
  3584. } else {
  3585. object.material = serialize( meta.materials, this.material );
  3586. }
  3587. }
  3588. //
  3589. if ( this.children.length > 0 ) {
  3590. object.children = [];
  3591. for ( var i = 0; i < this.children.length; i ++ ) {
  3592. object.children.push( this.children[ i ].toJSON( meta ).object );
  3593. }
  3594. }
  3595. if ( isRootObject ) {
  3596. var geometries = extractFromCache( meta.geometries );
  3597. var materials = extractFromCache( meta.materials );
  3598. var textures = extractFromCache( meta.textures );
  3599. var images = extractFromCache( meta.images );
  3600. var shapes = extractFromCache( meta.shapes );
  3601. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3602. if ( materials.length > 0 ) { output.materials = materials; }
  3603. if ( textures.length > 0 ) { output.textures = textures; }
  3604. if ( images.length > 0 ) { output.images = images; }
  3605. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3606. }
  3607. output.object = object;
  3608. return output;
  3609. // extract data from the cache hash
  3610. // remove metadata on each item
  3611. // and return as array
  3612. function extractFromCache( cache ) {
  3613. var values = [];
  3614. for ( var key in cache ) {
  3615. var data = cache[ key ];
  3616. delete data.metadata;
  3617. values.push( data );
  3618. }
  3619. return values;
  3620. }
  3621. },
  3622. clone: function ( recursive ) {
  3623. return new this.constructor().copy( this, recursive );
  3624. },
  3625. copy: function ( source, recursive ) {
  3626. if ( recursive === undefined ) { recursive = true; }
  3627. this.name = source.name;
  3628. this.up.copy( source.up );
  3629. this.position.copy( source.position );
  3630. this.quaternion.copy( source.quaternion );
  3631. this.scale.copy( source.scale );
  3632. this.matrix.copy( source.matrix );
  3633. this.matrixWorld.copy( source.matrixWorld );
  3634. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3635. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3636. this.layers.mask = source.layers.mask;
  3637. this.visible = source.visible;
  3638. this.castShadow = source.castShadow;
  3639. this.receiveShadow = source.receiveShadow;
  3640. this.frustumCulled = source.frustumCulled;
  3641. this.renderOrder = source.renderOrder;
  3642. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3643. if ( recursive === true ) {
  3644. for ( var i = 0; i < source.children.length; i ++ ) {
  3645. var child = source.children[ i ];
  3646. this.add( child.clone() );
  3647. }
  3648. }
  3649. return this;
  3650. }
  3651. } );
  3652. /**
  3653. * @author mrdoob / http://mrdoob.com/
  3654. */
  3655. function Scene() {
  3656. Object3D.call( this );
  3657. this.type = 'Scene';
  3658. this.background = null;
  3659. this.environment = null;
  3660. this.fog = null;
  3661. this.overrideMaterial = null;
  3662. this.autoUpdate = true; // checked by the renderer
  3663. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3664. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3665. }
  3666. }
  3667. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3668. constructor: Scene,
  3669. isScene: true,
  3670. copy: function ( source, recursive ) {
  3671. Object3D.prototype.copy.call( this, source, recursive );
  3672. if ( source.background !== null ) { this.background = source.background.clone(); }
  3673. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3674. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3675. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3676. this.autoUpdate = source.autoUpdate;
  3677. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3678. return this;
  3679. },
  3680. toJSON: function ( meta ) {
  3681. var data = Object3D.prototype.toJSON.call( this, meta );
  3682. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3683. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3684. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3685. return data;
  3686. },
  3687. dispose: function () {
  3688. this.dispatchEvent( { type: 'dispose' } );
  3689. }
  3690. } );
  3691. var _points = [
  3692. new Vector3(),
  3693. new Vector3(),
  3694. new Vector3(),
  3695. new Vector3(),
  3696. new Vector3(),
  3697. new Vector3(),
  3698. new Vector3(),
  3699. new Vector3()
  3700. ];
  3701. var _vector$1 = new Vector3();
  3702. var _box = new Box3();
  3703. // triangle centered vertices
  3704. var _v0 = new Vector3();
  3705. var _v1$2 = new Vector3();
  3706. var _v2 = new Vector3();
  3707. // triangle edge vectors
  3708. var _f0 = new Vector3();
  3709. var _f1 = new Vector3();
  3710. var _f2 = new Vector3();
  3711. var _center = new Vector3();
  3712. var _extents = new Vector3();
  3713. var _triangleNormal = new Vector3();
  3714. var _testAxis = new Vector3();
  3715. /**
  3716. * @author bhouston / http://clara.io
  3717. * @author WestLangley / http://github.com/WestLangley
  3718. */
  3719. function Box3( min, max ) {
  3720. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3721. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3722. }
  3723. Object.assign( Box3.prototype, {
  3724. isBox3: true,
  3725. set: function ( min, max ) {
  3726. this.min.copy( min );
  3727. this.max.copy( max );
  3728. return this;
  3729. },
  3730. setFromArray: function ( array ) {
  3731. var minX = + Infinity;
  3732. var minY = + Infinity;
  3733. var minZ = + Infinity;
  3734. var maxX = - Infinity;
  3735. var maxY = - Infinity;
  3736. var maxZ = - Infinity;
  3737. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3738. var x = array[ i ];
  3739. var y = array[ i + 1 ];
  3740. var z = array[ i + 2 ];
  3741. if ( x < minX ) { minX = x; }
  3742. if ( y < minY ) { minY = y; }
  3743. if ( z < minZ ) { minZ = z; }
  3744. if ( x > maxX ) { maxX = x; }
  3745. if ( y > maxY ) { maxY = y; }
  3746. if ( z > maxZ ) { maxZ = z; }
  3747. }
  3748. this.min.set( minX, minY, minZ );
  3749. this.max.set( maxX, maxY, maxZ );
  3750. return this;
  3751. },
  3752. setFromBufferAttribute: function ( attribute ) {
  3753. var minX = + Infinity;
  3754. var minY = + Infinity;
  3755. var minZ = + Infinity;
  3756. var maxX = - Infinity;
  3757. var maxY = - Infinity;
  3758. var maxZ = - Infinity;
  3759. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3760. var x = attribute.getX( i );
  3761. var y = attribute.getY( i );
  3762. var z = attribute.getZ( i );
  3763. if ( x < minX ) { minX = x; }
  3764. if ( y < minY ) { minY = y; }
  3765. if ( z < minZ ) { minZ = z; }
  3766. if ( x > maxX ) { maxX = x; }
  3767. if ( y > maxY ) { maxY = y; }
  3768. if ( z > maxZ ) { maxZ = z; }
  3769. }
  3770. this.min.set( minX, minY, minZ );
  3771. this.max.set( maxX, maxY, maxZ );
  3772. return this;
  3773. },
  3774. setFromPoints: function ( points ) {
  3775. this.makeEmpty();
  3776. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3777. this.expandByPoint( points[ i ] );
  3778. }
  3779. return this;
  3780. },
  3781. setFromCenterAndSize: function ( center, size ) {
  3782. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3783. this.min.copy( center ).sub( halfSize );
  3784. this.max.copy( center ).add( halfSize );
  3785. return this;
  3786. },
  3787. setFromObject: function ( object ) {
  3788. this.makeEmpty();
  3789. return this.expandByObject( object );
  3790. },
  3791. clone: function () {
  3792. return new this.constructor().copy( this );
  3793. },
  3794. copy: function ( box ) {
  3795. this.min.copy( box.min );
  3796. this.max.copy( box.max );
  3797. return this;
  3798. },
  3799. makeEmpty: function () {
  3800. this.min.x = this.min.y = this.min.z = + Infinity;
  3801. this.max.x = this.max.y = this.max.z = - Infinity;
  3802. return this;
  3803. },
  3804. isEmpty: function () {
  3805. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3806. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3807. },
  3808. getCenter: function ( target ) {
  3809. if ( target === undefined ) {
  3810. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3811. target = new Vector3();
  3812. }
  3813. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3814. },
  3815. getSize: function ( target ) {
  3816. if ( target === undefined ) {
  3817. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3818. target = new Vector3();
  3819. }
  3820. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3821. },
  3822. expandByPoint: function ( point ) {
  3823. this.min.min( point );
  3824. this.max.max( point );
  3825. return this;
  3826. },
  3827. expandByVector: function ( vector ) {
  3828. this.min.sub( vector );
  3829. this.max.add( vector );
  3830. return this;
  3831. },
  3832. expandByScalar: function ( scalar ) {
  3833. this.min.addScalar( - scalar );
  3834. this.max.addScalar( scalar );
  3835. return this;
  3836. },
  3837. expandByObject: function ( object ) {
  3838. // Computes the world-axis-aligned bounding box of an object (including its children),
  3839. // accounting for both the object's, and children's, world transforms
  3840. object.updateWorldMatrix( false, false );
  3841. var geometry = object.geometry;
  3842. if ( geometry !== undefined ) {
  3843. if ( geometry.boundingBox === null ) {
  3844. geometry.computeBoundingBox();
  3845. }
  3846. _box.copy( geometry.boundingBox );
  3847. _box.applyMatrix4( object.matrixWorld );
  3848. this.expandByPoint( _box.min );
  3849. this.expandByPoint( _box.max );
  3850. }
  3851. var children = object.children;
  3852. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3853. this.expandByObject( children[ i ] );
  3854. }
  3855. return this;
  3856. },
  3857. containsPoint: function ( point ) {
  3858. return point.x < this.min.x || point.x > this.max.x ||
  3859. point.y < this.min.y || point.y > this.max.y ||
  3860. point.z < this.min.z || point.z > this.max.z ? false : true;
  3861. },
  3862. containsBox: function ( box ) {
  3863. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3864. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3865. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3866. },
  3867. getParameter: function ( point, target ) {
  3868. // This can potentially have a divide by zero if the box
  3869. // has a size dimension of 0.
  3870. if ( target === undefined ) {
  3871. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3872. target = new Vector3();
  3873. }
  3874. return target.set(
  3875. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3876. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3877. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3878. );
  3879. },
  3880. intersectsBox: function ( box ) {
  3881. // using 6 splitting planes to rule out intersections.
  3882. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3883. box.max.y < this.min.y || box.min.y > this.max.y ||
  3884. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3885. },
  3886. intersectsSphere: function ( sphere ) {
  3887. // Find the point on the AABB closest to the sphere center.
  3888. this.clampPoint( sphere.center, _vector$1 );
  3889. // If that point is inside the sphere, the AABB and sphere intersect.
  3890. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3891. },
  3892. intersectsPlane: function ( plane ) {
  3893. // We compute the minimum and maximum dot product values. If those values
  3894. // are on the same side (back or front) of the plane, then there is no intersection.
  3895. var min, max;
  3896. if ( plane.normal.x > 0 ) {
  3897. min = plane.normal.x * this.min.x;
  3898. max = plane.normal.x * this.max.x;
  3899. } else {
  3900. min = plane.normal.x * this.max.x;
  3901. max = plane.normal.x * this.min.x;
  3902. }
  3903. if ( plane.normal.y > 0 ) {
  3904. min += plane.normal.y * this.min.y;
  3905. max += plane.normal.y * this.max.y;
  3906. } else {
  3907. min += plane.normal.y * this.max.y;
  3908. max += plane.normal.y * this.min.y;
  3909. }
  3910. if ( plane.normal.z > 0 ) {
  3911. min += plane.normal.z * this.min.z;
  3912. max += plane.normal.z * this.max.z;
  3913. } else {
  3914. min += plane.normal.z * this.max.z;
  3915. max += plane.normal.z * this.min.z;
  3916. }
  3917. return ( min <= - plane.constant && max >= - plane.constant );
  3918. },
  3919. intersectsTriangle: function ( triangle ) {
  3920. if ( this.isEmpty() ) {
  3921. return false;
  3922. }
  3923. // compute box center and extents
  3924. this.getCenter( _center );
  3925. _extents.subVectors( this.max, _center );
  3926. // translate triangle to aabb origin
  3927. _v0.subVectors( triangle.a, _center );
  3928. _v1$2.subVectors( triangle.b, _center );
  3929. _v2.subVectors( triangle.c, _center );
  3930. // compute edge vectors for triangle
  3931. _f0.subVectors( _v1$2, _v0 );
  3932. _f1.subVectors( _v2, _v1$2 );
  3933. _f2.subVectors( _v0, _v2 );
  3934. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3935. // 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
  3936. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3937. var axes = [
  3938. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3939. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3940. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3941. ];
  3942. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3943. return false;
  3944. }
  3945. // test 3 face normals from the aabb
  3946. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3947. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3948. return false;
  3949. }
  3950. // finally testing the face normal of the triangle
  3951. // use already existing triangle edge vectors here
  3952. _triangleNormal.crossVectors( _f0, _f1 );
  3953. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3954. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3955. },
  3956. clampPoint: function ( point, target ) {
  3957. if ( target === undefined ) {
  3958. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3959. target = new Vector3();
  3960. }
  3961. return target.copy( point ).clamp( this.min, this.max );
  3962. },
  3963. distanceToPoint: function ( point ) {
  3964. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3965. return clampedPoint.sub( point ).length();
  3966. },
  3967. getBoundingSphere: function ( target ) {
  3968. if ( target === undefined ) {
  3969. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3970. //target = new Sphere(); // removed to avoid cyclic dependency
  3971. }
  3972. this.getCenter( target.center );
  3973. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3974. return target;
  3975. },
  3976. intersect: function ( box ) {
  3977. this.min.max( box.min );
  3978. this.max.min( box.max );
  3979. // 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.
  3980. if ( this.isEmpty() ) { this.makeEmpty(); }
  3981. return this;
  3982. },
  3983. union: function ( box ) {
  3984. this.min.min( box.min );
  3985. this.max.max( box.max );
  3986. return this;
  3987. },
  3988. applyMatrix4: function ( matrix ) {
  3989. // transform of empty box is an empty box.
  3990. if ( this.isEmpty() ) { return this; }
  3991. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3992. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3993. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3994. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3995. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3996. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3997. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3998. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3999. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4000. this.setFromPoints( _points );
  4001. return this;
  4002. },
  4003. translate: function ( offset ) {
  4004. this.min.add( offset );
  4005. this.max.add( offset );
  4006. return this;
  4007. },
  4008. equals: function ( box ) {
  4009. return box.min.equals( this.min ) && box.max.equals( this.max );
  4010. }
  4011. } );
  4012. function satForAxes( axes, v0, v1, v2, extents ) {
  4013. var i, j;
  4014. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4015. _testAxis.fromArray( axes, i );
  4016. // project the aabb onto the seperating axis
  4017. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4018. // project all 3 vertices of the triangle onto the seperating axis
  4019. var p0 = v0.dot( _testAxis );
  4020. var p1 = v1.dot( _testAxis );
  4021. var p2 = v2.dot( _testAxis );
  4022. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4023. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4024. // points of the projected triangle are outside the projected half-length of the aabb
  4025. // the axis is seperating and we can exit
  4026. return false;
  4027. }
  4028. }
  4029. return true;
  4030. }
  4031. var _box$1 = new Box3();
  4032. /**
  4033. * @author bhouston / http://clara.io
  4034. * @author mrdoob / http://mrdoob.com/
  4035. */
  4036. function Sphere( center, radius ) {
  4037. this.center = ( center !== undefined ) ? center : new Vector3();
  4038. this.radius = ( radius !== undefined ) ? radius : 0;
  4039. }
  4040. Object.assign( Sphere.prototype, {
  4041. set: function ( center, radius ) {
  4042. this.center.copy( center );
  4043. this.radius = radius;
  4044. return this;
  4045. },
  4046. setFromPoints: function ( points, optionalCenter ) {
  4047. var center = this.center;
  4048. if ( optionalCenter !== undefined ) {
  4049. center.copy( optionalCenter );
  4050. } else {
  4051. _box$1.setFromPoints( points ).getCenter( center );
  4052. }
  4053. var maxRadiusSq = 0;
  4054. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4055. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4056. }
  4057. this.radius = Math.sqrt( maxRadiusSq );
  4058. return this;
  4059. },
  4060. clone: function () {
  4061. return new this.constructor().copy( this );
  4062. },
  4063. copy: function ( sphere ) {
  4064. this.center.copy( sphere.center );
  4065. this.radius = sphere.radius;
  4066. return this;
  4067. },
  4068. empty: function () {
  4069. return ( this.radius <= 0 );
  4070. },
  4071. containsPoint: function ( point ) {
  4072. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4073. },
  4074. distanceToPoint: function ( point ) {
  4075. return ( point.distanceTo( this.center ) - this.radius );
  4076. },
  4077. intersectsSphere: function ( sphere ) {
  4078. var radiusSum = this.radius + sphere.radius;
  4079. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4080. },
  4081. intersectsBox: function ( box ) {
  4082. return box.intersectsSphere( this );
  4083. },
  4084. intersectsPlane: function ( plane ) {
  4085. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4086. },
  4087. clampPoint: function ( point, target ) {
  4088. var deltaLengthSq = this.center.distanceToSquared( point );
  4089. if ( target === undefined ) {
  4090. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4091. target = new Vector3();
  4092. }
  4093. target.copy( point );
  4094. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4095. target.sub( this.center ).normalize();
  4096. target.multiplyScalar( this.radius ).add( this.center );
  4097. }
  4098. return target;
  4099. },
  4100. getBoundingBox: function ( target ) {
  4101. if ( target === undefined ) {
  4102. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4103. target = new Box3();
  4104. }
  4105. target.set( this.center, this.center );
  4106. target.expandByScalar( this.radius );
  4107. return target;
  4108. },
  4109. applyMatrix4: function ( matrix ) {
  4110. this.center.applyMatrix4( matrix );
  4111. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4112. return this;
  4113. },
  4114. translate: function ( offset ) {
  4115. this.center.add( offset );
  4116. return this;
  4117. },
  4118. equals: function ( sphere ) {
  4119. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4120. }
  4121. } );
  4122. var _vector$2 = new Vector3();
  4123. var _segCenter = new Vector3();
  4124. var _segDir = new Vector3();
  4125. var _diff = new Vector3();
  4126. var _edge1 = new Vector3();
  4127. var _edge2 = new Vector3();
  4128. var _normal = new Vector3();
  4129. /**
  4130. * @author bhouston / http://clara.io
  4131. */
  4132. function Ray( origin, direction ) {
  4133. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4134. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4135. }
  4136. Object.assign( Ray.prototype, {
  4137. set: function ( origin, direction ) {
  4138. this.origin.copy( origin );
  4139. this.direction.copy( direction );
  4140. return this;
  4141. },
  4142. clone: function () {
  4143. return new this.constructor().copy( this );
  4144. },
  4145. copy: function ( ray ) {
  4146. this.origin.copy( ray.origin );
  4147. this.direction.copy( ray.direction );
  4148. return this;
  4149. },
  4150. at: function ( t, target ) {
  4151. if ( target === undefined ) {
  4152. console.warn( 'THREE.Ray: .at() target is now required' );
  4153. target = new Vector3();
  4154. }
  4155. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4156. },
  4157. lookAt: function ( v ) {
  4158. this.direction.copy( v ).sub( this.origin ).normalize();
  4159. return this;
  4160. },
  4161. recast: function ( t ) {
  4162. this.origin.copy( this.at( t, _vector$2 ) );
  4163. return this;
  4164. },
  4165. closestPointToPoint: function ( point, target ) {
  4166. if ( target === undefined ) {
  4167. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4168. target = new Vector3();
  4169. }
  4170. target.subVectors( point, this.origin );
  4171. var directionDistance = target.dot( this.direction );
  4172. if ( directionDistance < 0 ) {
  4173. return target.copy( this.origin );
  4174. }
  4175. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4176. },
  4177. distanceToPoint: function ( point ) {
  4178. return Math.sqrt( this.distanceSqToPoint( point ) );
  4179. },
  4180. distanceSqToPoint: function ( point ) {
  4181. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4182. // point behind the ray
  4183. if ( directionDistance < 0 ) {
  4184. return this.origin.distanceToSquared( point );
  4185. }
  4186. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4187. return _vector$2.distanceToSquared( point );
  4188. },
  4189. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4190. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4191. // It returns the min distance between the ray and the segment
  4192. // defined by v0 and v1
  4193. // It can also set two optional targets :
  4194. // - The closest point on the ray
  4195. // - The closest point on the segment
  4196. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4197. _segDir.copy( v1 ).sub( v0 ).normalize();
  4198. _diff.copy( this.origin ).sub( _segCenter );
  4199. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4200. var a01 = - this.direction.dot( _segDir );
  4201. var b0 = _diff.dot( this.direction );
  4202. var b1 = - _diff.dot( _segDir );
  4203. var c = _diff.lengthSq();
  4204. var det = Math.abs( 1 - a01 * a01 );
  4205. var s0, s1, sqrDist, extDet;
  4206. if ( det > 0 ) {
  4207. // The ray and segment are not parallel.
  4208. s0 = a01 * b1 - b0;
  4209. s1 = a01 * b0 - b1;
  4210. extDet = segExtent * det;
  4211. if ( s0 >= 0 ) {
  4212. if ( s1 >= - extDet ) {
  4213. if ( s1 <= extDet ) {
  4214. // region 0
  4215. // Minimum at interior points of ray and segment.
  4216. var invDet = 1 / det;
  4217. s0 *= invDet;
  4218. s1 *= invDet;
  4219. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4220. } else {
  4221. // region 1
  4222. s1 = segExtent;
  4223. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4224. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4225. }
  4226. } else {
  4227. // region 5
  4228. s1 = - segExtent;
  4229. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4230. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4231. }
  4232. } else {
  4233. if ( s1 <= - extDet ) {
  4234. // region 4
  4235. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4236. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4237. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4238. } else if ( s1 <= extDet ) {
  4239. // region 3
  4240. s0 = 0;
  4241. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4242. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4243. } else {
  4244. // region 2
  4245. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4246. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4247. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4248. }
  4249. }
  4250. } else {
  4251. // Ray and segment are parallel.
  4252. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4253. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4254. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4255. }
  4256. if ( optionalPointOnRay ) {
  4257. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4258. }
  4259. if ( optionalPointOnSegment ) {
  4260. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4261. }
  4262. return sqrDist;
  4263. },
  4264. intersectSphere: function ( sphere, target ) {
  4265. _vector$2.subVectors( sphere.center, this.origin );
  4266. var tca = _vector$2.dot( this.direction );
  4267. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4268. var radius2 = sphere.radius * sphere.radius;
  4269. if ( d2 > radius2 ) { return null; }
  4270. var thc = Math.sqrt( radius2 - d2 );
  4271. // t0 = first intersect point - entrance on front of sphere
  4272. var t0 = tca - thc;
  4273. // t1 = second intersect point - exit point on back of sphere
  4274. var t1 = tca + thc;
  4275. // test to see if both t0 and t1 are behind the ray - if so, return null
  4276. if ( t0 < 0 && t1 < 0 ) { return null; }
  4277. // test to see if t0 is behind the ray:
  4278. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4279. // in order to always return an intersect point that is in front of the ray.
  4280. if ( t0 < 0 ) { return this.at( t1, target ); }
  4281. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4282. return this.at( t0, target );
  4283. },
  4284. intersectsSphere: function ( sphere ) {
  4285. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4286. },
  4287. distanceToPlane: function ( plane ) {
  4288. var denominator = plane.normal.dot( this.direction );
  4289. if ( denominator === 0 ) {
  4290. // line is coplanar, return origin
  4291. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4292. return 0;
  4293. }
  4294. // Null is preferable to undefined since undefined means.... it is undefined
  4295. return null;
  4296. }
  4297. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4298. // Return if the ray never intersects the plane
  4299. return t >= 0 ? t : null;
  4300. },
  4301. intersectPlane: function ( plane, target ) {
  4302. var t = this.distanceToPlane( plane );
  4303. if ( t === null ) {
  4304. return null;
  4305. }
  4306. return this.at( t, target );
  4307. },
  4308. intersectsPlane: function ( plane ) {
  4309. // check if the ray lies on the plane first
  4310. var distToPoint = plane.distanceToPoint( this.origin );
  4311. if ( distToPoint === 0 ) {
  4312. return true;
  4313. }
  4314. var denominator = plane.normal.dot( this.direction );
  4315. if ( denominator * distToPoint < 0 ) {
  4316. return true;
  4317. }
  4318. // ray origin is behind the plane (and is pointing behind it)
  4319. return false;
  4320. },
  4321. intersectBox: function ( box, target ) {
  4322. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4323. var invdirx = 1 / this.direction.x,
  4324. invdiry = 1 / this.direction.y,
  4325. invdirz = 1 / this.direction.z;
  4326. var origin = this.origin;
  4327. if ( invdirx >= 0 ) {
  4328. tmin = ( box.min.x - origin.x ) * invdirx;
  4329. tmax = ( box.max.x - origin.x ) * invdirx;
  4330. } else {
  4331. tmin = ( box.max.x - origin.x ) * invdirx;
  4332. tmax = ( box.min.x - origin.x ) * invdirx;
  4333. }
  4334. if ( invdiry >= 0 ) {
  4335. tymin = ( box.min.y - origin.y ) * invdiry;
  4336. tymax = ( box.max.y - origin.y ) * invdiry;
  4337. } else {
  4338. tymin = ( box.max.y - origin.y ) * invdiry;
  4339. tymax = ( box.min.y - origin.y ) * invdiry;
  4340. }
  4341. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4342. // These lines also handle the case where tmin or tmax is NaN
  4343. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4344. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4345. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4346. if ( invdirz >= 0 ) {
  4347. tzmin = ( box.min.z - origin.z ) * invdirz;
  4348. tzmax = ( box.max.z - origin.z ) * invdirz;
  4349. } else {
  4350. tzmin = ( box.max.z - origin.z ) * invdirz;
  4351. tzmax = ( box.min.z - origin.z ) * invdirz;
  4352. }
  4353. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4354. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4355. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4356. //return point closest to the ray (positive side)
  4357. if ( tmax < 0 ) { return null; }
  4358. return this.at( tmin >= 0 ? tmin : tmax, target );
  4359. },
  4360. intersectsBox: function ( box ) {
  4361. return this.intersectBox( box, _vector$2 ) !== null;
  4362. },
  4363. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4364. // Compute the offset origin, edges, and normal.
  4365. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4366. _edge1.subVectors( b, a );
  4367. _edge2.subVectors( c, a );
  4368. _normal.crossVectors( _edge1, _edge2 );
  4369. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4370. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4371. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4372. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4373. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4374. var DdN = this.direction.dot( _normal );
  4375. var sign;
  4376. if ( DdN > 0 ) {
  4377. if ( backfaceCulling ) { return null; }
  4378. sign = 1;
  4379. } else if ( DdN < 0 ) {
  4380. sign = - 1;
  4381. DdN = - DdN;
  4382. } else {
  4383. return null;
  4384. }
  4385. _diff.subVectors( this.origin, a );
  4386. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4387. // b1 < 0, no intersection
  4388. if ( DdQxE2 < 0 ) {
  4389. return null;
  4390. }
  4391. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4392. // b2 < 0, no intersection
  4393. if ( DdE1xQ < 0 ) {
  4394. return null;
  4395. }
  4396. // b1+b2 > 1, no intersection
  4397. if ( DdQxE2 + DdE1xQ > DdN ) {
  4398. return null;
  4399. }
  4400. // Line intersects triangle, check if ray does.
  4401. var QdN = - sign * _diff.dot( _normal );
  4402. // t < 0, no intersection
  4403. if ( QdN < 0 ) {
  4404. return null;
  4405. }
  4406. // Ray intersects triangle.
  4407. return this.at( QdN / DdN, target );
  4408. },
  4409. applyMatrix4: function ( matrix4 ) {
  4410. this.origin.applyMatrix4( matrix4 );
  4411. this.direction.transformDirection( matrix4 );
  4412. return this;
  4413. },
  4414. equals: function ( ray ) {
  4415. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4416. }
  4417. } );
  4418. /**
  4419. * @author bhouston / http://clara.io
  4420. */
  4421. var _vector1 = new Vector3();
  4422. var _vector2 = new Vector3();
  4423. var _normalMatrix = new Matrix3();
  4424. function Plane( normal, constant ) {
  4425. // normal is assumed to be normalized
  4426. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4427. this.constant = ( constant !== undefined ) ? constant : 0;
  4428. }
  4429. Object.assign( Plane.prototype, {
  4430. isPlane: true,
  4431. set: function ( normal, constant ) {
  4432. this.normal.copy( normal );
  4433. this.constant = constant;
  4434. return this;
  4435. },
  4436. setComponents: function ( x, y, z, w ) {
  4437. this.normal.set( x, y, z );
  4438. this.constant = w;
  4439. return this;
  4440. },
  4441. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4442. this.normal.copy( normal );
  4443. this.constant = - point.dot( this.normal );
  4444. return this;
  4445. },
  4446. setFromCoplanarPoints: function ( a, b, c ) {
  4447. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4448. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4449. this.setFromNormalAndCoplanarPoint( normal, a );
  4450. return this;
  4451. },
  4452. clone: function () {
  4453. return new this.constructor().copy( this );
  4454. },
  4455. copy: function ( plane ) {
  4456. this.normal.copy( plane.normal );
  4457. this.constant = plane.constant;
  4458. return this;
  4459. },
  4460. normalize: function () {
  4461. // Note: will lead to a divide by zero if the plane is invalid.
  4462. var inverseNormalLength = 1.0 / this.normal.length();
  4463. this.normal.multiplyScalar( inverseNormalLength );
  4464. this.constant *= inverseNormalLength;
  4465. return this;
  4466. },
  4467. negate: function () {
  4468. this.constant *= - 1;
  4469. this.normal.negate();
  4470. return this;
  4471. },
  4472. distanceToPoint: function ( point ) {
  4473. return this.normal.dot( point ) + this.constant;
  4474. },
  4475. distanceToSphere: function ( sphere ) {
  4476. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4477. },
  4478. projectPoint: function ( point, target ) {
  4479. if ( target === undefined ) {
  4480. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4481. target = new Vector3();
  4482. }
  4483. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4484. },
  4485. intersectLine: function ( line, target ) {
  4486. if ( target === undefined ) {
  4487. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4488. target = new Vector3();
  4489. }
  4490. var direction = line.delta( _vector1 );
  4491. var denominator = this.normal.dot( direction );
  4492. if ( denominator === 0 ) {
  4493. // line is coplanar, return origin
  4494. if ( this.distanceToPoint( line.start ) === 0 ) {
  4495. return target.copy( line.start );
  4496. }
  4497. // Unsure if this is the correct method to handle this case.
  4498. return undefined;
  4499. }
  4500. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4501. if ( t < 0 || t > 1 ) {
  4502. return undefined;
  4503. }
  4504. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4505. },
  4506. intersectsLine: function ( line ) {
  4507. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4508. var startSign = this.distanceToPoint( line.start );
  4509. var endSign = this.distanceToPoint( line.end );
  4510. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4511. },
  4512. intersectsBox: function ( box ) {
  4513. return box.intersectsPlane( this );
  4514. },
  4515. intersectsSphere: function ( sphere ) {
  4516. return sphere.intersectsPlane( this );
  4517. },
  4518. coplanarPoint: function ( target ) {
  4519. if ( target === undefined ) {
  4520. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4521. target = new Vector3();
  4522. }
  4523. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4524. },
  4525. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4526. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4527. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4528. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4529. this.constant = - referencePoint.dot( normal );
  4530. return this;
  4531. },
  4532. translate: function ( offset ) {
  4533. this.constant -= offset.dot( this.normal );
  4534. return this;
  4535. },
  4536. equals: function ( plane ) {
  4537. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4538. }
  4539. } );
  4540. /**
  4541. * @author bhouston / http://clara.io
  4542. * @author mrdoob / http://mrdoob.com/
  4543. */
  4544. var _v0$1 = new Vector3();
  4545. var _v1$3 = new Vector3();
  4546. var _v2$1 = new Vector3();
  4547. var _v3 = new Vector3();
  4548. var _vab = new Vector3();
  4549. var _vac = new Vector3();
  4550. var _vbc = new Vector3();
  4551. var _vap = new Vector3();
  4552. var _vbp = new Vector3();
  4553. var _vcp = new Vector3();
  4554. function Triangle( a, b, c ) {
  4555. this.a = ( a !== undefined ) ? a : new Vector3();
  4556. this.b = ( b !== undefined ) ? b : new Vector3();
  4557. this.c = ( c !== undefined ) ? c : new Vector3();
  4558. }
  4559. Object.assign( Triangle, {
  4560. getNormal: function ( a, b, c, target ) {
  4561. if ( target === undefined ) {
  4562. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4563. target = new Vector3();
  4564. }
  4565. target.subVectors( c, b );
  4566. _v0$1.subVectors( a, b );
  4567. target.cross( _v0$1 );
  4568. var targetLengthSq = target.lengthSq();
  4569. if ( targetLengthSq > 0 ) {
  4570. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4571. }
  4572. return target.set( 0, 0, 0 );
  4573. },
  4574. // static/instance method to calculate barycentric coordinates
  4575. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4576. getBarycoord: function ( point, a, b, c, target ) {
  4577. _v0$1.subVectors( c, a );
  4578. _v1$3.subVectors( b, a );
  4579. _v2$1.subVectors( point, a );
  4580. var dot00 = _v0$1.dot( _v0$1 );
  4581. var dot01 = _v0$1.dot( _v1$3 );
  4582. var dot02 = _v0$1.dot( _v2$1 );
  4583. var dot11 = _v1$3.dot( _v1$3 );
  4584. var dot12 = _v1$3.dot( _v2$1 );
  4585. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4586. if ( target === undefined ) {
  4587. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4588. target = new Vector3();
  4589. }
  4590. // collinear or singular triangle
  4591. if ( denom === 0 ) {
  4592. // arbitrary location outside of triangle?
  4593. // not sure if this is the best idea, maybe should be returning undefined
  4594. return target.set( - 2, - 1, - 1 );
  4595. }
  4596. var invDenom = 1 / denom;
  4597. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4598. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4599. // barycentric coordinates must always sum to 1
  4600. return target.set( 1 - u - v, v, u );
  4601. },
  4602. containsPoint: function ( point, a, b, c ) {
  4603. Triangle.getBarycoord( point, a, b, c, _v3 );
  4604. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4605. },
  4606. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4607. this.getBarycoord( point, p1, p2, p3, _v3 );
  4608. target.set( 0, 0 );
  4609. target.addScaledVector( uv1, _v3.x );
  4610. target.addScaledVector( uv2, _v3.y );
  4611. target.addScaledVector( uv3, _v3.z );
  4612. return target;
  4613. },
  4614. isFrontFacing: function ( a, b, c, direction ) {
  4615. _v0$1.subVectors( c, b );
  4616. _v1$3.subVectors( a, b );
  4617. // strictly front facing
  4618. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4619. }
  4620. } );
  4621. Object.assign( Triangle.prototype, {
  4622. set: function ( a, b, c ) {
  4623. this.a.copy( a );
  4624. this.b.copy( b );
  4625. this.c.copy( c );
  4626. return this;
  4627. },
  4628. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4629. this.a.copy( points[ i0 ] );
  4630. this.b.copy( points[ i1 ] );
  4631. this.c.copy( points[ i2 ] );
  4632. return this;
  4633. },
  4634. clone: function () {
  4635. return new this.constructor().copy( this );
  4636. },
  4637. copy: function ( triangle ) {
  4638. this.a.copy( triangle.a );
  4639. this.b.copy( triangle.b );
  4640. this.c.copy( triangle.c );
  4641. return this;
  4642. },
  4643. getArea: function () {
  4644. _v0$1.subVectors( this.c, this.b );
  4645. _v1$3.subVectors( this.a, this.b );
  4646. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4647. },
  4648. getMidpoint: function ( target ) {
  4649. if ( target === undefined ) {
  4650. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4651. target = new Vector3();
  4652. }
  4653. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4654. },
  4655. getNormal: function ( target ) {
  4656. return Triangle.getNormal( this.a, this.b, this.c, target );
  4657. },
  4658. getPlane: function ( target ) {
  4659. if ( target === undefined ) {
  4660. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4661. target = new Plane();
  4662. }
  4663. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4664. },
  4665. getBarycoord: function ( point, target ) {
  4666. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4667. },
  4668. getUV: function ( point, uv1, uv2, uv3, target ) {
  4669. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4670. },
  4671. containsPoint: function ( point ) {
  4672. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4673. },
  4674. isFrontFacing: function ( direction ) {
  4675. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4676. },
  4677. intersectsBox: function ( box ) {
  4678. return box.intersectsTriangle( this );
  4679. },
  4680. closestPointToPoint: function ( p, target ) {
  4681. if ( target === undefined ) {
  4682. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4683. target = new Vector3();
  4684. }
  4685. var a = this.a, b = this.b, c = this.c;
  4686. var v, w;
  4687. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4688. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4689. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4690. // basically, we're distinguishing which of the voronoi regions of the triangle
  4691. // the point lies in with the minimum amount of redundant computation.
  4692. _vab.subVectors( b, a );
  4693. _vac.subVectors( c, a );
  4694. _vap.subVectors( p, a );
  4695. var d1 = _vab.dot( _vap );
  4696. var d2 = _vac.dot( _vap );
  4697. if ( d1 <= 0 && d2 <= 0 ) {
  4698. // vertex region of A; barycentric coords (1, 0, 0)
  4699. return target.copy( a );
  4700. }
  4701. _vbp.subVectors( p, b );
  4702. var d3 = _vab.dot( _vbp );
  4703. var d4 = _vac.dot( _vbp );
  4704. if ( d3 >= 0 && d4 <= d3 ) {
  4705. // vertex region of B; barycentric coords (0, 1, 0)
  4706. return target.copy( b );
  4707. }
  4708. var vc = d1 * d4 - d3 * d2;
  4709. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4710. v = d1 / ( d1 - d3 );
  4711. // edge region of AB; barycentric coords (1-v, v, 0)
  4712. return target.copy( a ).addScaledVector( _vab, v );
  4713. }
  4714. _vcp.subVectors( p, c );
  4715. var d5 = _vab.dot( _vcp );
  4716. var d6 = _vac.dot( _vcp );
  4717. if ( d6 >= 0 && d5 <= d6 ) {
  4718. // vertex region of C; barycentric coords (0, 0, 1)
  4719. return target.copy( c );
  4720. }
  4721. var vb = d5 * d2 - d1 * d6;
  4722. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4723. w = d2 / ( d2 - d6 );
  4724. // edge region of AC; barycentric coords (1-w, 0, w)
  4725. return target.copy( a ).addScaledVector( _vac, w );
  4726. }
  4727. var va = d3 * d6 - d5 * d4;
  4728. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4729. _vbc.subVectors( c, b );
  4730. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4731. // edge region of BC; barycentric coords (0, 1-w, w)
  4732. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4733. }
  4734. // face region
  4735. var denom = 1 / ( va + vb + vc );
  4736. // u = va * denom
  4737. v = vb * denom;
  4738. w = vc * denom;
  4739. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4740. },
  4741. equals: function ( triangle ) {
  4742. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4743. }
  4744. } );
  4745. /**
  4746. * @author mrdoob / http://mrdoob.com/
  4747. */
  4748. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4749. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4750. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4751. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4752. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4753. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4754. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4755. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4756. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4757. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4758. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4759. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4760. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4761. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4762. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4763. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4764. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4765. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4766. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4767. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4768. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4769. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4770. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4771. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4772. var _hslA = { h: 0, s: 0, l: 0 };
  4773. var _hslB = { h: 0, s: 0, l: 0 };
  4774. function Color( r, g, b ) {
  4775. if ( g === undefined && b === undefined ) {
  4776. // r is THREE.Color, hex or string
  4777. return this.set( r );
  4778. }
  4779. return this.setRGB( r, g, b );
  4780. }
  4781. function hue2rgb( p, q, t ) {
  4782. if ( t < 0 ) { t += 1; }
  4783. if ( t > 1 ) { t -= 1; }
  4784. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4785. if ( t < 1 / 2 ) { return q; }
  4786. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4787. return p;
  4788. }
  4789. function SRGBToLinear( c ) {
  4790. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4791. }
  4792. function LinearToSRGB( c ) {
  4793. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4794. }
  4795. Object.assign( Color.prototype, {
  4796. isColor: true,
  4797. r: 1, g: 1, b: 1,
  4798. set: function ( value ) {
  4799. if ( value && value.isColor ) {
  4800. this.copy( value );
  4801. } else if ( typeof value === 'number' ) {
  4802. this.setHex( value );
  4803. } else if ( typeof value === 'string' ) {
  4804. this.setStyle( value );
  4805. }
  4806. return this;
  4807. },
  4808. setScalar: function ( scalar ) {
  4809. this.r = scalar;
  4810. this.g = scalar;
  4811. this.b = scalar;
  4812. return this;
  4813. },
  4814. setHex: function ( hex ) {
  4815. hex = Math.floor( hex );
  4816. this.r = ( hex >> 16 & 255 ) / 255;
  4817. this.g = ( hex >> 8 & 255 ) / 255;
  4818. this.b = ( hex & 255 ) / 255;
  4819. return this;
  4820. },
  4821. setRGB: function ( r, g, b ) {
  4822. this.r = r;
  4823. this.g = g;
  4824. this.b = b;
  4825. return this;
  4826. },
  4827. setHSL: function ( h, s, l ) {
  4828. // h,s,l ranges are in 0.0 - 1.0
  4829. h = MathUtils.euclideanModulo( h, 1 );
  4830. s = MathUtils.clamp( s, 0, 1 );
  4831. l = MathUtils.clamp( l, 0, 1 );
  4832. if ( s === 0 ) {
  4833. this.r = this.g = this.b = l;
  4834. } else {
  4835. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4836. var q = ( 2 * l ) - p;
  4837. this.r = hue2rgb( q, p, h + 1 / 3 );
  4838. this.g = hue2rgb( q, p, h );
  4839. this.b = hue2rgb( q, p, h - 1 / 3 );
  4840. }
  4841. return this;
  4842. },
  4843. setStyle: function ( style ) {
  4844. function handleAlpha( string ) {
  4845. if ( string === undefined ) { return; }
  4846. if ( parseFloat( string ) < 1 ) {
  4847. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4848. }
  4849. }
  4850. var m;
  4851. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4852. // rgb / hsl
  4853. var color;
  4854. var name = m[ 1 ];
  4855. var components = m[ 2 ];
  4856. switch ( name ) {
  4857. case 'rgb':
  4858. case 'rgba':
  4859. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4860. // rgb(255,0,0) rgba(255,0,0,0.5)
  4861. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4862. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4863. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4864. handleAlpha( color[ 5 ] );
  4865. return this;
  4866. }
  4867. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4868. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4869. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4870. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4871. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4872. handleAlpha( color[ 5 ] );
  4873. return this;
  4874. }
  4875. break;
  4876. case 'hsl':
  4877. case 'hsla':
  4878. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4879. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4880. var h = parseFloat( color[ 1 ] ) / 360;
  4881. var s = parseInt( color[ 2 ], 10 ) / 100;
  4882. var l = parseInt( color[ 3 ], 10 ) / 100;
  4883. handleAlpha( color[ 5 ] );
  4884. return this.setHSL( h, s, l );
  4885. }
  4886. break;
  4887. }
  4888. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4889. // hex color
  4890. var hex = m[ 1 ];
  4891. var size = hex.length;
  4892. if ( size === 3 ) {
  4893. // #ff0
  4894. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4895. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4896. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4897. return this;
  4898. } else if ( size === 6 ) {
  4899. // #ff0000
  4900. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4901. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4902. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4903. return this;
  4904. }
  4905. }
  4906. if ( style && style.length > 0 ) {
  4907. return this.setColorName( style );
  4908. }
  4909. return this;
  4910. },
  4911. setColorName: function ( style ) {
  4912. // color keywords
  4913. var hex = _colorKeywords[ style ];
  4914. if ( hex !== undefined ) {
  4915. // red
  4916. this.setHex( hex );
  4917. } else {
  4918. // unknown color
  4919. console.warn( 'THREE.Color: Unknown color ' + style );
  4920. }
  4921. return this;
  4922. },
  4923. clone: function () {
  4924. return new this.constructor( this.r, this.g, this.b );
  4925. },
  4926. copy: function ( color ) {
  4927. this.r = color.r;
  4928. this.g = color.g;
  4929. this.b = color.b;
  4930. return this;
  4931. },
  4932. copyGammaToLinear: function ( color, gammaFactor ) {
  4933. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4934. this.r = Math.pow( color.r, gammaFactor );
  4935. this.g = Math.pow( color.g, gammaFactor );
  4936. this.b = Math.pow( color.b, gammaFactor );
  4937. return this;
  4938. },
  4939. copyLinearToGamma: function ( color, gammaFactor ) {
  4940. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4941. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4942. this.r = Math.pow( color.r, safeInverse );
  4943. this.g = Math.pow( color.g, safeInverse );
  4944. this.b = Math.pow( color.b, safeInverse );
  4945. return this;
  4946. },
  4947. convertGammaToLinear: function ( gammaFactor ) {
  4948. this.copyGammaToLinear( this, gammaFactor );
  4949. return this;
  4950. },
  4951. convertLinearToGamma: function ( gammaFactor ) {
  4952. this.copyLinearToGamma( this, gammaFactor );
  4953. return this;
  4954. },
  4955. copySRGBToLinear: function ( color ) {
  4956. this.r = SRGBToLinear( color.r );
  4957. this.g = SRGBToLinear( color.g );
  4958. this.b = SRGBToLinear( color.b );
  4959. return this;
  4960. },
  4961. copyLinearToSRGB: function ( color ) {
  4962. this.r = LinearToSRGB( color.r );
  4963. this.g = LinearToSRGB( color.g );
  4964. this.b = LinearToSRGB( color.b );
  4965. return this;
  4966. },
  4967. convertSRGBToLinear: function () {
  4968. this.copySRGBToLinear( this );
  4969. return this;
  4970. },
  4971. convertLinearToSRGB: function () {
  4972. this.copyLinearToSRGB( this );
  4973. return this;
  4974. },
  4975. getHex: function () {
  4976. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4977. },
  4978. getHexString: function () {
  4979. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4980. },
  4981. getHSL: function ( target ) {
  4982. // h,s,l ranges are in 0.0 - 1.0
  4983. if ( target === undefined ) {
  4984. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4985. target = { h: 0, s: 0, l: 0 };
  4986. }
  4987. var r = this.r, g = this.g, b = this.b;
  4988. var max = Math.max( r, g, b );
  4989. var min = Math.min( r, g, b );
  4990. var hue, saturation;
  4991. var lightness = ( min + max ) / 2.0;
  4992. if ( min === max ) {
  4993. hue = 0;
  4994. saturation = 0;
  4995. } else {
  4996. var delta = max - min;
  4997. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4998. switch ( max ) {
  4999. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5000. case g: hue = ( b - r ) / delta + 2; break;
  5001. case b: hue = ( r - g ) / delta + 4; break;
  5002. }
  5003. hue /= 6;
  5004. }
  5005. target.h = hue;
  5006. target.s = saturation;
  5007. target.l = lightness;
  5008. return target;
  5009. },
  5010. getStyle: function () {
  5011. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5012. },
  5013. offsetHSL: function ( h, s, l ) {
  5014. this.getHSL( _hslA );
  5015. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5016. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5017. return this;
  5018. },
  5019. add: function ( color ) {
  5020. this.r += color.r;
  5021. this.g += color.g;
  5022. this.b += color.b;
  5023. return this;
  5024. },
  5025. addColors: function ( color1, color2 ) {
  5026. this.r = color1.r + color2.r;
  5027. this.g = color1.g + color2.g;
  5028. this.b = color1.b + color2.b;
  5029. return this;
  5030. },
  5031. addScalar: function ( s ) {
  5032. this.r += s;
  5033. this.g += s;
  5034. this.b += s;
  5035. return this;
  5036. },
  5037. sub: function ( color ) {
  5038. this.r = Math.max( 0, this.r - color.r );
  5039. this.g = Math.max( 0, this.g - color.g );
  5040. this.b = Math.max( 0, this.b - color.b );
  5041. return this;
  5042. },
  5043. multiply: function ( color ) {
  5044. this.r *= color.r;
  5045. this.g *= color.g;
  5046. this.b *= color.b;
  5047. return this;
  5048. },
  5049. multiplyScalar: function ( s ) {
  5050. this.r *= s;
  5051. this.g *= s;
  5052. this.b *= s;
  5053. return this;
  5054. },
  5055. lerp: function ( color, alpha ) {
  5056. this.r += ( color.r - this.r ) * alpha;
  5057. this.g += ( color.g - this.g ) * alpha;
  5058. this.b += ( color.b - this.b ) * alpha;
  5059. return this;
  5060. },
  5061. lerpHSL: function ( color, alpha ) {
  5062. this.getHSL( _hslA );
  5063. color.getHSL( _hslB );
  5064. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5065. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5066. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5067. this.setHSL( h, s, l );
  5068. return this;
  5069. },
  5070. equals: function ( c ) {
  5071. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5072. },
  5073. fromArray: function ( array, offset ) {
  5074. if ( offset === undefined ) { offset = 0; }
  5075. this.r = array[ offset ];
  5076. this.g = array[ offset + 1 ];
  5077. this.b = array[ offset + 2 ];
  5078. return this;
  5079. },
  5080. toArray: function ( array, offset ) {
  5081. if ( array === undefined ) { array = []; }
  5082. if ( offset === undefined ) { offset = 0; }
  5083. array[ offset ] = this.r;
  5084. array[ offset + 1 ] = this.g;
  5085. array[ offset + 2 ] = this.b;
  5086. return array;
  5087. },
  5088. toJSON: function () {
  5089. return this.getHex();
  5090. }
  5091. } );
  5092. Color.NAMES = _colorKeywords;
  5093. /**
  5094. * @author mrdoob / http://mrdoob.com/
  5095. * @author alteredq / http://alteredqualia.com/
  5096. */
  5097. function Face3( a, b, c, normal, color, materialIndex ) {
  5098. this.a = a;
  5099. this.b = b;
  5100. this.c = c;
  5101. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5102. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5103. this.color = ( color && color.isColor ) ? color : new Color();
  5104. this.vertexColors = Array.isArray( color ) ? color : [];
  5105. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5106. }
  5107. Object.assign( Face3.prototype, {
  5108. clone: function () {
  5109. return new this.constructor().copy( this );
  5110. },
  5111. copy: function ( source ) {
  5112. this.a = source.a;
  5113. this.b = source.b;
  5114. this.c = source.c;
  5115. this.normal.copy( source.normal );
  5116. this.color.copy( source.color );
  5117. this.materialIndex = source.materialIndex;
  5118. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5119. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5120. }
  5121. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5122. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5123. }
  5124. return this;
  5125. }
  5126. } );
  5127. /**
  5128. * @author mrdoob / http://mrdoob.com/
  5129. * @author alteredq / http://alteredqualia.com/
  5130. */
  5131. var materialId = 0;
  5132. function Material() {
  5133. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5134. this.uuid = MathUtils.generateUUID();
  5135. this.name = '';
  5136. this.type = 'Material';
  5137. this.fog = true;
  5138. this.blending = NormalBlending;
  5139. this.side = FrontSide;
  5140. this.flatShading = false;
  5141. this.vertexTangents = false;
  5142. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5143. this.opacity = 1;
  5144. this.transparent = false;
  5145. this.blendSrc = SrcAlphaFactor;
  5146. this.blendDst = OneMinusSrcAlphaFactor;
  5147. this.blendEquation = AddEquation;
  5148. this.blendSrcAlpha = null;
  5149. this.blendDstAlpha = null;
  5150. this.blendEquationAlpha = null;
  5151. this.depthFunc = LessEqualDepth;
  5152. this.depthTest = true;
  5153. this.depthWrite = true;
  5154. this.stencilWriteMask = 0xff;
  5155. this.stencilFunc = AlwaysStencilFunc;
  5156. this.stencilRef = 0;
  5157. this.stencilFuncMask = 0xff;
  5158. this.stencilFail = KeepStencilOp;
  5159. this.stencilZFail = KeepStencilOp;
  5160. this.stencilZPass = KeepStencilOp;
  5161. this.stencilWrite = false;
  5162. this.clippingPlanes = null;
  5163. this.clipIntersection = false;
  5164. this.clipShadows = false;
  5165. this.shadowSide = null;
  5166. this.colorWrite = true;
  5167. this.precision = null; // override the renderer's default precision for this material
  5168. this.polygonOffset = false;
  5169. this.polygonOffsetFactor = 0;
  5170. this.polygonOffsetUnits = 0;
  5171. this.dithering = false;
  5172. this.alphaTest = 0;
  5173. this.premultipliedAlpha = false;
  5174. this.visible = true;
  5175. this.toneMapped = true;
  5176. this.userData = {};
  5177. this.version = 0;
  5178. }
  5179. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5180. constructor: Material,
  5181. isMaterial: true,
  5182. onBeforeCompile: function () {},
  5183. setValues: function ( values ) {
  5184. if ( values === undefined ) { return; }
  5185. for ( var key in values ) {
  5186. var newValue = values[ key ];
  5187. if ( newValue === undefined ) {
  5188. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5189. continue;
  5190. }
  5191. // for backward compatability if shading is set in the constructor
  5192. if ( key === 'shading' ) {
  5193. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5194. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5195. continue;
  5196. }
  5197. var currentValue = this[ key ];
  5198. if ( currentValue === undefined ) {
  5199. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5200. continue;
  5201. }
  5202. if ( currentValue && currentValue.isColor ) {
  5203. currentValue.set( newValue );
  5204. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5205. currentValue.copy( newValue );
  5206. } else {
  5207. this[ key ] = newValue;
  5208. }
  5209. }
  5210. },
  5211. toJSON: function ( meta ) {
  5212. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5213. if ( isRoot ) {
  5214. meta = {
  5215. textures: {},
  5216. images: {}
  5217. };
  5218. }
  5219. var data = {
  5220. metadata: {
  5221. version: 4.5,
  5222. type: 'Material',
  5223. generator: 'Material.toJSON'
  5224. }
  5225. };
  5226. // standard Material serialization
  5227. data.uuid = this.uuid;
  5228. data.type = this.type;
  5229. if ( this.name !== '' ) { data.name = this.name; }
  5230. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5231. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5232. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5233. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5234. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5235. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5236. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5237. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5238. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5239. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5240. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5241. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5242. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5243. }
  5244. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5245. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5246. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5247. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5248. if ( this.aoMap && this.aoMap.isTexture ) {
  5249. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5250. data.aoMapIntensity = this.aoMapIntensity;
  5251. }
  5252. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5253. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5254. data.bumpScale = this.bumpScale;
  5255. }
  5256. if ( this.normalMap && this.normalMap.isTexture ) {
  5257. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5258. data.normalMapType = this.normalMapType;
  5259. data.normalScale = this.normalScale.toArray();
  5260. }
  5261. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5262. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5263. data.displacementScale = this.displacementScale;
  5264. data.displacementBias = this.displacementBias;
  5265. }
  5266. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5267. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5268. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5269. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5270. if ( this.envMap && this.envMap.isTexture ) {
  5271. data.envMap = this.envMap.toJSON( meta ).uuid;
  5272. data.reflectivity = this.reflectivity; // Scale behind envMap
  5273. data.refractionRatio = this.refractionRatio;
  5274. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5275. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5276. }
  5277. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5278. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5279. }
  5280. if ( this.size !== undefined ) { data.size = this.size; }
  5281. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5282. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5283. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5284. if ( this.side !== FrontSide ) { data.side = this.side; }
  5285. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5286. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5287. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5288. data.depthFunc = this.depthFunc;
  5289. data.depthTest = this.depthTest;
  5290. data.depthWrite = this.depthWrite;
  5291. data.stencilWrite = this.stencilWrite;
  5292. data.stencilWriteMask = this.stencilWriteMask;
  5293. data.stencilFunc = this.stencilFunc;
  5294. data.stencilRef = this.stencilRef;
  5295. data.stencilFuncMask = this.stencilFuncMask;
  5296. data.stencilFail = this.stencilFail;
  5297. data.stencilZFail = this.stencilZFail;
  5298. data.stencilZPass = this.stencilZPass;
  5299. // rotation (SpriteMaterial)
  5300. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5301. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5302. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5303. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5304. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5305. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5306. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5307. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5308. if ( this.dithering === true ) { data.dithering = true; }
  5309. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5310. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5311. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5312. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5313. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5314. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5315. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5316. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5317. if ( this.skinning === true ) { data.skinning = true; }
  5318. if ( this.visible === false ) { data.visible = false; }
  5319. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5320. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5321. // TODO: Copied from Object3D.toJSON
  5322. function extractFromCache( cache ) {
  5323. var values = [];
  5324. for ( var key in cache ) {
  5325. var data = cache[ key ];
  5326. delete data.metadata;
  5327. values.push( data );
  5328. }
  5329. return values;
  5330. }
  5331. if ( isRoot ) {
  5332. var textures = extractFromCache( meta.textures );
  5333. var images = extractFromCache( meta.images );
  5334. if ( textures.length > 0 ) { data.textures = textures; }
  5335. if ( images.length > 0 ) { data.images = images; }
  5336. }
  5337. return data;
  5338. },
  5339. clone: function () {
  5340. return new this.constructor().copy( this );
  5341. },
  5342. copy: function ( source ) {
  5343. this.name = source.name;
  5344. this.fog = source.fog;
  5345. this.blending = source.blending;
  5346. this.side = source.side;
  5347. this.flatShading = source.flatShading;
  5348. this.vertexTangents = source.vertexTangents;
  5349. this.vertexColors = source.vertexColors;
  5350. this.opacity = source.opacity;
  5351. this.transparent = source.transparent;
  5352. this.blendSrc = source.blendSrc;
  5353. this.blendDst = source.blendDst;
  5354. this.blendEquation = source.blendEquation;
  5355. this.blendSrcAlpha = source.blendSrcAlpha;
  5356. this.blendDstAlpha = source.blendDstAlpha;
  5357. this.blendEquationAlpha = source.blendEquationAlpha;
  5358. this.depthFunc = source.depthFunc;
  5359. this.depthTest = source.depthTest;
  5360. this.depthWrite = source.depthWrite;
  5361. this.stencilWriteMask = source.stencilWriteMask;
  5362. this.stencilFunc = source.stencilFunc;
  5363. this.stencilRef = source.stencilRef;
  5364. this.stencilFuncMask = source.stencilFuncMask;
  5365. this.stencilFail = source.stencilFail;
  5366. this.stencilZFail = source.stencilZFail;
  5367. this.stencilZPass = source.stencilZPass;
  5368. this.stencilWrite = source.stencilWrite;
  5369. var srcPlanes = source.clippingPlanes,
  5370. dstPlanes = null;
  5371. if ( srcPlanes !== null ) {
  5372. var n = srcPlanes.length;
  5373. dstPlanes = new Array( n );
  5374. for ( var i = 0; i !== n; ++ i )
  5375. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5376. }
  5377. this.clippingPlanes = dstPlanes;
  5378. this.clipIntersection = source.clipIntersection;
  5379. this.clipShadows = source.clipShadows;
  5380. this.shadowSide = source.shadowSide;
  5381. this.colorWrite = source.colorWrite;
  5382. this.precision = source.precision;
  5383. this.polygonOffset = source.polygonOffset;
  5384. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5385. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5386. this.dithering = source.dithering;
  5387. this.alphaTest = source.alphaTest;
  5388. this.premultipliedAlpha = source.premultipliedAlpha;
  5389. this.visible = source.visible;
  5390. this.toneMapped = source.toneMapped;
  5391. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5392. return this;
  5393. },
  5394. dispose: function () {
  5395. this.dispatchEvent( { type: 'dispose' } );
  5396. }
  5397. } );
  5398. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5399. set: function ( value ) {
  5400. if ( value === true ) { this.version ++; }
  5401. }
  5402. } );
  5403. /**
  5404. * @author mrdoob / http://mrdoob.com/
  5405. * @author alteredq / http://alteredqualia.com/
  5406. *
  5407. * parameters = {
  5408. * color: <hex>,
  5409. * opacity: <float>,
  5410. * map: new THREE.Texture( <Image> ),
  5411. *
  5412. * lightMap: new THREE.Texture( <Image> ),
  5413. * lightMapIntensity: <float>
  5414. *
  5415. * aoMap: new THREE.Texture( <Image> ),
  5416. * aoMapIntensity: <float>
  5417. *
  5418. * specularMap: new THREE.Texture( <Image> ),
  5419. *
  5420. * alphaMap: new THREE.Texture( <Image> ),
  5421. *
  5422. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5423. * combine: THREE.Multiply,
  5424. * reflectivity: <float>,
  5425. * refractionRatio: <float>,
  5426. *
  5427. * depthTest: <bool>,
  5428. * depthWrite: <bool>,
  5429. *
  5430. * wireframe: <boolean>,
  5431. * wireframeLinewidth: <float>,
  5432. *
  5433. * skinning: <bool>,
  5434. * morphTargets: <bool>
  5435. * }
  5436. */
  5437. function MeshBasicMaterial( parameters ) {
  5438. Material.call( this );
  5439. this.type = 'MeshBasicMaterial';
  5440. this.color = new Color( 0xffffff ); // emissive
  5441. this.map = null;
  5442. this.lightMap = null;
  5443. this.lightMapIntensity = 1.0;
  5444. this.aoMap = null;
  5445. this.aoMapIntensity = 1.0;
  5446. this.specularMap = null;
  5447. this.alphaMap = null;
  5448. this.envMap = null;
  5449. this.combine = MultiplyOperation;
  5450. this.reflectivity = 1;
  5451. this.refractionRatio = 0.98;
  5452. this.wireframe = false;
  5453. this.wireframeLinewidth = 1;
  5454. this.wireframeLinecap = 'round';
  5455. this.wireframeLinejoin = 'round';
  5456. this.skinning = false;
  5457. this.morphTargets = false;
  5458. this.setValues( parameters );
  5459. }
  5460. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5461. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5462. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5463. MeshBasicMaterial.prototype.copy = function ( source ) {
  5464. Material.prototype.copy.call( this, source );
  5465. this.color.copy( source.color );
  5466. this.map = source.map;
  5467. this.lightMap = source.lightMap;
  5468. this.lightMapIntensity = source.lightMapIntensity;
  5469. this.aoMap = source.aoMap;
  5470. this.aoMapIntensity = source.aoMapIntensity;
  5471. this.specularMap = source.specularMap;
  5472. this.alphaMap = source.alphaMap;
  5473. this.envMap = source.envMap;
  5474. this.combine = source.combine;
  5475. this.reflectivity = source.reflectivity;
  5476. this.refractionRatio = source.refractionRatio;
  5477. this.wireframe = source.wireframe;
  5478. this.wireframeLinewidth = source.wireframeLinewidth;
  5479. this.wireframeLinecap = source.wireframeLinecap;
  5480. this.wireframeLinejoin = source.wireframeLinejoin;
  5481. this.skinning = source.skinning;
  5482. this.morphTargets = source.morphTargets;
  5483. return this;
  5484. };
  5485. /**
  5486. * @author mrdoob / http://mrdoob.com/
  5487. */
  5488. var _vector$3 = new Vector3();
  5489. function BufferAttribute( array, itemSize, normalized ) {
  5490. if ( Array.isArray( array ) ) {
  5491. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5492. }
  5493. this.name = '';
  5494. this.array = array;
  5495. this.itemSize = itemSize;
  5496. this.count = array !== undefined ? array.length / itemSize : 0;
  5497. this.normalized = normalized === true;
  5498. this.usage = StaticDrawUsage;
  5499. this.updateRange = { offset: 0, count: - 1 };
  5500. this.version = 0;
  5501. }
  5502. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5503. set: function ( value ) {
  5504. if ( value === true ) { this.version ++; }
  5505. }
  5506. } );
  5507. Object.assign( BufferAttribute.prototype, {
  5508. isBufferAttribute: true,
  5509. onUploadCallback: function () {},
  5510. setUsage: function ( value ) {
  5511. this.usage = value;
  5512. return this;
  5513. },
  5514. copy: function ( source ) {
  5515. this.name = source.name;
  5516. this.array = new source.array.constructor( source.array );
  5517. this.itemSize = source.itemSize;
  5518. this.count = source.count;
  5519. this.normalized = source.normalized;
  5520. this.usage = source.usage;
  5521. return this;
  5522. },
  5523. copyAt: function ( index1, attribute, index2 ) {
  5524. index1 *= this.itemSize;
  5525. index2 *= attribute.itemSize;
  5526. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5527. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5528. }
  5529. return this;
  5530. },
  5531. copyArray: function ( array ) {
  5532. this.array.set( array );
  5533. return this;
  5534. },
  5535. copyColorsArray: function ( colors ) {
  5536. var array = this.array, offset = 0;
  5537. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5538. var color = colors[ i ];
  5539. if ( color === undefined ) {
  5540. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5541. color = new Color();
  5542. }
  5543. array[ offset ++ ] = color.r;
  5544. array[ offset ++ ] = color.g;
  5545. array[ offset ++ ] = color.b;
  5546. }
  5547. return this;
  5548. },
  5549. copyVector2sArray: function ( vectors ) {
  5550. var array = this.array, offset = 0;
  5551. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5552. var vector = vectors[ i ];
  5553. if ( vector === undefined ) {
  5554. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5555. vector = new Vector2();
  5556. }
  5557. array[ offset ++ ] = vector.x;
  5558. array[ offset ++ ] = vector.y;
  5559. }
  5560. return this;
  5561. },
  5562. copyVector3sArray: function ( vectors ) {
  5563. var array = this.array, offset = 0;
  5564. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5565. var vector = vectors[ i ];
  5566. if ( vector === undefined ) {
  5567. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5568. vector = new Vector3();
  5569. }
  5570. array[ offset ++ ] = vector.x;
  5571. array[ offset ++ ] = vector.y;
  5572. array[ offset ++ ] = vector.z;
  5573. }
  5574. return this;
  5575. },
  5576. copyVector4sArray: function ( vectors ) {
  5577. var array = this.array, offset = 0;
  5578. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5579. var vector = vectors[ i ];
  5580. if ( vector === undefined ) {
  5581. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5582. vector = new Vector4();
  5583. }
  5584. array[ offset ++ ] = vector.x;
  5585. array[ offset ++ ] = vector.y;
  5586. array[ offset ++ ] = vector.z;
  5587. array[ offset ++ ] = vector.w;
  5588. }
  5589. return this;
  5590. },
  5591. applyMatrix3: function ( m ) {
  5592. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5593. _vector$3.x = this.getX( i );
  5594. _vector$3.y = this.getY( i );
  5595. _vector$3.z = this.getZ( i );
  5596. _vector$3.applyMatrix3( m );
  5597. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5598. }
  5599. return this;
  5600. },
  5601. applyMatrix4: function ( m ) {
  5602. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5603. _vector$3.x = this.getX( i );
  5604. _vector$3.y = this.getY( i );
  5605. _vector$3.z = this.getZ( i );
  5606. _vector$3.applyMatrix4( m );
  5607. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5608. }
  5609. return this;
  5610. },
  5611. applyNormalMatrix: function ( m ) {
  5612. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5613. _vector$3.x = this.getX( i );
  5614. _vector$3.y = this.getY( i );
  5615. _vector$3.z = this.getZ( i );
  5616. _vector$3.applyNormalMatrix( m );
  5617. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5618. }
  5619. return this;
  5620. },
  5621. transformDirection: function ( m ) {
  5622. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5623. _vector$3.x = this.getX( i );
  5624. _vector$3.y = this.getY( i );
  5625. _vector$3.z = this.getZ( i );
  5626. _vector$3.transformDirection( m );
  5627. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5628. }
  5629. return this;
  5630. },
  5631. set: function ( value, offset ) {
  5632. if ( offset === undefined ) { offset = 0; }
  5633. this.array.set( value, offset );
  5634. return this;
  5635. },
  5636. getX: function ( index ) {
  5637. return this.array[ index * this.itemSize ];
  5638. },
  5639. setX: function ( index, x ) {
  5640. this.array[ index * this.itemSize ] = x;
  5641. return this;
  5642. },
  5643. getY: function ( index ) {
  5644. return this.array[ index * this.itemSize + 1 ];
  5645. },
  5646. setY: function ( index, y ) {
  5647. this.array[ index * this.itemSize + 1 ] = y;
  5648. return this;
  5649. },
  5650. getZ: function ( index ) {
  5651. return this.array[ index * this.itemSize + 2 ];
  5652. },
  5653. setZ: function ( index, z ) {
  5654. this.array[ index * this.itemSize + 2 ] = z;
  5655. return this;
  5656. },
  5657. getW: function ( index ) {
  5658. return this.array[ index * this.itemSize + 3 ];
  5659. },
  5660. setW: function ( index, w ) {
  5661. this.array[ index * this.itemSize + 3 ] = w;
  5662. return this;
  5663. },
  5664. setXY: function ( index, x, y ) {
  5665. index *= this.itemSize;
  5666. this.array[ index + 0 ] = x;
  5667. this.array[ index + 1 ] = y;
  5668. return this;
  5669. },
  5670. setXYZ: function ( index, x, y, z ) {
  5671. index *= this.itemSize;
  5672. this.array[ index + 0 ] = x;
  5673. this.array[ index + 1 ] = y;
  5674. this.array[ index + 2 ] = z;
  5675. return this;
  5676. },
  5677. setXYZW: function ( index, x, y, z, w ) {
  5678. index *= this.itemSize;
  5679. this.array[ index + 0 ] = x;
  5680. this.array[ index + 1 ] = y;
  5681. this.array[ index + 2 ] = z;
  5682. this.array[ index + 3 ] = w;
  5683. return this;
  5684. },
  5685. onUpload: function ( callback ) {
  5686. this.onUploadCallback = callback;
  5687. return this;
  5688. },
  5689. clone: function () {
  5690. return new this.constructor( this.array, this.itemSize ).copy( this );
  5691. },
  5692. toJSON: function () {
  5693. return {
  5694. itemSize: this.itemSize,
  5695. type: this.array.constructor.name,
  5696. array: Array.prototype.slice.call( this.array ),
  5697. normalized: this.normalized
  5698. };
  5699. }
  5700. } );
  5701. //
  5702. function Int8BufferAttribute( array, itemSize, normalized ) {
  5703. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5704. }
  5705. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5706. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5707. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5708. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5709. }
  5710. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5711. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5712. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5713. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5714. }
  5715. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5716. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5717. function Int16BufferAttribute( array, itemSize, normalized ) {
  5718. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5719. }
  5720. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5721. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5722. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5723. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5724. }
  5725. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5726. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5727. function Int32BufferAttribute( array, itemSize, normalized ) {
  5728. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5729. }
  5730. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5731. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5732. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5733. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5734. }
  5735. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5736. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5737. function Float32BufferAttribute( array, itemSize, normalized ) {
  5738. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5739. }
  5740. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5741. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5742. function Float64BufferAttribute( array, itemSize, normalized ) {
  5743. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5744. }
  5745. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5746. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5747. /**
  5748. * @author mrdoob / http://mrdoob.com/
  5749. */
  5750. function DirectGeometry() {
  5751. this.vertices = [];
  5752. this.normals = [];
  5753. this.colors = [];
  5754. this.uvs = [];
  5755. this.uvs2 = [];
  5756. this.groups = [];
  5757. this.morphTargets = {};
  5758. this.skinWeights = [];
  5759. this.skinIndices = [];
  5760. // this.lineDistances = [];
  5761. this.boundingBox = null;
  5762. this.boundingSphere = null;
  5763. // update flags
  5764. this.verticesNeedUpdate = false;
  5765. this.normalsNeedUpdate = false;
  5766. this.colorsNeedUpdate = false;
  5767. this.uvsNeedUpdate = false;
  5768. this.groupsNeedUpdate = false;
  5769. }
  5770. Object.assign( DirectGeometry.prototype, {
  5771. computeGroups: function ( geometry ) {
  5772. var group;
  5773. var groups = [];
  5774. var materialIndex = undefined;
  5775. var faces = geometry.faces;
  5776. for ( var i = 0; i < faces.length; i ++ ) {
  5777. var face = faces[ i ];
  5778. // materials
  5779. if ( face.materialIndex !== materialIndex ) {
  5780. materialIndex = face.materialIndex;
  5781. if ( group !== undefined ) {
  5782. group.count = ( i * 3 ) - group.start;
  5783. groups.push( group );
  5784. }
  5785. group = {
  5786. start: i * 3,
  5787. materialIndex: materialIndex
  5788. };
  5789. }
  5790. }
  5791. if ( group !== undefined ) {
  5792. group.count = ( i * 3 ) - group.start;
  5793. groups.push( group );
  5794. }
  5795. this.groups = groups;
  5796. },
  5797. fromGeometry: function ( geometry ) {
  5798. var faces = geometry.faces;
  5799. var vertices = geometry.vertices;
  5800. var faceVertexUvs = geometry.faceVertexUvs;
  5801. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5802. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5803. // morphs
  5804. var morphTargets = geometry.morphTargets;
  5805. var morphTargetsLength = morphTargets.length;
  5806. var morphTargetsPosition;
  5807. if ( morphTargetsLength > 0 ) {
  5808. morphTargetsPosition = [];
  5809. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5810. morphTargetsPosition[ i ] = {
  5811. name: morphTargets[ i ].name,
  5812. data: []
  5813. };
  5814. }
  5815. this.morphTargets.position = morphTargetsPosition;
  5816. }
  5817. var morphNormals = geometry.morphNormals;
  5818. var morphNormalsLength = morphNormals.length;
  5819. var morphTargetsNormal;
  5820. if ( morphNormalsLength > 0 ) {
  5821. morphTargetsNormal = [];
  5822. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5823. morphTargetsNormal[ i ] = {
  5824. name: morphNormals[ i ].name,
  5825. data: []
  5826. };
  5827. }
  5828. this.morphTargets.normal = morphTargetsNormal;
  5829. }
  5830. // skins
  5831. var skinIndices = geometry.skinIndices;
  5832. var skinWeights = geometry.skinWeights;
  5833. var hasSkinIndices = skinIndices.length === vertices.length;
  5834. var hasSkinWeights = skinWeights.length === vertices.length;
  5835. //
  5836. if ( vertices.length > 0 && faces.length === 0 ) {
  5837. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5838. }
  5839. for ( var i = 0; i < faces.length; i ++ ) {
  5840. var face = faces[ i ];
  5841. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5842. var vertexNormals = face.vertexNormals;
  5843. if ( vertexNormals.length === 3 ) {
  5844. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5845. } else {
  5846. var normal = face.normal;
  5847. this.normals.push( normal, normal, normal );
  5848. }
  5849. var vertexColors = face.vertexColors;
  5850. if ( vertexColors.length === 3 ) {
  5851. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5852. } else {
  5853. var color = face.color;
  5854. this.colors.push( color, color, color );
  5855. }
  5856. if ( hasFaceVertexUv === true ) {
  5857. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5858. if ( vertexUvs !== undefined ) {
  5859. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5860. } else {
  5861. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5862. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5863. }
  5864. }
  5865. if ( hasFaceVertexUv2 === true ) {
  5866. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5867. if ( vertexUvs !== undefined ) {
  5868. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5869. } else {
  5870. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5871. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5872. }
  5873. }
  5874. // morphs
  5875. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5876. var morphTarget = morphTargets[ j ].vertices;
  5877. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5878. }
  5879. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5880. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5881. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5882. }
  5883. // skins
  5884. if ( hasSkinIndices ) {
  5885. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5886. }
  5887. if ( hasSkinWeights ) {
  5888. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5889. }
  5890. }
  5891. this.computeGroups( geometry );
  5892. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5893. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5894. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5895. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5896. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5897. if ( geometry.boundingSphere !== null ) {
  5898. this.boundingSphere = geometry.boundingSphere.clone();
  5899. }
  5900. if ( geometry.boundingBox !== null ) {
  5901. this.boundingBox = geometry.boundingBox.clone();
  5902. }
  5903. return this;
  5904. }
  5905. } );
  5906. /**
  5907. * @author mrdoob / http://mrdoob.com/
  5908. */
  5909. function arrayMax( array ) {
  5910. if ( array.length === 0 ) { return - Infinity; }
  5911. var max = array[ 0 ];
  5912. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5913. if ( array[ i ] > max ) { max = array[ i ]; }
  5914. }
  5915. return max;
  5916. }
  5917. /**
  5918. * @author alteredq / http://alteredqualia.com/
  5919. * @author mrdoob / http://mrdoob.com/
  5920. */
  5921. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5922. var _m1$2 = new Matrix4();
  5923. var _obj = new Object3D();
  5924. var _offset = new Vector3();
  5925. var _box$2 = new Box3();
  5926. var _boxMorphTargets = new Box3();
  5927. var _vector$4 = new Vector3();
  5928. function BufferGeometry() {
  5929. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5930. this.uuid = MathUtils.generateUUID();
  5931. this.name = '';
  5932. this.type = 'BufferGeometry';
  5933. this.index = null;
  5934. this.attributes = {};
  5935. this.morphAttributes = {};
  5936. this.morphTargetsRelative = false;
  5937. this.groups = [];
  5938. this.boundingBox = null;
  5939. this.boundingSphere = null;
  5940. this.drawRange = { start: 0, count: Infinity };
  5941. this.userData = {};
  5942. }
  5943. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5944. constructor: BufferGeometry,
  5945. isBufferGeometry: true,
  5946. getIndex: function () {
  5947. return this.index;
  5948. },
  5949. setIndex: function ( index ) {
  5950. if ( Array.isArray( index ) ) {
  5951. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5952. } else {
  5953. this.index = index;
  5954. }
  5955. },
  5956. getAttribute: function ( name ) {
  5957. return this.attributes[ name ];
  5958. },
  5959. setAttribute: function ( name, attribute ) {
  5960. this.attributes[ name ] = attribute;
  5961. return this;
  5962. },
  5963. deleteAttribute: function ( name ) {
  5964. delete this.attributes[ name ];
  5965. return this;
  5966. },
  5967. addGroup: function ( start, count, materialIndex ) {
  5968. this.groups.push( {
  5969. start: start,
  5970. count: count,
  5971. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5972. } );
  5973. },
  5974. clearGroups: function () {
  5975. this.groups = [];
  5976. },
  5977. setDrawRange: function ( start, count ) {
  5978. this.drawRange.start = start;
  5979. this.drawRange.count = count;
  5980. },
  5981. applyMatrix4: function ( matrix ) {
  5982. var position = this.attributes.position;
  5983. if ( position !== undefined ) {
  5984. position.applyMatrix4( matrix );
  5985. position.needsUpdate = true;
  5986. }
  5987. var normal = this.attributes.normal;
  5988. if ( normal !== undefined ) {
  5989. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5990. normal.applyNormalMatrix( normalMatrix );
  5991. normal.needsUpdate = true;
  5992. }
  5993. var tangent = this.attributes.tangent;
  5994. if ( tangent !== undefined ) {
  5995. tangent.transformDirection( matrix );
  5996. tangent.needsUpdate = true;
  5997. }
  5998. if ( this.boundingBox !== null ) {
  5999. this.computeBoundingBox();
  6000. }
  6001. if ( this.boundingSphere !== null ) {
  6002. this.computeBoundingSphere();
  6003. }
  6004. return this;
  6005. },
  6006. rotateX: function ( angle ) {
  6007. // rotate geometry around world x-axis
  6008. _m1$2.makeRotationX( angle );
  6009. this.applyMatrix4( _m1$2 );
  6010. return this;
  6011. },
  6012. rotateY: function ( angle ) {
  6013. // rotate geometry around world y-axis
  6014. _m1$2.makeRotationY( angle );
  6015. this.applyMatrix4( _m1$2 );
  6016. return this;
  6017. },
  6018. rotateZ: function ( angle ) {
  6019. // rotate geometry around world z-axis
  6020. _m1$2.makeRotationZ( angle );
  6021. this.applyMatrix4( _m1$2 );
  6022. return this;
  6023. },
  6024. translate: function ( x, y, z ) {
  6025. // translate geometry
  6026. _m1$2.makeTranslation( x, y, z );
  6027. this.applyMatrix4( _m1$2 );
  6028. return this;
  6029. },
  6030. scale: function ( x, y, z ) {
  6031. // scale geometry
  6032. _m1$2.makeScale( x, y, z );
  6033. this.applyMatrix4( _m1$2 );
  6034. return this;
  6035. },
  6036. lookAt: function ( vector ) {
  6037. _obj.lookAt( vector );
  6038. _obj.updateMatrix();
  6039. this.applyMatrix4( _obj.matrix );
  6040. return this;
  6041. },
  6042. center: function () {
  6043. this.computeBoundingBox();
  6044. this.boundingBox.getCenter( _offset ).negate();
  6045. this.translate( _offset.x, _offset.y, _offset.z );
  6046. return this;
  6047. },
  6048. setFromObject: function ( object ) {
  6049. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6050. var geometry = object.geometry;
  6051. if ( object.isPoints || object.isLine ) {
  6052. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6053. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6054. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6055. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6056. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6057. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6058. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6059. }
  6060. if ( geometry.boundingSphere !== null ) {
  6061. this.boundingSphere = geometry.boundingSphere.clone();
  6062. }
  6063. if ( geometry.boundingBox !== null ) {
  6064. this.boundingBox = geometry.boundingBox.clone();
  6065. }
  6066. } else if ( object.isMesh ) {
  6067. if ( geometry && geometry.isGeometry ) {
  6068. this.fromGeometry( geometry );
  6069. }
  6070. }
  6071. return this;
  6072. },
  6073. setFromPoints: function ( points ) {
  6074. var position = [];
  6075. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6076. var point = points[ i ];
  6077. position.push( point.x, point.y, point.z || 0 );
  6078. }
  6079. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6080. return this;
  6081. },
  6082. updateFromObject: function ( object ) {
  6083. var geometry = object.geometry;
  6084. if ( object.isMesh ) {
  6085. var direct = geometry.__directGeometry;
  6086. if ( geometry.elementsNeedUpdate === true ) {
  6087. direct = undefined;
  6088. geometry.elementsNeedUpdate = false;
  6089. }
  6090. if ( direct === undefined ) {
  6091. return this.fromGeometry( geometry );
  6092. }
  6093. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6094. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6095. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6096. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6097. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6098. geometry.verticesNeedUpdate = false;
  6099. geometry.normalsNeedUpdate = false;
  6100. geometry.colorsNeedUpdate = false;
  6101. geometry.uvsNeedUpdate = false;
  6102. geometry.groupsNeedUpdate = false;
  6103. geometry = direct;
  6104. }
  6105. var attribute;
  6106. if ( geometry.verticesNeedUpdate === true ) {
  6107. attribute = this.attributes.position;
  6108. if ( attribute !== undefined ) {
  6109. attribute.copyVector3sArray( geometry.vertices );
  6110. attribute.needsUpdate = true;
  6111. }
  6112. geometry.verticesNeedUpdate = false;
  6113. }
  6114. if ( geometry.normalsNeedUpdate === true ) {
  6115. attribute = this.attributes.normal;
  6116. if ( attribute !== undefined ) {
  6117. attribute.copyVector3sArray( geometry.normals );
  6118. attribute.needsUpdate = true;
  6119. }
  6120. geometry.normalsNeedUpdate = false;
  6121. }
  6122. if ( geometry.colorsNeedUpdate === true ) {
  6123. attribute = this.attributes.color;
  6124. if ( attribute !== undefined ) {
  6125. attribute.copyColorsArray( geometry.colors );
  6126. attribute.needsUpdate = true;
  6127. }
  6128. geometry.colorsNeedUpdate = false;
  6129. }
  6130. if ( geometry.uvsNeedUpdate ) {
  6131. attribute = this.attributes.uv;
  6132. if ( attribute !== undefined ) {
  6133. attribute.copyVector2sArray( geometry.uvs );
  6134. attribute.needsUpdate = true;
  6135. }
  6136. geometry.uvsNeedUpdate = false;
  6137. }
  6138. if ( geometry.lineDistancesNeedUpdate ) {
  6139. attribute = this.attributes.lineDistance;
  6140. if ( attribute !== undefined ) {
  6141. attribute.copyArray( geometry.lineDistances );
  6142. attribute.needsUpdate = true;
  6143. }
  6144. geometry.lineDistancesNeedUpdate = false;
  6145. }
  6146. if ( geometry.groupsNeedUpdate ) {
  6147. geometry.computeGroups( object.geometry );
  6148. this.groups = geometry.groups;
  6149. geometry.groupsNeedUpdate = false;
  6150. }
  6151. return this;
  6152. },
  6153. fromGeometry: function ( geometry ) {
  6154. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6155. return this.fromDirectGeometry( geometry.__directGeometry );
  6156. },
  6157. fromDirectGeometry: function ( geometry ) {
  6158. var positions = new Float32Array( geometry.vertices.length * 3 );
  6159. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6160. if ( geometry.normals.length > 0 ) {
  6161. var normals = new Float32Array( geometry.normals.length * 3 );
  6162. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6163. }
  6164. if ( geometry.colors.length > 0 ) {
  6165. var colors = new Float32Array( geometry.colors.length * 3 );
  6166. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6167. }
  6168. if ( geometry.uvs.length > 0 ) {
  6169. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6170. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6171. }
  6172. if ( geometry.uvs2.length > 0 ) {
  6173. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6174. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6175. }
  6176. // groups
  6177. this.groups = geometry.groups;
  6178. // morphs
  6179. for ( var name in geometry.morphTargets ) {
  6180. var array = [];
  6181. var morphTargets = geometry.morphTargets[ name ];
  6182. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6183. var morphTarget = morphTargets[ i ];
  6184. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6185. attribute.name = morphTarget.name;
  6186. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6187. }
  6188. this.morphAttributes[ name ] = array;
  6189. }
  6190. // skinning
  6191. if ( geometry.skinIndices.length > 0 ) {
  6192. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6193. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6194. }
  6195. if ( geometry.skinWeights.length > 0 ) {
  6196. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6197. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6198. }
  6199. //
  6200. if ( geometry.boundingSphere !== null ) {
  6201. this.boundingSphere = geometry.boundingSphere.clone();
  6202. }
  6203. if ( geometry.boundingBox !== null ) {
  6204. this.boundingBox = geometry.boundingBox.clone();
  6205. }
  6206. return this;
  6207. },
  6208. computeBoundingBox: function () {
  6209. if ( this.boundingBox === null ) {
  6210. this.boundingBox = new Box3();
  6211. }
  6212. var position = this.attributes.position;
  6213. var morphAttributesPosition = this.morphAttributes.position;
  6214. if ( position !== undefined ) {
  6215. this.boundingBox.setFromBufferAttribute( position );
  6216. // process morph attributes if present
  6217. if ( morphAttributesPosition ) {
  6218. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6219. var morphAttribute = morphAttributesPosition[ i ];
  6220. _box$2.setFromBufferAttribute( morphAttribute );
  6221. if ( this.morphTargetsRelative ) {
  6222. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6223. this.boundingBox.expandByPoint( _vector$4 );
  6224. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6225. this.boundingBox.expandByPoint( _vector$4 );
  6226. } else {
  6227. this.boundingBox.expandByPoint( _box$2.min );
  6228. this.boundingBox.expandByPoint( _box$2.max );
  6229. }
  6230. }
  6231. }
  6232. } else {
  6233. this.boundingBox.makeEmpty();
  6234. }
  6235. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6236. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6237. }
  6238. },
  6239. computeBoundingSphere: function () {
  6240. if ( this.boundingSphere === null ) {
  6241. this.boundingSphere = new Sphere();
  6242. }
  6243. var position = this.attributes.position;
  6244. var morphAttributesPosition = this.morphAttributes.position;
  6245. if ( position ) {
  6246. // first, find the center of the bounding sphere
  6247. var center = this.boundingSphere.center;
  6248. _box$2.setFromBufferAttribute( position );
  6249. // process morph attributes if present
  6250. if ( morphAttributesPosition ) {
  6251. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6252. var morphAttribute = morphAttributesPosition[ i ];
  6253. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6254. if ( this.morphTargetsRelative ) {
  6255. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6256. _box$2.expandByPoint( _vector$4 );
  6257. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6258. _box$2.expandByPoint( _vector$4 );
  6259. } else {
  6260. _box$2.expandByPoint( _boxMorphTargets.min );
  6261. _box$2.expandByPoint( _boxMorphTargets.max );
  6262. }
  6263. }
  6264. }
  6265. _box$2.getCenter( center );
  6266. // second, try to find a boundingSphere with a radius smaller than the
  6267. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6268. var maxRadiusSq = 0;
  6269. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6270. _vector$4.fromBufferAttribute( position, i );
  6271. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6272. }
  6273. // process morph attributes if present
  6274. if ( morphAttributesPosition ) {
  6275. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6276. var morphAttribute = morphAttributesPosition[ i ];
  6277. var morphTargetsRelative = this.morphTargetsRelative;
  6278. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6279. _vector$4.fromBufferAttribute( morphAttribute, j );
  6280. if ( morphTargetsRelative ) {
  6281. _offset.fromBufferAttribute( position, j );
  6282. _vector$4.add( _offset );
  6283. }
  6284. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6285. }
  6286. }
  6287. }
  6288. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6289. if ( isNaN( this.boundingSphere.radius ) ) {
  6290. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6291. }
  6292. }
  6293. },
  6294. computeFaceNormals: function () {
  6295. // backwards compatibility
  6296. },
  6297. computeVertexNormals: function () {
  6298. var index = this.index;
  6299. var attributes = this.attributes;
  6300. if ( attributes.position ) {
  6301. var positions = attributes.position.array;
  6302. if ( attributes.normal === undefined ) {
  6303. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6304. } else {
  6305. // reset existing normals to zero
  6306. var array = attributes.normal.array;
  6307. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6308. array[ i ] = 0;
  6309. }
  6310. }
  6311. var normals = attributes.normal.array;
  6312. var vA, vB, vC;
  6313. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6314. var cb = new Vector3(), ab = new Vector3();
  6315. // indexed elements
  6316. if ( index ) {
  6317. var indices = index.array;
  6318. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6319. vA = indices[ i + 0 ] * 3;
  6320. vB = indices[ i + 1 ] * 3;
  6321. vC = indices[ i + 2 ] * 3;
  6322. pA.fromArray( positions, vA );
  6323. pB.fromArray( positions, vB );
  6324. pC.fromArray( positions, vC );
  6325. cb.subVectors( pC, pB );
  6326. ab.subVectors( pA, pB );
  6327. cb.cross( ab );
  6328. normals[ vA ] += cb.x;
  6329. normals[ vA + 1 ] += cb.y;
  6330. normals[ vA + 2 ] += cb.z;
  6331. normals[ vB ] += cb.x;
  6332. normals[ vB + 1 ] += cb.y;
  6333. normals[ vB + 2 ] += cb.z;
  6334. normals[ vC ] += cb.x;
  6335. normals[ vC + 1 ] += cb.y;
  6336. normals[ vC + 2 ] += cb.z;
  6337. }
  6338. } else {
  6339. // non-indexed elements (unconnected triangle soup)
  6340. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6341. pA.fromArray( positions, i );
  6342. pB.fromArray( positions, i + 3 );
  6343. pC.fromArray( positions, i + 6 );
  6344. cb.subVectors( pC, pB );
  6345. ab.subVectors( pA, pB );
  6346. cb.cross( ab );
  6347. normals[ i ] = cb.x;
  6348. normals[ i + 1 ] = cb.y;
  6349. normals[ i + 2 ] = cb.z;
  6350. normals[ i + 3 ] = cb.x;
  6351. normals[ i + 4 ] = cb.y;
  6352. normals[ i + 5 ] = cb.z;
  6353. normals[ i + 6 ] = cb.x;
  6354. normals[ i + 7 ] = cb.y;
  6355. normals[ i + 8 ] = cb.z;
  6356. }
  6357. }
  6358. this.normalizeNormals();
  6359. attributes.normal.needsUpdate = true;
  6360. }
  6361. },
  6362. merge: function ( geometry, offset ) {
  6363. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6364. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6365. return;
  6366. }
  6367. if ( offset === undefined ) {
  6368. offset = 0;
  6369. console.warn(
  6370. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6371. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6372. );
  6373. }
  6374. var attributes = this.attributes;
  6375. for ( var key in attributes ) {
  6376. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6377. var attribute1 = attributes[ key ];
  6378. var attributeArray1 = attribute1.array;
  6379. var attribute2 = geometry.attributes[ key ];
  6380. var attributeArray2 = attribute2.array;
  6381. var attributeOffset = attribute2.itemSize * offset;
  6382. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6383. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6384. attributeArray1[ j ] = attributeArray2[ i ];
  6385. }
  6386. }
  6387. return this;
  6388. },
  6389. normalizeNormals: function () {
  6390. var normals = this.attributes.normal;
  6391. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6392. _vector$4.x = normals.getX( i );
  6393. _vector$4.y = normals.getY( i );
  6394. _vector$4.z = normals.getZ( i );
  6395. _vector$4.normalize();
  6396. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6397. }
  6398. },
  6399. toNonIndexed: function () {
  6400. function convertBufferAttribute( attribute, indices ) {
  6401. var array = attribute.array;
  6402. var itemSize = attribute.itemSize;
  6403. var array2 = new array.constructor( indices.length * itemSize );
  6404. var index = 0, index2 = 0;
  6405. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6406. index = indices[ i ] * itemSize;
  6407. for ( var j = 0; j < itemSize; j ++ ) {
  6408. array2[ index2 ++ ] = array[ index ++ ];
  6409. }
  6410. }
  6411. return new BufferAttribute( array2, itemSize );
  6412. }
  6413. //
  6414. if ( this.index === null ) {
  6415. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6416. return this;
  6417. }
  6418. var geometry2 = new BufferGeometry();
  6419. var indices = this.index.array;
  6420. var attributes = this.attributes;
  6421. // attributes
  6422. for ( var name in attributes ) {
  6423. var attribute = attributes[ name ];
  6424. var newAttribute = convertBufferAttribute( attribute, indices );
  6425. geometry2.setAttribute( name, newAttribute );
  6426. }
  6427. // morph attributes
  6428. var morphAttributes = this.morphAttributes;
  6429. for ( name in morphAttributes ) {
  6430. var morphArray = [];
  6431. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6432. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6433. var attribute = morphAttribute[ i ];
  6434. var newAttribute = convertBufferAttribute( attribute, indices );
  6435. morphArray.push( newAttribute );
  6436. }
  6437. geometry2.morphAttributes[ name ] = morphArray;
  6438. }
  6439. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6440. // groups
  6441. var groups = this.groups;
  6442. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6443. var group = groups[ i ];
  6444. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6445. }
  6446. return geometry2;
  6447. },
  6448. toJSON: function () {
  6449. var data = {
  6450. metadata: {
  6451. version: 4.5,
  6452. type: 'BufferGeometry',
  6453. generator: 'BufferGeometry.toJSON'
  6454. }
  6455. };
  6456. // standard BufferGeometry serialization
  6457. data.uuid = this.uuid;
  6458. data.type = this.type;
  6459. if ( this.name !== '' ) { data.name = this.name; }
  6460. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6461. if ( this.parameters !== undefined ) {
  6462. var parameters = this.parameters;
  6463. for ( var key in parameters ) {
  6464. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6465. }
  6466. return data;
  6467. }
  6468. data.data = { attributes: {} };
  6469. var index = this.index;
  6470. if ( index !== null ) {
  6471. data.data.index = {
  6472. type: index.array.constructor.name,
  6473. array: Array.prototype.slice.call( index.array )
  6474. };
  6475. }
  6476. var attributes = this.attributes;
  6477. for ( var key in attributes ) {
  6478. var attribute = attributes[ key ];
  6479. var attributeData = attribute.toJSON();
  6480. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6481. data.data.attributes[ key ] = attributeData;
  6482. }
  6483. var morphAttributes = {};
  6484. var hasMorphAttributes = false;
  6485. for ( var key in this.morphAttributes ) {
  6486. var attributeArray = this.morphAttributes[ key ];
  6487. var array = [];
  6488. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6489. var attribute = attributeArray[ i ];
  6490. var attributeData = attribute.toJSON();
  6491. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6492. array.push( attributeData );
  6493. }
  6494. if ( array.length > 0 ) {
  6495. morphAttributes[ key ] = array;
  6496. hasMorphAttributes = true;
  6497. }
  6498. }
  6499. if ( hasMorphAttributes ) {
  6500. data.data.morphAttributes = morphAttributes;
  6501. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6502. }
  6503. var groups = this.groups;
  6504. if ( groups.length > 0 ) {
  6505. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6506. }
  6507. var boundingSphere = this.boundingSphere;
  6508. if ( boundingSphere !== null ) {
  6509. data.data.boundingSphere = {
  6510. center: boundingSphere.center.toArray(),
  6511. radius: boundingSphere.radius
  6512. };
  6513. }
  6514. return data;
  6515. },
  6516. clone: function () {
  6517. /*
  6518. // Handle primitives
  6519. var parameters = this.parameters;
  6520. if ( parameters !== undefined ) {
  6521. var values = [];
  6522. for ( var key in parameters ) {
  6523. values.push( parameters[ key ] );
  6524. }
  6525. var geometry = Object.create( this.constructor.prototype );
  6526. this.constructor.apply( geometry, values );
  6527. return geometry;
  6528. }
  6529. return new this.constructor().copy( this );
  6530. */
  6531. return new BufferGeometry().copy( this );
  6532. },
  6533. copy: function ( source ) {
  6534. var name, i, l;
  6535. // reset
  6536. this.index = null;
  6537. this.attributes = {};
  6538. this.morphAttributes = {};
  6539. this.groups = [];
  6540. this.boundingBox = null;
  6541. this.boundingSphere = null;
  6542. // name
  6543. this.name = source.name;
  6544. // index
  6545. var index = source.index;
  6546. if ( index !== null ) {
  6547. this.setIndex( index.clone() );
  6548. }
  6549. // attributes
  6550. var attributes = source.attributes;
  6551. for ( name in attributes ) {
  6552. var attribute = attributes[ name ];
  6553. this.setAttribute( name, attribute.clone() );
  6554. }
  6555. // morph attributes
  6556. var morphAttributes = source.morphAttributes;
  6557. for ( name in morphAttributes ) {
  6558. var array = [];
  6559. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6560. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6561. array.push( morphAttribute[ i ].clone() );
  6562. }
  6563. this.morphAttributes[ name ] = array;
  6564. }
  6565. this.morphTargetsRelative = source.morphTargetsRelative;
  6566. // groups
  6567. var groups = source.groups;
  6568. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6569. var group = groups[ i ];
  6570. this.addGroup( group.start, group.count, group.materialIndex );
  6571. }
  6572. // bounding box
  6573. var boundingBox = source.boundingBox;
  6574. if ( boundingBox !== null ) {
  6575. this.boundingBox = boundingBox.clone();
  6576. }
  6577. // bounding sphere
  6578. var boundingSphere = source.boundingSphere;
  6579. if ( boundingSphere !== null ) {
  6580. this.boundingSphere = boundingSphere.clone();
  6581. }
  6582. // draw range
  6583. this.drawRange.start = source.drawRange.start;
  6584. this.drawRange.count = source.drawRange.count;
  6585. // user data
  6586. this.userData = source.userData;
  6587. return this;
  6588. },
  6589. dispose: function () {
  6590. this.dispatchEvent( { type: 'dispose' } );
  6591. }
  6592. } );
  6593. /**
  6594. * @author mrdoob / http://mrdoob.com/
  6595. * @author alteredq / http://alteredqualia.com/
  6596. * @author mikael emtinger / http://gomo.se/
  6597. * @author jonobr1 / http://jonobr1.com/
  6598. */
  6599. var _inverseMatrix = new Matrix4();
  6600. var _ray = new Ray();
  6601. var _sphere = new Sphere();
  6602. var _vA = new Vector3();
  6603. var _vB = new Vector3();
  6604. var _vC = new Vector3();
  6605. var _tempA = new Vector3();
  6606. var _tempB = new Vector3();
  6607. var _tempC = new Vector3();
  6608. var _morphA = new Vector3();
  6609. var _morphB = new Vector3();
  6610. var _morphC = new Vector3();
  6611. var _uvA = new Vector2();
  6612. var _uvB = new Vector2();
  6613. var _uvC = new Vector2();
  6614. var _intersectionPoint = new Vector3();
  6615. var _intersectionPointWorld = new Vector3();
  6616. function Mesh( geometry, material ) {
  6617. Object3D.call( this );
  6618. this.type = 'Mesh';
  6619. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6620. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6621. this.updateMorphTargets();
  6622. }
  6623. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6624. constructor: Mesh,
  6625. isMesh: true,
  6626. copy: function ( source ) {
  6627. Object3D.prototype.copy.call( this, source );
  6628. if ( source.morphTargetInfluences !== undefined ) {
  6629. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6630. }
  6631. if ( source.morphTargetDictionary !== undefined ) {
  6632. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6633. }
  6634. return this;
  6635. },
  6636. updateMorphTargets: function () {
  6637. var geometry = this.geometry;
  6638. var m, ml, name;
  6639. if ( geometry.isBufferGeometry ) {
  6640. var morphAttributes = geometry.morphAttributes;
  6641. var keys = Object.keys( morphAttributes );
  6642. if ( keys.length > 0 ) {
  6643. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6644. if ( morphAttribute !== undefined ) {
  6645. this.morphTargetInfluences = [];
  6646. this.morphTargetDictionary = {};
  6647. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6648. name = morphAttribute[ m ].name || String( m );
  6649. this.morphTargetInfluences.push( 0 );
  6650. this.morphTargetDictionary[ name ] = m;
  6651. }
  6652. }
  6653. }
  6654. } else {
  6655. var morphTargets = geometry.morphTargets;
  6656. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6657. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6658. }
  6659. }
  6660. },
  6661. raycast: function ( raycaster, intersects ) {
  6662. var geometry = this.geometry;
  6663. var material = this.material;
  6664. var matrixWorld = this.matrixWorld;
  6665. if ( material === undefined ) { return; }
  6666. // Checking boundingSphere distance to ray
  6667. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6668. _sphere.copy( geometry.boundingSphere );
  6669. _sphere.applyMatrix4( matrixWorld );
  6670. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6671. //
  6672. _inverseMatrix.getInverse( matrixWorld );
  6673. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6674. // Check boundingBox before continuing
  6675. if ( geometry.boundingBox !== null ) {
  6676. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6677. }
  6678. var intersection;
  6679. if ( geometry.isBufferGeometry ) {
  6680. var a, b, c;
  6681. var index = geometry.index;
  6682. var position = geometry.attributes.position;
  6683. var morphPosition = geometry.morphAttributes.position;
  6684. var morphTargetsRelative = geometry.morphTargetsRelative;
  6685. var uv = geometry.attributes.uv;
  6686. var uv2 = geometry.attributes.uv2;
  6687. var groups = geometry.groups;
  6688. var drawRange = geometry.drawRange;
  6689. var i, j, il, jl;
  6690. var group, groupMaterial;
  6691. var start, end;
  6692. if ( index !== null ) {
  6693. // indexed buffer geometry
  6694. if ( Array.isArray( material ) ) {
  6695. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6696. group = groups[ i ];
  6697. groupMaterial = material[ group.materialIndex ];
  6698. start = Math.max( group.start, drawRange.start );
  6699. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6700. for ( j = start, jl = end; j < jl; j += 3 ) {
  6701. a = index.getX( j );
  6702. b = index.getX( j + 1 );
  6703. c = index.getX( j + 2 );
  6704. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6705. if ( intersection ) {
  6706. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6707. intersection.face.materialIndex = group.materialIndex;
  6708. intersects.push( intersection );
  6709. }
  6710. }
  6711. }
  6712. } else {
  6713. start = Math.max( 0, drawRange.start );
  6714. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6715. for ( i = start, il = end; i < il; i += 3 ) {
  6716. a = index.getX( i );
  6717. b = index.getX( i + 1 );
  6718. c = index.getX( i + 2 );
  6719. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6720. if ( intersection ) {
  6721. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6722. intersects.push( intersection );
  6723. }
  6724. }
  6725. }
  6726. } else if ( position !== undefined ) {
  6727. // non-indexed buffer geometry
  6728. if ( Array.isArray( material ) ) {
  6729. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6730. group = groups[ i ];
  6731. groupMaterial = material[ group.materialIndex ];
  6732. start = Math.max( group.start, drawRange.start );
  6733. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6734. for ( j = start, jl = end; j < jl; j += 3 ) {
  6735. a = j;
  6736. b = j + 1;
  6737. c = j + 2;
  6738. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6739. if ( intersection ) {
  6740. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6741. intersection.face.materialIndex = group.materialIndex;
  6742. intersects.push( intersection );
  6743. }
  6744. }
  6745. }
  6746. } else {
  6747. start = Math.max( 0, drawRange.start );
  6748. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6749. for ( i = start, il = end; i < il; i += 3 ) {
  6750. a = i;
  6751. b = i + 1;
  6752. c = i + 2;
  6753. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6754. if ( intersection ) {
  6755. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6756. intersects.push( intersection );
  6757. }
  6758. }
  6759. }
  6760. }
  6761. } else if ( geometry.isGeometry ) {
  6762. var fvA, fvB, fvC;
  6763. var isMultiMaterial = Array.isArray( material );
  6764. var vertices = geometry.vertices;
  6765. var faces = geometry.faces;
  6766. var uvs;
  6767. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6768. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6769. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6770. var face = faces[ f ];
  6771. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6772. if ( faceMaterial === undefined ) { continue; }
  6773. fvA = vertices[ face.a ];
  6774. fvB = vertices[ face.b ];
  6775. fvC = vertices[ face.c ];
  6776. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6777. if ( intersection ) {
  6778. if ( uvs && uvs[ f ] ) {
  6779. var uvs_f = uvs[ f ];
  6780. _uvA.copy( uvs_f[ 0 ] );
  6781. _uvB.copy( uvs_f[ 1 ] );
  6782. _uvC.copy( uvs_f[ 2 ] );
  6783. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6784. }
  6785. intersection.face = face;
  6786. intersection.faceIndex = f;
  6787. intersects.push( intersection );
  6788. }
  6789. }
  6790. }
  6791. },
  6792. clone: function () {
  6793. return new this.constructor( this.geometry, this.material ).copy( this );
  6794. }
  6795. } );
  6796. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6797. var intersect;
  6798. if ( material.side === BackSide ) {
  6799. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6800. } else {
  6801. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6802. }
  6803. if ( intersect === null ) { return null; }
  6804. _intersectionPointWorld.copy( point );
  6805. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6806. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6807. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6808. return {
  6809. distance: distance,
  6810. point: _intersectionPointWorld.clone(),
  6811. object: object
  6812. };
  6813. }
  6814. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6815. _vA.fromBufferAttribute( position, a );
  6816. _vB.fromBufferAttribute( position, b );
  6817. _vC.fromBufferAttribute( position, c );
  6818. var morphInfluences = object.morphTargetInfluences;
  6819. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6820. _morphA.set( 0, 0, 0 );
  6821. _morphB.set( 0, 0, 0 );
  6822. _morphC.set( 0, 0, 0 );
  6823. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6824. var influence = morphInfluences[ i ];
  6825. var morphAttribute = morphPosition[ i ];
  6826. if ( influence === 0 ) { continue; }
  6827. _tempA.fromBufferAttribute( morphAttribute, a );
  6828. _tempB.fromBufferAttribute( morphAttribute, b );
  6829. _tempC.fromBufferAttribute( morphAttribute, c );
  6830. if ( morphTargetsRelative ) {
  6831. _morphA.addScaledVector( _tempA, influence );
  6832. _morphB.addScaledVector( _tempB, influence );
  6833. _morphC.addScaledVector( _tempC, influence );
  6834. } else {
  6835. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6836. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6837. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6838. }
  6839. }
  6840. _vA.add( _morphA );
  6841. _vB.add( _morphB );
  6842. _vC.add( _morphC );
  6843. }
  6844. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6845. if ( intersection ) {
  6846. if ( uv ) {
  6847. _uvA.fromBufferAttribute( uv, a );
  6848. _uvB.fromBufferAttribute( uv, b );
  6849. _uvC.fromBufferAttribute( uv, c );
  6850. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6851. }
  6852. if ( uv2 ) {
  6853. _uvA.fromBufferAttribute( uv2, a );
  6854. _uvB.fromBufferAttribute( uv2, b );
  6855. _uvC.fromBufferAttribute( uv2, c );
  6856. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6857. }
  6858. var face = new Face3( a, b, c );
  6859. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6860. intersection.face = face;
  6861. }
  6862. return intersection;
  6863. }
  6864. /**
  6865. * @author mrdoob / http://mrdoob.com/
  6866. * @author kile / http://kile.stravaganza.org/
  6867. * @author alteredq / http://alteredqualia.com/
  6868. * @author mikael emtinger / http://gomo.se/
  6869. * @author zz85 / http://www.lab4games.net/zz85/blog
  6870. * @author bhouston / http://clara.io
  6871. */
  6872. var _geometryId = 0; // Geometry uses even numbers as Id
  6873. var _m1$3 = new Matrix4();
  6874. var _obj$1 = new Object3D();
  6875. var _offset$1 = new Vector3();
  6876. function Geometry() {
  6877. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6878. this.uuid = MathUtils.generateUUID();
  6879. this.name = '';
  6880. this.type = 'Geometry';
  6881. this.vertices = [];
  6882. this.colors = [];
  6883. this.faces = [];
  6884. this.faceVertexUvs = [[]];
  6885. this.morphTargets = [];
  6886. this.morphNormals = [];
  6887. this.skinWeights = [];
  6888. this.skinIndices = [];
  6889. this.lineDistances = [];
  6890. this.boundingBox = null;
  6891. this.boundingSphere = null;
  6892. // update flags
  6893. this.elementsNeedUpdate = false;
  6894. this.verticesNeedUpdate = false;
  6895. this.uvsNeedUpdate = false;
  6896. this.normalsNeedUpdate = false;
  6897. this.colorsNeedUpdate = false;
  6898. this.lineDistancesNeedUpdate = false;
  6899. this.groupsNeedUpdate = false;
  6900. }
  6901. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6902. constructor: Geometry,
  6903. isGeometry: true,
  6904. applyMatrix4: function ( matrix ) {
  6905. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6906. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6907. var vertex = this.vertices[ i ];
  6908. vertex.applyMatrix4( matrix );
  6909. }
  6910. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6911. var face = this.faces[ i ];
  6912. face.normal.applyMatrix3( normalMatrix ).normalize();
  6913. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6914. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6915. }
  6916. }
  6917. if ( this.boundingBox !== null ) {
  6918. this.computeBoundingBox();
  6919. }
  6920. if ( this.boundingSphere !== null ) {
  6921. this.computeBoundingSphere();
  6922. }
  6923. this.verticesNeedUpdate = true;
  6924. this.normalsNeedUpdate = true;
  6925. return this;
  6926. },
  6927. rotateX: function ( angle ) {
  6928. // rotate geometry around world x-axis
  6929. _m1$3.makeRotationX( angle );
  6930. this.applyMatrix4( _m1$3 );
  6931. return this;
  6932. },
  6933. rotateY: function ( angle ) {
  6934. // rotate geometry around world y-axis
  6935. _m1$3.makeRotationY( angle );
  6936. this.applyMatrix4( _m1$3 );
  6937. return this;
  6938. },
  6939. rotateZ: function ( angle ) {
  6940. // rotate geometry around world z-axis
  6941. _m1$3.makeRotationZ( angle );
  6942. this.applyMatrix4( _m1$3 );
  6943. return this;
  6944. },
  6945. translate: function ( x, y, z ) {
  6946. // translate geometry
  6947. _m1$3.makeTranslation( x, y, z );
  6948. this.applyMatrix4( _m1$3 );
  6949. return this;
  6950. },
  6951. scale: function ( x, y, z ) {
  6952. // scale geometry
  6953. _m1$3.makeScale( x, y, z );
  6954. this.applyMatrix4( _m1$3 );
  6955. return this;
  6956. },
  6957. lookAt: function ( vector ) {
  6958. _obj$1.lookAt( vector );
  6959. _obj$1.updateMatrix();
  6960. this.applyMatrix4( _obj$1.matrix );
  6961. return this;
  6962. },
  6963. fromBufferGeometry: function ( geometry ) {
  6964. var scope = this;
  6965. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6966. var attributes = geometry.attributes;
  6967. if ( attributes.position === undefined ) {
  6968. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6969. return this;
  6970. }
  6971. var positions = attributes.position.array;
  6972. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6973. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6974. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6975. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6976. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6977. for ( var i = 0; i < positions.length; i += 3 ) {
  6978. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6979. if ( colors !== undefined ) {
  6980. scope.colors.push( new Color().fromArray( colors, i ) );
  6981. }
  6982. }
  6983. function addFace( a, b, c, materialIndex ) {
  6984. var vertexColors = ( colors === undefined ) ? [] : [
  6985. scope.colors[ a ].clone(),
  6986. scope.colors[ b ].clone(),
  6987. scope.colors[ c ].clone() ];
  6988. var vertexNormals = ( normals === undefined ) ? [] : [
  6989. new Vector3().fromArray( normals, a * 3 ),
  6990. new Vector3().fromArray( normals, b * 3 ),
  6991. new Vector3().fromArray( normals, c * 3 )
  6992. ];
  6993. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6994. scope.faces.push( face );
  6995. if ( uvs !== undefined ) {
  6996. scope.faceVertexUvs[ 0 ].push( [
  6997. new Vector2().fromArray( uvs, a * 2 ),
  6998. new Vector2().fromArray( uvs, b * 2 ),
  6999. new Vector2().fromArray( uvs, c * 2 )
  7000. ] );
  7001. }
  7002. if ( uvs2 !== undefined ) {
  7003. scope.faceVertexUvs[ 1 ].push( [
  7004. new Vector2().fromArray( uvs2, a * 2 ),
  7005. new Vector2().fromArray( uvs2, b * 2 ),
  7006. new Vector2().fromArray( uvs2, c * 2 )
  7007. ] );
  7008. }
  7009. }
  7010. var groups = geometry.groups;
  7011. if ( groups.length > 0 ) {
  7012. for ( var i = 0; i < groups.length; i ++ ) {
  7013. var group = groups[ i ];
  7014. var start = group.start;
  7015. var count = group.count;
  7016. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7017. if ( indices !== undefined ) {
  7018. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7019. } else {
  7020. addFace( j, j + 1, j + 2, group.materialIndex );
  7021. }
  7022. }
  7023. }
  7024. } else {
  7025. if ( indices !== undefined ) {
  7026. for ( var i = 0; i < indices.length; i += 3 ) {
  7027. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7028. }
  7029. } else {
  7030. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7031. addFace( i, i + 1, i + 2 );
  7032. }
  7033. }
  7034. }
  7035. this.computeFaceNormals();
  7036. if ( geometry.boundingBox !== null ) {
  7037. this.boundingBox = geometry.boundingBox.clone();
  7038. }
  7039. if ( geometry.boundingSphere !== null ) {
  7040. this.boundingSphere = geometry.boundingSphere.clone();
  7041. }
  7042. return this;
  7043. },
  7044. center: function () {
  7045. this.computeBoundingBox();
  7046. this.boundingBox.getCenter( _offset$1 ).negate();
  7047. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7048. return this;
  7049. },
  7050. normalize: function () {
  7051. this.computeBoundingSphere();
  7052. var center = this.boundingSphere.center;
  7053. var radius = this.boundingSphere.radius;
  7054. var s = radius === 0 ? 1 : 1.0 / radius;
  7055. var matrix = new Matrix4();
  7056. matrix.set(
  7057. s, 0, 0, - s * center.x,
  7058. 0, s, 0, - s * center.y,
  7059. 0, 0, s, - s * center.z,
  7060. 0, 0, 0, 1
  7061. );
  7062. this.applyMatrix4( matrix );
  7063. return this;
  7064. },
  7065. computeFaceNormals: function () {
  7066. var cb = new Vector3(), ab = new Vector3();
  7067. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7068. var face = this.faces[ f ];
  7069. var vA = this.vertices[ face.a ];
  7070. var vB = this.vertices[ face.b ];
  7071. var vC = this.vertices[ face.c ];
  7072. cb.subVectors( vC, vB );
  7073. ab.subVectors( vA, vB );
  7074. cb.cross( ab );
  7075. cb.normalize();
  7076. face.normal.copy( cb );
  7077. }
  7078. },
  7079. computeVertexNormals: function ( areaWeighted ) {
  7080. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7081. var v, vl, f, fl, face, vertices;
  7082. vertices = new Array( this.vertices.length );
  7083. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7084. vertices[ v ] = new Vector3();
  7085. }
  7086. if ( areaWeighted ) {
  7087. // vertex normals weighted by triangle areas
  7088. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7089. var vA, vB, vC;
  7090. var cb = new Vector3(), ab = new Vector3();
  7091. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7092. face = this.faces[ f ];
  7093. vA = this.vertices[ face.a ];
  7094. vB = this.vertices[ face.b ];
  7095. vC = this.vertices[ face.c ];
  7096. cb.subVectors( vC, vB );
  7097. ab.subVectors( vA, vB );
  7098. cb.cross( ab );
  7099. vertices[ face.a ].add( cb );
  7100. vertices[ face.b ].add( cb );
  7101. vertices[ face.c ].add( cb );
  7102. }
  7103. } else {
  7104. this.computeFaceNormals();
  7105. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7106. face = this.faces[ f ];
  7107. vertices[ face.a ].add( face.normal );
  7108. vertices[ face.b ].add( face.normal );
  7109. vertices[ face.c ].add( face.normal );
  7110. }
  7111. }
  7112. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7113. vertices[ v ].normalize();
  7114. }
  7115. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7116. face = this.faces[ f ];
  7117. var vertexNormals = face.vertexNormals;
  7118. if ( vertexNormals.length === 3 ) {
  7119. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7120. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7121. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7122. } else {
  7123. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7124. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7125. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7126. }
  7127. }
  7128. if ( this.faces.length > 0 ) {
  7129. this.normalsNeedUpdate = true;
  7130. }
  7131. },
  7132. computeFlatVertexNormals: function () {
  7133. var f, fl, face;
  7134. this.computeFaceNormals();
  7135. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7136. face = this.faces[ f ];
  7137. var vertexNormals = face.vertexNormals;
  7138. if ( vertexNormals.length === 3 ) {
  7139. vertexNormals[ 0 ].copy( face.normal );
  7140. vertexNormals[ 1 ].copy( face.normal );
  7141. vertexNormals[ 2 ].copy( face.normal );
  7142. } else {
  7143. vertexNormals[ 0 ] = face.normal.clone();
  7144. vertexNormals[ 1 ] = face.normal.clone();
  7145. vertexNormals[ 2 ] = face.normal.clone();
  7146. }
  7147. }
  7148. if ( this.faces.length > 0 ) {
  7149. this.normalsNeedUpdate = true;
  7150. }
  7151. },
  7152. computeMorphNormals: function () {
  7153. var i, il, f, fl, face;
  7154. // save original normals
  7155. // - create temp variables on first access
  7156. // otherwise just copy (for faster repeated calls)
  7157. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7158. face = this.faces[ f ];
  7159. if ( ! face.__originalFaceNormal ) {
  7160. face.__originalFaceNormal = face.normal.clone();
  7161. } else {
  7162. face.__originalFaceNormal.copy( face.normal );
  7163. }
  7164. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7165. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7166. if ( ! face.__originalVertexNormals[ i ] ) {
  7167. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7168. } else {
  7169. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7170. }
  7171. }
  7172. }
  7173. // use temp geometry to compute face and vertex normals for each morph
  7174. var tmpGeo = new Geometry();
  7175. tmpGeo.faces = this.faces;
  7176. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7177. // create on first access
  7178. if ( ! this.morphNormals[ i ] ) {
  7179. this.morphNormals[ i ] = {};
  7180. this.morphNormals[ i ].faceNormals = [];
  7181. this.morphNormals[ i ].vertexNormals = [];
  7182. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7183. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7184. var faceNormal, vertexNormals;
  7185. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7186. faceNormal = new Vector3();
  7187. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7188. dstNormalsFace.push( faceNormal );
  7189. dstNormalsVertex.push( vertexNormals );
  7190. }
  7191. }
  7192. var morphNormals = this.morphNormals[ i ];
  7193. // set vertices to morph target
  7194. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7195. // compute morph normals
  7196. tmpGeo.computeFaceNormals();
  7197. tmpGeo.computeVertexNormals();
  7198. // store morph normals
  7199. var faceNormal, vertexNormals;
  7200. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7201. face = this.faces[ f ];
  7202. faceNormal = morphNormals.faceNormals[ f ];
  7203. vertexNormals = morphNormals.vertexNormals[ f ];
  7204. faceNormal.copy( face.normal );
  7205. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7206. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7207. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7208. }
  7209. }
  7210. // restore original normals
  7211. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7212. face = this.faces[ f ];
  7213. face.normal = face.__originalFaceNormal;
  7214. face.vertexNormals = face.__originalVertexNormals;
  7215. }
  7216. },
  7217. computeBoundingBox: function () {
  7218. if ( this.boundingBox === null ) {
  7219. this.boundingBox = new Box3();
  7220. }
  7221. this.boundingBox.setFromPoints( this.vertices );
  7222. },
  7223. computeBoundingSphere: function () {
  7224. if ( this.boundingSphere === null ) {
  7225. this.boundingSphere = new Sphere();
  7226. }
  7227. this.boundingSphere.setFromPoints( this.vertices );
  7228. },
  7229. merge: function ( geometry, matrix, materialIndexOffset ) {
  7230. if ( ! ( geometry && geometry.isGeometry ) ) {
  7231. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7232. return;
  7233. }
  7234. var normalMatrix,
  7235. vertexOffset = this.vertices.length,
  7236. vertices1 = this.vertices,
  7237. vertices2 = geometry.vertices,
  7238. faces1 = this.faces,
  7239. faces2 = geometry.faces,
  7240. colors1 = this.colors,
  7241. colors2 = geometry.colors;
  7242. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7243. if ( matrix !== undefined ) {
  7244. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7245. }
  7246. // vertices
  7247. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7248. var vertex = vertices2[ i ];
  7249. var vertexCopy = vertex.clone();
  7250. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7251. vertices1.push( vertexCopy );
  7252. }
  7253. // colors
  7254. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7255. colors1.push( colors2[ i ].clone() );
  7256. }
  7257. // faces
  7258. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7259. var face = faces2[ i ], faceCopy, normal, color,
  7260. faceVertexNormals = face.vertexNormals,
  7261. faceVertexColors = face.vertexColors;
  7262. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7263. faceCopy.normal.copy( face.normal );
  7264. if ( normalMatrix !== undefined ) {
  7265. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7266. }
  7267. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7268. normal = faceVertexNormals[ j ].clone();
  7269. if ( normalMatrix !== undefined ) {
  7270. normal.applyMatrix3( normalMatrix ).normalize();
  7271. }
  7272. faceCopy.vertexNormals.push( normal );
  7273. }
  7274. faceCopy.color.copy( face.color );
  7275. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7276. color = faceVertexColors[ j ];
  7277. faceCopy.vertexColors.push( color.clone() );
  7278. }
  7279. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7280. faces1.push( faceCopy );
  7281. }
  7282. // uvs
  7283. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7284. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7285. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7286. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7287. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7288. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7289. uvsCopy.push( uvs2[ k ].clone() );
  7290. }
  7291. this.faceVertexUvs[ i ].push( uvsCopy );
  7292. }
  7293. }
  7294. },
  7295. mergeMesh: function ( mesh ) {
  7296. if ( ! ( mesh && mesh.isMesh ) ) {
  7297. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7298. return;
  7299. }
  7300. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7301. this.merge( mesh.geometry, mesh.matrix );
  7302. },
  7303. /*
  7304. * Checks for duplicate vertices with hashmap.
  7305. * Duplicated vertices are removed
  7306. * and faces' vertices are updated.
  7307. */
  7308. mergeVertices: function () {
  7309. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7310. var unique = [], changes = [];
  7311. var v, key;
  7312. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7313. var precision = Math.pow( 10, precisionPoints );
  7314. var i, il, face;
  7315. var indices, j, jl;
  7316. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7317. v = this.vertices[ i ];
  7318. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7319. if ( verticesMap[ key ] === undefined ) {
  7320. verticesMap[ key ] = i;
  7321. unique.push( this.vertices[ i ] );
  7322. changes[ i ] = unique.length - 1;
  7323. } else {
  7324. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7325. changes[ i ] = changes[ verticesMap[ key ] ];
  7326. }
  7327. }
  7328. // if faces are completely degenerate after merging vertices, we
  7329. // have to remove them from the geometry.
  7330. var faceIndicesToRemove = [];
  7331. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7332. face = this.faces[ i ];
  7333. face.a = changes[ face.a ];
  7334. face.b = changes[ face.b ];
  7335. face.c = changes[ face.c ];
  7336. indices = [ face.a, face.b, face.c ];
  7337. // if any duplicate vertices are found in a Face3
  7338. // we have to remove the face as nothing can be saved
  7339. for ( var n = 0; n < 3; n ++ ) {
  7340. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7341. faceIndicesToRemove.push( i );
  7342. break;
  7343. }
  7344. }
  7345. }
  7346. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7347. var idx = faceIndicesToRemove[ i ];
  7348. this.faces.splice( idx, 1 );
  7349. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7350. this.faceVertexUvs[ j ].splice( idx, 1 );
  7351. }
  7352. }
  7353. // Use unique set of vertices
  7354. var diff = this.vertices.length - unique.length;
  7355. this.vertices = unique;
  7356. return diff;
  7357. },
  7358. setFromPoints: function ( points ) {
  7359. this.vertices = [];
  7360. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7361. var point = points[ i ];
  7362. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7363. }
  7364. return this;
  7365. },
  7366. sortFacesByMaterialIndex: function () {
  7367. var faces = this.faces;
  7368. var length = faces.length;
  7369. // tag faces
  7370. for ( var i = 0; i < length; i ++ ) {
  7371. faces[ i ]._id = i;
  7372. }
  7373. // sort faces
  7374. function materialIndexSort( a, b ) {
  7375. return a.materialIndex - b.materialIndex;
  7376. }
  7377. faces.sort( materialIndexSort );
  7378. // sort uvs
  7379. var uvs1 = this.faceVertexUvs[ 0 ];
  7380. var uvs2 = this.faceVertexUvs[ 1 ];
  7381. var newUvs1, newUvs2;
  7382. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7383. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7384. for ( var i = 0; i < length; i ++ ) {
  7385. var id = faces[ i ]._id;
  7386. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7387. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7388. }
  7389. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7390. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7391. },
  7392. toJSON: function () {
  7393. var data = {
  7394. metadata: {
  7395. version: 4.5,
  7396. type: 'Geometry',
  7397. generator: 'Geometry.toJSON'
  7398. }
  7399. };
  7400. // standard Geometry serialization
  7401. data.uuid = this.uuid;
  7402. data.type = this.type;
  7403. if ( this.name !== '' ) { data.name = this.name; }
  7404. if ( this.parameters !== undefined ) {
  7405. var parameters = this.parameters;
  7406. for ( var key in parameters ) {
  7407. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7408. }
  7409. return data;
  7410. }
  7411. var vertices = [];
  7412. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7413. var vertex = this.vertices[ i ];
  7414. vertices.push( vertex.x, vertex.y, vertex.z );
  7415. }
  7416. var faces = [];
  7417. var normals = [];
  7418. var normalsHash = {};
  7419. var colors = [];
  7420. var colorsHash = {};
  7421. var uvs = [];
  7422. var uvsHash = {};
  7423. for ( var i = 0; i < this.faces.length; i ++ ) {
  7424. var face = this.faces[ i ];
  7425. var hasMaterial = true;
  7426. var hasFaceUv = false; // deprecated
  7427. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7428. var hasFaceNormal = face.normal.length() > 0;
  7429. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7430. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7431. var hasFaceVertexColor = face.vertexColors.length > 0;
  7432. var faceType = 0;
  7433. faceType = setBit( faceType, 0, 0 ); // isQuad
  7434. faceType = setBit( faceType, 1, hasMaterial );
  7435. faceType = setBit( faceType, 2, hasFaceUv );
  7436. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7437. faceType = setBit( faceType, 4, hasFaceNormal );
  7438. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7439. faceType = setBit( faceType, 6, hasFaceColor );
  7440. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7441. faces.push( faceType );
  7442. faces.push( face.a, face.b, face.c );
  7443. faces.push( face.materialIndex );
  7444. if ( hasFaceVertexUv ) {
  7445. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7446. faces.push(
  7447. getUvIndex( faceVertexUvs[ 0 ] ),
  7448. getUvIndex( faceVertexUvs[ 1 ] ),
  7449. getUvIndex( faceVertexUvs[ 2 ] )
  7450. );
  7451. }
  7452. if ( hasFaceNormal ) {
  7453. faces.push( getNormalIndex( face.normal ) );
  7454. }
  7455. if ( hasFaceVertexNormal ) {
  7456. var vertexNormals = face.vertexNormals;
  7457. faces.push(
  7458. getNormalIndex( vertexNormals[ 0 ] ),
  7459. getNormalIndex( vertexNormals[ 1 ] ),
  7460. getNormalIndex( vertexNormals[ 2 ] )
  7461. );
  7462. }
  7463. if ( hasFaceColor ) {
  7464. faces.push( getColorIndex( face.color ) );
  7465. }
  7466. if ( hasFaceVertexColor ) {
  7467. var vertexColors = face.vertexColors;
  7468. faces.push(
  7469. getColorIndex( vertexColors[ 0 ] ),
  7470. getColorIndex( vertexColors[ 1 ] ),
  7471. getColorIndex( vertexColors[ 2 ] )
  7472. );
  7473. }
  7474. }
  7475. function setBit( value, position, enabled ) {
  7476. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7477. }
  7478. function getNormalIndex( normal ) {
  7479. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7480. if ( normalsHash[ hash ] !== undefined ) {
  7481. return normalsHash[ hash ];
  7482. }
  7483. normalsHash[ hash ] = normals.length / 3;
  7484. normals.push( normal.x, normal.y, normal.z );
  7485. return normalsHash[ hash ];
  7486. }
  7487. function getColorIndex( color ) {
  7488. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7489. if ( colorsHash[ hash ] !== undefined ) {
  7490. return colorsHash[ hash ];
  7491. }
  7492. colorsHash[ hash ] = colors.length;
  7493. colors.push( color.getHex() );
  7494. return colorsHash[ hash ];
  7495. }
  7496. function getUvIndex( uv ) {
  7497. var hash = uv.x.toString() + uv.y.toString();
  7498. if ( uvsHash[ hash ] !== undefined ) {
  7499. return uvsHash[ hash ];
  7500. }
  7501. uvsHash[ hash ] = uvs.length / 2;
  7502. uvs.push( uv.x, uv.y );
  7503. return uvsHash[ hash ];
  7504. }
  7505. data.data = {};
  7506. data.data.vertices = vertices;
  7507. data.data.normals = normals;
  7508. if ( colors.length > 0 ) { data.data.colors = colors; }
  7509. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7510. data.data.faces = faces;
  7511. return data;
  7512. },
  7513. clone: function () {
  7514. /*
  7515. // Handle primitives
  7516. var parameters = this.parameters;
  7517. if ( parameters !== undefined ) {
  7518. var values = [];
  7519. for ( var key in parameters ) {
  7520. values.push( parameters[ key ] );
  7521. }
  7522. var geometry = Object.create( this.constructor.prototype );
  7523. this.constructor.apply( geometry, values );
  7524. return geometry;
  7525. }
  7526. return new this.constructor().copy( this );
  7527. */
  7528. return new Geometry().copy( this );
  7529. },
  7530. copy: function ( source ) {
  7531. var i, il, j, jl, k, kl;
  7532. // reset
  7533. this.vertices = [];
  7534. this.colors = [];
  7535. this.faces = [];
  7536. this.faceVertexUvs = [[]];
  7537. this.morphTargets = [];
  7538. this.morphNormals = [];
  7539. this.skinWeights = [];
  7540. this.skinIndices = [];
  7541. this.lineDistances = [];
  7542. this.boundingBox = null;
  7543. this.boundingSphere = null;
  7544. // name
  7545. this.name = source.name;
  7546. // vertices
  7547. var vertices = source.vertices;
  7548. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7549. this.vertices.push( vertices[ i ].clone() );
  7550. }
  7551. // colors
  7552. var colors = source.colors;
  7553. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7554. this.colors.push( colors[ i ].clone() );
  7555. }
  7556. // faces
  7557. var faces = source.faces;
  7558. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7559. this.faces.push( faces[ i ].clone() );
  7560. }
  7561. // face vertex uvs
  7562. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7563. var faceVertexUvs = source.faceVertexUvs[ i ];
  7564. if ( this.faceVertexUvs[ i ] === undefined ) {
  7565. this.faceVertexUvs[ i ] = [];
  7566. }
  7567. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7568. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7569. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7570. var uv = uvs[ k ];
  7571. uvsCopy.push( uv.clone() );
  7572. }
  7573. this.faceVertexUvs[ i ].push( uvsCopy );
  7574. }
  7575. }
  7576. // morph targets
  7577. var morphTargets = source.morphTargets;
  7578. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7579. var morphTarget = {};
  7580. morphTarget.name = morphTargets[ i ].name;
  7581. // vertices
  7582. if ( morphTargets[ i ].vertices !== undefined ) {
  7583. morphTarget.vertices = [];
  7584. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7585. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7586. }
  7587. }
  7588. // normals
  7589. if ( morphTargets[ i ].normals !== undefined ) {
  7590. morphTarget.normals = [];
  7591. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7592. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7593. }
  7594. }
  7595. this.morphTargets.push( morphTarget );
  7596. }
  7597. // morph normals
  7598. var morphNormals = source.morphNormals;
  7599. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7600. var morphNormal = {};
  7601. // vertex normals
  7602. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7603. morphNormal.vertexNormals = [];
  7604. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7605. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7606. var destVertexNormal = {};
  7607. destVertexNormal.a = srcVertexNormal.a.clone();
  7608. destVertexNormal.b = srcVertexNormal.b.clone();
  7609. destVertexNormal.c = srcVertexNormal.c.clone();
  7610. morphNormal.vertexNormals.push( destVertexNormal );
  7611. }
  7612. }
  7613. // face normals
  7614. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7615. morphNormal.faceNormals = [];
  7616. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7617. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7618. }
  7619. }
  7620. this.morphNormals.push( morphNormal );
  7621. }
  7622. // skin weights
  7623. var skinWeights = source.skinWeights;
  7624. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7625. this.skinWeights.push( skinWeights[ i ].clone() );
  7626. }
  7627. // skin indices
  7628. var skinIndices = source.skinIndices;
  7629. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7630. this.skinIndices.push( skinIndices[ i ].clone() );
  7631. }
  7632. // line distances
  7633. var lineDistances = source.lineDistances;
  7634. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7635. this.lineDistances.push( lineDistances[ i ] );
  7636. }
  7637. // bounding box
  7638. var boundingBox = source.boundingBox;
  7639. if ( boundingBox !== null ) {
  7640. this.boundingBox = boundingBox.clone();
  7641. }
  7642. // bounding sphere
  7643. var boundingSphere = source.boundingSphere;
  7644. if ( boundingSphere !== null ) {
  7645. this.boundingSphere = boundingSphere.clone();
  7646. }
  7647. // update flags
  7648. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7649. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7650. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7651. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7652. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7653. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7654. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7655. return this;
  7656. },
  7657. dispose: function () {
  7658. this.dispatchEvent( { type: 'dispose' } );
  7659. }
  7660. } );
  7661. /**
  7662. * @author mrdoob / http://mrdoob.com/
  7663. * @author Mugen87 / https://github.com/Mugen87
  7664. */
  7665. // BoxGeometry
  7666. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7667. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7668. Geometry.call(this);
  7669. this.type = 'BoxGeometry';
  7670. this.parameters = {
  7671. width: width,
  7672. height: height,
  7673. depth: depth,
  7674. widthSegments: widthSegments,
  7675. heightSegments: heightSegments,
  7676. depthSegments: depthSegments
  7677. };
  7678. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7679. this.mergeVertices();
  7680. }
  7681. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7682. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7683. BoxGeometry.prototype.constructor = BoxGeometry;
  7684. return BoxGeometry;
  7685. }(Geometry));
  7686. // BoxBufferGeometry
  7687. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7688. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7689. BufferGeometry.call(this);
  7690. this.type = 'BoxBufferGeometry';
  7691. this.parameters = {
  7692. width: width,
  7693. height: height,
  7694. depth: depth,
  7695. widthSegments: widthSegments,
  7696. heightSegments: heightSegments,
  7697. depthSegments: depthSegments
  7698. };
  7699. var scope = this;
  7700. width = width || 1;
  7701. height = height || 1;
  7702. depth = depth || 1;
  7703. // segments
  7704. widthSegments = Math.floor( widthSegments ) || 1;
  7705. heightSegments = Math.floor( heightSegments ) || 1;
  7706. depthSegments = Math.floor( depthSegments ) || 1;
  7707. // buffers
  7708. var indices = [];
  7709. var vertices = [];
  7710. var normals = [];
  7711. var uvs = [];
  7712. // helper variables
  7713. var numberOfVertices = 0;
  7714. var groupStart = 0;
  7715. // build each side of the box geometry
  7716. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7717. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7718. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7719. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7720. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7721. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7722. // build geometry
  7723. this.setIndex( indices );
  7724. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7725. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7726. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7727. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7728. var segmentWidth = width / gridX;
  7729. var segmentHeight = height / gridY;
  7730. var widthHalf = width / 2;
  7731. var heightHalf = height / 2;
  7732. var depthHalf = depth / 2;
  7733. var gridX1 = gridX + 1;
  7734. var gridY1 = gridY + 1;
  7735. var vertexCounter = 0;
  7736. var groupCount = 0;
  7737. var ix, iy;
  7738. var vector = new Vector3();
  7739. // generate vertices, normals and uvs
  7740. for ( iy = 0; iy < gridY1; iy ++ ) {
  7741. var y = iy * segmentHeight - heightHalf;
  7742. for ( ix = 0; ix < gridX1; ix ++ ) {
  7743. var x = ix * segmentWidth - widthHalf;
  7744. // set values to correct vector component
  7745. vector[ u ] = x * udir;
  7746. vector[ v ] = y * vdir;
  7747. vector[ w ] = depthHalf;
  7748. // now apply vector to vertex buffer
  7749. vertices.push( vector.x, vector.y, vector.z );
  7750. // set values to correct vector component
  7751. vector[ u ] = 0;
  7752. vector[ v ] = 0;
  7753. vector[ w ] = depth > 0 ? 1 : - 1;
  7754. // now apply vector to normal buffer
  7755. normals.push( vector.x, vector.y, vector.z );
  7756. // uvs
  7757. uvs.push( ix / gridX );
  7758. uvs.push( 1 - ( iy / gridY ) );
  7759. // counters
  7760. vertexCounter += 1;
  7761. }
  7762. }
  7763. // indices
  7764. // 1. you need three indices to draw a single face
  7765. // 2. a single segment consists of two faces
  7766. // 3. so we need to generate six (2*3) indices per segment
  7767. for ( iy = 0; iy < gridY; iy ++ ) {
  7768. for ( ix = 0; ix < gridX; ix ++ ) {
  7769. var a = numberOfVertices + ix + gridX1 * iy;
  7770. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7771. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7772. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7773. // faces
  7774. indices.push( a, b, d );
  7775. indices.push( b, c, d );
  7776. // increase counter
  7777. groupCount += 6;
  7778. }
  7779. }
  7780. // add a group to the geometry. this will ensure multi material support
  7781. scope.addGroup( groupStart, groupCount, materialIndex );
  7782. // calculate new start value for groups
  7783. groupStart += groupCount;
  7784. // update total number of vertices
  7785. numberOfVertices += vertexCounter;
  7786. }
  7787. }
  7788. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7789. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7790. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7791. return BoxBufferGeometry;
  7792. }(BufferGeometry));
  7793. /**
  7794. * Uniform Utilities
  7795. */
  7796. function cloneUniforms( src ) {
  7797. var dst = {};
  7798. for ( var u in src ) {
  7799. dst[ u ] = {};
  7800. for ( var p in src[ u ] ) {
  7801. var property = src[ u ][ p ];
  7802. if ( property && ( property.isColor ||
  7803. property.isMatrix3 || property.isMatrix4 ||
  7804. property.isVector2 || property.isVector3 || property.isVector4 ||
  7805. property.isTexture ) ) {
  7806. dst[ u ][ p ] = property.clone();
  7807. } else if ( Array.isArray( property ) ) {
  7808. dst[ u ][ p ] = property.slice();
  7809. } else {
  7810. dst[ u ][ p ] = property;
  7811. }
  7812. }
  7813. }
  7814. return dst;
  7815. }
  7816. function mergeUniforms( uniforms ) {
  7817. var merged = {};
  7818. for ( var u = 0; u < uniforms.length; u ++ ) {
  7819. var tmp = cloneUniforms( uniforms[ u ] );
  7820. for ( var p in tmp ) {
  7821. merged[ p ] = tmp[ p ];
  7822. }
  7823. }
  7824. return merged;
  7825. }
  7826. // Legacy
  7827. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7828. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7829. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7830. /**
  7831. * @author alteredq / http://alteredqualia.com/
  7832. *
  7833. * parameters = {
  7834. * defines: { "label" : "value" },
  7835. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7836. *
  7837. * fragmentShader: <string>,
  7838. * vertexShader: <string>,
  7839. *
  7840. * wireframe: <boolean>,
  7841. * wireframeLinewidth: <float>,
  7842. *
  7843. * lights: <bool>,
  7844. *
  7845. * skinning: <bool>,
  7846. * morphTargets: <bool>,
  7847. * morphNormals: <bool>
  7848. * }
  7849. */
  7850. function ShaderMaterial( parameters ) {
  7851. Material.call( this );
  7852. this.type = 'ShaderMaterial';
  7853. this.defines = {};
  7854. this.uniforms = {};
  7855. this.vertexShader = default_vertex;
  7856. this.fragmentShader = default_fragment;
  7857. this.linewidth = 1;
  7858. this.wireframe = false;
  7859. this.wireframeLinewidth = 1;
  7860. this.fog = false; // set to use scene fog
  7861. this.lights = false; // set to use scene lights
  7862. this.clipping = false; // set to use user-defined clipping planes
  7863. this.skinning = false; // set to use skinning attribute streams
  7864. this.morphTargets = false; // set to use morph targets
  7865. this.morphNormals = false; // set to use morph normals
  7866. this.extensions = {
  7867. derivatives: false, // set to use derivatives
  7868. fragDepth: false, // set to use fragment depth values
  7869. drawBuffers: false, // set to use draw buffers
  7870. shaderTextureLOD: false // set to use shader texture LOD
  7871. };
  7872. // When rendered geometry doesn't include these attributes but the material does,
  7873. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7874. this.defaultAttributeValues = {
  7875. 'color': [ 1, 1, 1 ],
  7876. 'uv': [ 0, 0 ],
  7877. 'uv2': [ 0, 0 ]
  7878. };
  7879. this.index0AttributeName = undefined;
  7880. this.uniformsNeedUpdate = false;
  7881. if ( parameters !== undefined ) {
  7882. if ( parameters.attributes !== undefined ) {
  7883. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7884. }
  7885. this.setValues( parameters );
  7886. }
  7887. }
  7888. ShaderMaterial.prototype = Object.create( Material.prototype );
  7889. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7890. ShaderMaterial.prototype.isShaderMaterial = true;
  7891. ShaderMaterial.prototype.copy = function ( source ) {
  7892. Material.prototype.copy.call( this, source );
  7893. this.fragmentShader = source.fragmentShader;
  7894. this.vertexShader = source.vertexShader;
  7895. this.uniforms = cloneUniforms( source.uniforms );
  7896. this.defines = Object.assign( {}, source.defines );
  7897. this.wireframe = source.wireframe;
  7898. this.wireframeLinewidth = source.wireframeLinewidth;
  7899. this.lights = source.lights;
  7900. this.clipping = source.clipping;
  7901. this.skinning = source.skinning;
  7902. this.morphTargets = source.morphTargets;
  7903. this.morphNormals = source.morphNormals;
  7904. this.extensions = source.extensions;
  7905. return this;
  7906. };
  7907. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7908. var data = Material.prototype.toJSON.call( this, meta );
  7909. data.uniforms = {};
  7910. for ( var name in this.uniforms ) {
  7911. var uniform = this.uniforms[ name ];
  7912. var value = uniform.value;
  7913. if ( value && value.isTexture ) {
  7914. data.uniforms[ name ] = {
  7915. type: 't',
  7916. value: value.toJSON( meta ).uuid
  7917. };
  7918. } else if ( value && value.isColor ) {
  7919. data.uniforms[ name ] = {
  7920. type: 'c',
  7921. value: value.getHex()
  7922. };
  7923. } else if ( value && value.isVector2 ) {
  7924. data.uniforms[ name ] = {
  7925. type: 'v2',
  7926. value: value.toArray()
  7927. };
  7928. } else if ( value && value.isVector3 ) {
  7929. data.uniforms[ name ] = {
  7930. type: 'v3',
  7931. value: value.toArray()
  7932. };
  7933. } else if ( value && value.isVector4 ) {
  7934. data.uniforms[ name ] = {
  7935. type: 'v4',
  7936. value: value.toArray()
  7937. };
  7938. } else if ( value && value.isMatrix3 ) {
  7939. data.uniforms[ name ] = {
  7940. type: 'm3',
  7941. value: value.toArray()
  7942. };
  7943. } else if ( value && value.isMatrix4 ) {
  7944. data.uniforms[ name ] = {
  7945. type: 'm4',
  7946. value: value.toArray()
  7947. };
  7948. } else {
  7949. data.uniforms[ name ] = {
  7950. value: value
  7951. };
  7952. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7953. }
  7954. }
  7955. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7956. data.vertexShader = this.vertexShader;
  7957. data.fragmentShader = this.fragmentShader;
  7958. var extensions = {};
  7959. for ( var key in this.extensions ) {
  7960. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7961. }
  7962. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7963. return data;
  7964. };
  7965. /**
  7966. * @author mrdoob / http://mrdoob.com/
  7967. * @author mikael emtinger / http://gomo.se/
  7968. * @author WestLangley / http://github.com/WestLangley
  7969. */
  7970. function Camera() {
  7971. Object3D.call( this );
  7972. this.type = 'Camera';
  7973. this.matrixWorldInverse = new Matrix4();
  7974. this.projectionMatrix = new Matrix4();
  7975. this.projectionMatrixInverse = new Matrix4();
  7976. }
  7977. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7978. constructor: Camera,
  7979. isCamera: true,
  7980. copy: function ( source, recursive ) {
  7981. Object3D.prototype.copy.call( this, source, recursive );
  7982. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7983. this.projectionMatrix.copy( source.projectionMatrix );
  7984. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7985. return this;
  7986. },
  7987. getWorldDirection: function ( target ) {
  7988. if ( target === undefined ) {
  7989. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7990. target = new Vector3();
  7991. }
  7992. this.updateMatrixWorld( true );
  7993. var e = this.matrixWorld.elements;
  7994. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7995. },
  7996. updateMatrixWorld: function ( force ) {
  7997. Object3D.prototype.updateMatrixWorld.call( this, force );
  7998. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7999. },
  8000. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8001. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8002. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8003. },
  8004. clone: function () {
  8005. return new this.constructor().copy( this );
  8006. }
  8007. } );
  8008. /**
  8009. * @author mrdoob / http://mrdoob.com/
  8010. * @author greggman / http://games.greggman.com/
  8011. * @author zz85 / http://www.lab4games.net/zz85/blog
  8012. * @author tschw
  8013. */
  8014. function PerspectiveCamera( fov, aspect, near, far ) {
  8015. Camera.call( this );
  8016. this.type = 'PerspectiveCamera';
  8017. this.fov = fov !== undefined ? fov : 50;
  8018. this.zoom = 1;
  8019. this.near = near !== undefined ? near : 0.1;
  8020. this.far = far !== undefined ? far : 2000;
  8021. this.focus = 10;
  8022. this.aspect = aspect !== undefined ? aspect : 1;
  8023. this.view = null;
  8024. this.filmGauge = 35; // width of the film (default in millimeters)
  8025. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8026. this.updateProjectionMatrix();
  8027. }
  8028. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8029. constructor: PerspectiveCamera,
  8030. isPerspectiveCamera: true,
  8031. copy: function ( source, recursive ) {
  8032. Camera.prototype.copy.call( this, source, recursive );
  8033. this.fov = source.fov;
  8034. this.zoom = source.zoom;
  8035. this.near = source.near;
  8036. this.far = source.far;
  8037. this.focus = source.focus;
  8038. this.aspect = source.aspect;
  8039. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8040. this.filmGauge = source.filmGauge;
  8041. this.filmOffset = source.filmOffset;
  8042. return this;
  8043. },
  8044. /**
  8045. * Sets the FOV by focal length in respect to the current .filmGauge.
  8046. *
  8047. * The default film gauge is 35, so that the focal length can be specified for
  8048. * a 35mm (full frame) camera.
  8049. *
  8050. * Values for focal length and film gauge must have the same unit.
  8051. */
  8052. setFocalLength: function ( focalLength ) {
  8053. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8054. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8055. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8056. this.updateProjectionMatrix();
  8057. },
  8058. /**
  8059. * Calculates the focal length from the current .fov and .filmGauge.
  8060. */
  8061. getFocalLength: function () {
  8062. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8063. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8064. },
  8065. getEffectiveFOV: function () {
  8066. return MathUtils.RAD2DEG * 2 * Math.atan(
  8067. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8068. },
  8069. getFilmWidth: function () {
  8070. // film not completely covered in portrait format (aspect < 1)
  8071. return this.filmGauge * Math.min( this.aspect, 1 );
  8072. },
  8073. getFilmHeight: function () {
  8074. // film not completely covered in landscape format (aspect > 1)
  8075. return this.filmGauge / Math.max( this.aspect, 1 );
  8076. },
  8077. /**
  8078. * Sets an offset in a larger frustum. This is useful for multi-window or
  8079. * multi-monitor/multi-machine setups.
  8080. *
  8081. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8082. * the monitors are in grid like this
  8083. *
  8084. * +---+---+---+
  8085. * | A | B | C |
  8086. * +---+---+---+
  8087. * | D | E | F |
  8088. * +---+---+---+
  8089. *
  8090. * then for each monitor you would call it like this
  8091. *
  8092. * var w = 1920;
  8093. * var h = 1080;
  8094. * var fullWidth = w * 3;
  8095. * var fullHeight = h * 2;
  8096. *
  8097. * --A--
  8098. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8099. * --B--
  8100. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8101. * --C--
  8102. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8103. * --D--
  8104. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8105. * --E--
  8106. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8107. * --F--
  8108. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8109. *
  8110. * Note there is no reason monitors have to be the same size or in a grid.
  8111. */
  8112. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8113. this.aspect = fullWidth / fullHeight;
  8114. if ( this.view === null ) {
  8115. this.view = {
  8116. enabled: true,
  8117. fullWidth: 1,
  8118. fullHeight: 1,
  8119. offsetX: 0,
  8120. offsetY: 0,
  8121. width: 1,
  8122. height: 1
  8123. };
  8124. }
  8125. this.view.enabled = true;
  8126. this.view.fullWidth = fullWidth;
  8127. this.view.fullHeight = fullHeight;
  8128. this.view.offsetX = x;
  8129. this.view.offsetY = y;
  8130. this.view.width = width;
  8131. this.view.height = height;
  8132. this.updateProjectionMatrix();
  8133. },
  8134. clearViewOffset: function () {
  8135. if ( this.view !== null ) {
  8136. this.view.enabled = false;
  8137. }
  8138. this.updateProjectionMatrix();
  8139. },
  8140. updateProjectionMatrix: function () {
  8141. var near = this.near,
  8142. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8143. height = 2 * top,
  8144. width = this.aspect * height,
  8145. left = - 0.5 * width,
  8146. view = this.view;
  8147. if ( this.view !== null && this.view.enabled ) {
  8148. var fullWidth = view.fullWidth,
  8149. fullHeight = view.fullHeight;
  8150. left += view.offsetX * width / fullWidth;
  8151. top -= view.offsetY * height / fullHeight;
  8152. width *= view.width / fullWidth;
  8153. height *= view.height / fullHeight;
  8154. }
  8155. var skew = this.filmOffset;
  8156. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8157. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8158. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8159. },
  8160. toJSON: function ( meta ) {
  8161. var data = Object3D.prototype.toJSON.call( this, meta );
  8162. data.object.fov = this.fov;
  8163. data.object.zoom = this.zoom;
  8164. data.object.near = this.near;
  8165. data.object.far = this.far;
  8166. data.object.focus = this.focus;
  8167. data.object.aspect = this.aspect;
  8168. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8169. data.object.filmGauge = this.filmGauge;
  8170. data.object.filmOffset = this.filmOffset;
  8171. return data;
  8172. }
  8173. } );
  8174. /**
  8175. * Camera for rendering cube maps
  8176. * - renders scene into axis-aligned cube
  8177. *
  8178. * @author alteredq / http://alteredqualia.com/
  8179. */
  8180. var fov = 90, aspect = 1;
  8181. function CubeCamera( near, far, cubeResolution, options ) {
  8182. Object3D.call( this );
  8183. this.type = 'CubeCamera';
  8184. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8185. cameraPX.up.set( 0, - 1, 0 );
  8186. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8187. this.add( cameraPX );
  8188. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8189. cameraNX.up.set( 0, - 1, 0 );
  8190. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8191. this.add( cameraNX );
  8192. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8193. cameraPY.up.set( 0, 0, 1 );
  8194. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8195. this.add( cameraPY );
  8196. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8197. cameraNY.up.set( 0, 0, - 1 );
  8198. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8199. this.add( cameraNY );
  8200. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8201. cameraPZ.up.set( 0, - 1, 0 );
  8202. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8203. this.add( cameraPZ );
  8204. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8205. cameraNZ.up.set( 0, - 1, 0 );
  8206. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8207. this.add( cameraNZ );
  8208. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8209. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8210. this.renderTarget.texture.name = "CubeCamera";
  8211. this.update = function ( renderer, scene ) {
  8212. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8213. var currentRenderTarget = renderer.getRenderTarget();
  8214. var renderTarget = this.renderTarget;
  8215. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8216. renderTarget.texture.generateMipmaps = false;
  8217. renderer.setRenderTarget( renderTarget, 0 );
  8218. renderer.render( scene, cameraPX );
  8219. renderer.setRenderTarget( renderTarget, 1 );
  8220. renderer.render( scene, cameraNX );
  8221. renderer.setRenderTarget( renderTarget, 2 );
  8222. renderer.render( scene, cameraPY );
  8223. renderer.setRenderTarget( renderTarget, 3 );
  8224. renderer.render( scene, cameraNY );
  8225. renderer.setRenderTarget( renderTarget, 4 );
  8226. renderer.render( scene, cameraPZ );
  8227. renderTarget.texture.generateMipmaps = generateMipmaps;
  8228. renderer.setRenderTarget( renderTarget, 5 );
  8229. renderer.render( scene, cameraNZ );
  8230. renderer.setRenderTarget( currentRenderTarget );
  8231. };
  8232. this.clear = function ( renderer, color, depth, stencil ) {
  8233. var currentRenderTarget = renderer.getRenderTarget();
  8234. var renderTarget = this.renderTarget;
  8235. for ( var i = 0; i < 6; i ++ ) {
  8236. renderer.setRenderTarget( renderTarget, i );
  8237. renderer.clear( color, depth, stencil );
  8238. }
  8239. renderer.setRenderTarget( currentRenderTarget );
  8240. };
  8241. }
  8242. CubeCamera.prototype = Object.create( Object3D.prototype );
  8243. CubeCamera.prototype.constructor = CubeCamera;
  8244. /**
  8245. * @author alteredq / http://alteredqualia.com
  8246. * @author WestLangley / http://github.com/WestLangley
  8247. */
  8248. function WebGLCubeRenderTarget( size, options, dummy ) {
  8249. if ( Number.isInteger( options ) ) {
  8250. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8251. options = dummy;
  8252. }
  8253. WebGLRenderTarget.call( this, size, size, options );
  8254. }
  8255. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8256. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8257. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8258. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8259. this.texture.type = texture.type;
  8260. this.texture.format = texture.format;
  8261. this.texture.encoding = texture.encoding;
  8262. var scene = new Scene();
  8263. var shader = {
  8264. uniforms: {
  8265. tEquirect: { value: null },
  8266. },
  8267. vertexShader: [
  8268. "varying vec3 vWorldDirection;",
  8269. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8270. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8271. "}",
  8272. "void main() {",
  8273. " vWorldDirection = transformDirection( position, modelMatrix );",
  8274. " #include <begin_vertex>",
  8275. " #include <project_vertex>",
  8276. "}"
  8277. ].join( '\n' ),
  8278. fragmentShader: [
  8279. "uniform sampler2D tEquirect;",
  8280. "varying vec3 vWorldDirection;",
  8281. "#define RECIPROCAL_PI 0.31830988618",
  8282. "#define RECIPROCAL_PI2 0.15915494",
  8283. "void main() {",
  8284. " vec3 direction = normalize( vWorldDirection );",
  8285. " vec2 sampleUV;",
  8286. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8287. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8288. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8289. "}"
  8290. ].join( '\n' ),
  8291. };
  8292. var material = new ShaderMaterial( {
  8293. type: 'CubemapFromEquirect',
  8294. uniforms: cloneUniforms( shader.uniforms ),
  8295. vertexShader: shader.vertexShader,
  8296. fragmentShader: shader.fragmentShader,
  8297. side: BackSide,
  8298. blending: NoBlending
  8299. } );
  8300. material.uniforms.tEquirect.value = texture;
  8301. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8302. scene.add( mesh );
  8303. var camera = new CubeCamera( 1, 10, 1 );
  8304. camera.renderTarget = this;
  8305. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8306. camera.update( renderer, scene );
  8307. mesh.geometry.dispose();
  8308. mesh.material.dispose();
  8309. return this;
  8310. };
  8311. /**
  8312. * @author alteredq / http://alteredqualia.com/
  8313. */
  8314. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8315. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8316. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8317. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8318. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8319. this.generateMipmaps = false;
  8320. this.flipY = false;
  8321. this.unpackAlignment = 1;
  8322. this.needsUpdate = true;
  8323. }
  8324. DataTexture.prototype = Object.create( Texture.prototype );
  8325. DataTexture.prototype.constructor = DataTexture;
  8326. DataTexture.prototype.isDataTexture = true;
  8327. /**
  8328. * @author mrdoob / http://mrdoob.com/
  8329. * @author alteredq / http://alteredqualia.com/
  8330. * @author bhouston / http://clara.io
  8331. */
  8332. var _sphere$1 = new Sphere();
  8333. var _vector$5 = new Vector3();
  8334. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8335. this.planes = [
  8336. ( p0 !== undefined ) ? p0 : new Plane(),
  8337. ( p1 !== undefined ) ? p1 : new Plane(),
  8338. ( p2 !== undefined ) ? p2 : new Plane(),
  8339. ( p3 !== undefined ) ? p3 : new Plane(),
  8340. ( p4 !== undefined ) ? p4 : new Plane(),
  8341. ( p5 !== undefined ) ? p5 : new Plane()
  8342. ];
  8343. }
  8344. Object.assign( Frustum.prototype, {
  8345. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8346. var planes = this.planes;
  8347. planes[ 0 ].copy( p0 );
  8348. planes[ 1 ].copy( p1 );
  8349. planes[ 2 ].copy( p2 );
  8350. planes[ 3 ].copy( p3 );
  8351. planes[ 4 ].copy( p4 );
  8352. planes[ 5 ].copy( p5 );
  8353. return this;
  8354. },
  8355. clone: function () {
  8356. return new this.constructor().copy( this );
  8357. },
  8358. copy: function ( frustum ) {
  8359. var planes = this.planes;
  8360. for ( var i = 0; i < 6; i ++ ) {
  8361. planes[ i ].copy( frustum.planes[ i ] );
  8362. }
  8363. return this;
  8364. },
  8365. setFromProjectionMatrix: function ( m ) {
  8366. var planes = this.planes;
  8367. var me = m.elements;
  8368. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8369. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8370. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8371. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8372. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8373. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8374. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8375. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8376. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8377. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8378. return this;
  8379. },
  8380. intersectsObject: function ( object ) {
  8381. var geometry = object.geometry;
  8382. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8383. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8384. return this.intersectsSphere( _sphere$1 );
  8385. },
  8386. intersectsSprite: function ( sprite ) {
  8387. _sphere$1.center.set( 0, 0, 0 );
  8388. _sphere$1.radius = 0.7071067811865476;
  8389. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8390. return this.intersectsSphere( _sphere$1 );
  8391. },
  8392. intersectsSphere: function ( sphere ) {
  8393. var planes = this.planes;
  8394. var center = sphere.center;
  8395. var negRadius = - sphere.radius;
  8396. for ( var i = 0; i < 6; i ++ ) {
  8397. var distance = planes[ i ].distanceToPoint( center );
  8398. if ( distance < negRadius ) {
  8399. return false;
  8400. }
  8401. }
  8402. return true;
  8403. },
  8404. intersectsBox: function ( box ) {
  8405. var planes = this.planes;
  8406. for ( var i = 0; i < 6; i ++ ) {
  8407. var plane = planes[ i ];
  8408. // corner at max distance
  8409. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8410. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8411. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8412. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8413. return false;
  8414. }
  8415. }
  8416. return true;
  8417. },
  8418. containsPoint: function ( point ) {
  8419. var planes = this.planes;
  8420. for ( var i = 0; i < 6; i ++ ) {
  8421. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8422. return false;
  8423. }
  8424. }
  8425. return true;
  8426. }
  8427. } );
  8428. /**
  8429. * Uniforms library for shared webgl shaders
  8430. */
  8431. var UniformsLib = {
  8432. common: {
  8433. diffuse: { value: new Color( 0xeeeeee ) },
  8434. opacity: { value: 1.0 },
  8435. map: { value: null },
  8436. uvTransform: { value: new Matrix3() },
  8437. uv2Transform: { value: new Matrix3() },
  8438. alphaMap: { value: null },
  8439. },
  8440. specularmap: {
  8441. specularMap: { value: null },
  8442. },
  8443. envmap: {
  8444. envMap: { value: null },
  8445. flipEnvMap: { value: - 1 },
  8446. reflectivity: { value: 1.0 },
  8447. refractionRatio: { value: 0.98 },
  8448. maxMipLevel: { value: 0 }
  8449. },
  8450. aomap: {
  8451. aoMap: { value: null },
  8452. aoMapIntensity: { value: 1 }
  8453. },
  8454. lightmap: {
  8455. lightMap: { value: null },
  8456. lightMapIntensity: { value: 1 }
  8457. },
  8458. emissivemap: {
  8459. emissiveMap: { value: null }
  8460. },
  8461. bumpmap: {
  8462. bumpMap: { value: null },
  8463. bumpScale: { value: 1 }
  8464. },
  8465. normalmap: {
  8466. normalMap: { value: null },
  8467. normalScale: { value: new Vector2( 1, 1 ) }
  8468. },
  8469. displacementmap: {
  8470. displacementMap: { value: null },
  8471. displacementScale: { value: 1 },
  8472. displacementBias: { value: 0 }
  8473. },
  8474. roughnessmap: {
  8475. roughnessMap: { value: null }
  8476. },
  8477. metalnessmap: {
  8478. metalnessMap: { value: null }
  8479. },
  8480. gradientmap: {
  8481. gradientMap: { value: null }
  8482. },
  8483. fog: {
  8484. fogDensity: { value: 0.00025 },
  8485. fogNear: { value: 1 },
  8486. fogFar: { value: 2000 },
  8487. fogColor: { value: new Color( 0xffffff ) }
  8488. },
  8489. lights: {
  8490. ambientLightColor: { value: [] },
  8491. lightProbe: { value: [] },
  8492. directionalLights: { value: [], properties: {
  8493. direction: {},
  8494. color: {},
  8495. shadow: {},
  8496. shadowBias: {},
  8497. shadowRadius: {},
  8498. shadowMapSize: {}
  8499. } },
  8500. directionalShadowMap: { value: [] },
  8501. directionalShadowMatrix: { value: [] },
  8502. spotLights: { value: [], properties: {
  8503. color: {},
  8504. position: {},
  8505. direction: {},
  8506. distance: {},
  8507. coneCos: {},
  8508. penumbraCos: {},
  8509. decay: {},
  8510. shadow: {},
  8511. shadowBias: {},
  8512. shadowRadius: {},
  8513. shadowMapSize: {}
  8514. } },
  8515. spotShadowMap: { value: [] },
  8516. spotShadowMatrix: { value: [] },
  8517. pointLights: { value: [], properties: {
  8518. color: {},
  8519. position: {},
  8520. decay: {},
  8521. distance: {},
  8522. shadow: {},
  8523. shadowBias: {},
  8524. shadowRadius: {},
  8525. shadowMapSize: {},
  8526. shadowCameraNear: {},
  8527. shadowCameraFar: {}
  8528. } },
  8529. pointShadowMap: { value: [] },
  8530. pointShadowMatrix: { value: [] },
  8531. hemisphereLights: { value: [], properties: {
  8532. direction: {},
  8533. skyColor: {},
  8534. groundColor: {}
  8535. } },
  8536. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8537. rectAreaLights: { value: [], properties: {
  8538. color: {},
  8539. position: {},
  8540. width: {},
  8541. height: {}
  8542. } }
  8543. },
  8544. points: {
  8545. diffuse: { value: new Color( 0xeeeeee ) },
  8546. opacity: { value: 1.0 },
  8547. size: { value: 1.0 },
  8548. scale: { value: 1.0 },
  8549. map: { value: null },
  8550. alphaMap: { value: null },
  8551. uvTransform: { value: new Matrix3() }
  8552. },
  8553. sprite: {
  8554. diffuse: { value: new Color( 0xeeeeee ) },
  8555. opacity: { value: 1.0 },
  8556. center: { value: new Vector2( 0.5, 0.5 ) },
  8557. rotation: { value: 0.0 },
  8558. map: { value: null },
  8559. alphaMap: { value: null },
  8560. uvTransform: { value: new Matrix3() }
  8561. }
  8562. };
  8563. /**
  8564. * @author mrdoob / http://mrdoob.com/
  8565. */
  8566. function WebGLAnimation() {
  8567. var context = null;
  8568. var isAnimating = false;
  8569. var animationLoop = null;
  8570. function onAnimationFrame( time, frame ) {
  8571. if ( isAnimating === false ) { return; }
  8572. animationLoop( time, frame );
  8573. context.requestAnimationFrame( onAnimationFrame );
  8574. }
  8575. return {
  8576. start: function () {
  8577. if ( isAnimating === true ) { return; }
  8578. if ( animationLoop === null ) { return; }
  8579. context.requestAnimationFrame( onAnimationFrame );
  8580. isAnimating = true;
  8581. },
  8582. stop: function () {
  8583. isAnimating = false;
  8584. },
  8585. setAnimationLoop: function ( callback ) {
  8586. animationLoop = callback;
  8587. },
  8588. setContext: function ( value ) {
  8589. context = value;
  8590. }
  8591. };
  8592. }
  8593. /**
  8594. * @author mrdoob / http://mrdoob.com/
  8595. */
  8596. function WebGLAttributes( gl, capabilities ) {
  8597. var isWebGL2 = capabilities.isWebGL2;
  8598. var buffers = new WeakMap();
  8599. function createBuffer( attribute, bufferType ) {
  8600. var array = attribute.array;
  8601. var usage = attribute.usage;
  8602. var buffer = gl.createBuffer();
  8603. gl.bindBuffer( bufferType, buffer );
  8604. gl.bufferData( bufferType, array, usage );
  8605. attribute.onUploadCallback();
  8606. var type = 5126;
  8607. if ( array instanceof Float32Array ) {
  8608. type = 5126;
  8609. } else if ( array instanceof Float64Array ) {
  8610. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8611. } else if ( array instanceof Uint16Array ) {
  8612. type = 5123;
  8613. } else if ( array instanceof Int16Array ) {
  8614. type = 5122;
  8615. } else if ( array instanceof Uint32Array ) {
  8616. type = 5125;
  8617. } else if ( array instanceof Int32Array ) {
  8618. type = 5124;
  8619. } else if ( array instanceof Int8Array ) {
  8620. type = 5120;
  8621. } else if ( array instanceof Uint8Array ) {
  8622. type = 5121;
  8623. }
  8624. return {
  8625. buffer: buffer,
  8626. type: type,
  8627. bytesPerElement: array.BYTES_PER_ELEMENT,
  8628. version: attribute.version
  8629. };
  8630. }
  8631. function updateBuffer( buffer, attribute, bufferType ) {
  8632. var array = attribute.array;
  8633. var updateRange = attribute.updateRange;
  8634. gl.bindBuffer( bufferType, buffer );
  8635. if ( updateRange.count === - 1 ) {
  8636. // Not using update ranges
  8637. gl.bufferSubData( bufferType, 0, array );
  8638. } else {
  8639. if ( isWebGL2 ) {
  8640. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8641. array, updateRange.offset, updateRange.count );
  8642. } else {
  8643. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8644. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8645. }
  8646. updateRange.count = - 1; // reset range
  8647. }
  8648. }
  8649. //
  8650. function get( attribute ) {
  8651. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8652. return buffers.get( attribute );
  8653. }
  8654. function remove( attribute ) {
  8655. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8656. var data = buffers.get( attribute );
  8657. if ( data ) {
  8658. gl.deleteBuffer( data.buffer );
  8659. buffers.delete( attribute );
  8660. }
  8661. }
  8662. function update( attribute, bufferType ) {
  8663. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8664. var data = buffers.get( attribute );
  8665. if ( data === undefined ) {
  8666. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8667. } else if ( data.version < attribute.version ) {
  8668. updateBuffer( data.buffer, attribute, bufferType );
  8669. data.version = attribute.version;
  8670. }
  8671. }
  8672. return {
  8673. get: get,
  8674. remove: remove,
  8675. update: update
  8676. };
  8677. }
  8678. /**
  8679. * @author mrdoob / http://mrdoob.com/
  8680. * @author Mugen87 / https://github.com/Mugen87
  8681. */
  8682. // PlaneGeometry
  8683. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8684. Geometry.call( this );
  8685. this.type = 'PlaneGeometry';
  8686. this.parameters = {
  8687. width: width,
  8688. height: height,
  8689. widthSegments: widthSegments,
  8690. heightSegments: heightSegments
  8691. };
  8692. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8693. this.mergeVertices();
  8694. }
  8695. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8696. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8697. // PlaneBufferGeometry
  8698. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8699. BufferGeometry.call( this );
  8700. this.type = 'PlaneBufferGeometry';
  8701. this.parameters = {
  8702. width: width,
  8703. height: height,
  8704. widthSegments: widthSegments,
  8705. heightSegments: heightSegments
  8706. };
  8707. width = width || 1;
  8708. height = height || 1;
  8709. var width_half = width / 2;
  8710. var height_half = height / 2;
  8711. var gridX = Math.floor( widthSegments ) || 1;
  8712. var gridY = Math.floor( heightSegments ) || 1;
  8713. var gridX1 = gridX + 1;
  8714. var gridY1 = gridY + 1;
  8715. var segment_width = width / gridX;
  8716. var segment_height = height / gridY;
  8717. var ix, iy;
  8718. // buffers
  8719. var indices = [];
  8720. var vertices = [];
  8721. var normals = [];
  8722. var uvs = [];
  8723. // generate vertices, normals and uvs
  8724. for ( iy = 0; iy < gridY1; iy ++ ) {
  8725. var y = iy * segment_height - height_half;
  8726. for ( ix = 0; ix < gridX1; ix ++ ) {
  8727. var x = ix * segment_width - width_half;
  8728. vertices.push( x, - y, 0 );
  8729. normals.push( 0, 0, 1 );
  8730. uvs.push( ix / gridX );
  8731. uvs.push( 1 - ( iy / gridY ) );
  8732. }
  8733. }
  8734. // indices
  8735. for ( iy = 0; iy < gridY; iy ++ ) {
  8736. for ( ix = 0; ix < gridX; ix ++ ) {
  8737. var a = ix + gridX1 * iy;
  8738. var b = ix + gridX1 * ( iy + 1 );
  8739. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8740. var d = ( ix + 1 ) + gridX1 * iy;
  8741. // faces
  8742. indices.push( a, b, d );
  8743. indices.push( b, c, d );
  8744. }
  8745. }
  8746. // build geometry
  8747. this.setIndex( indices );
  8748. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8749. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8750. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8751. }
  8752. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8753. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8754. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8755. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8756. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8757. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8758. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8759. var begin_vertex = "vec3 transformed = vec3( position );";
  8760. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8761. 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";
  8762. 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";
  8763. 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";
  8764. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8765. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8766. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8767. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8768. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8769. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8770. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8771. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8772. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8773. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8774. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8775. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8776. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8777. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8778. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8779. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8780. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8781. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8782. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8783. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8784. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8785. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8786. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8787. 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";
  8788. 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";
  8789. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8790. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8791. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8792. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\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";
  8793. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\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";
  8794. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8795. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8796. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8797. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8798. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8799. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8800. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8801. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#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( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? 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( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? 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( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? 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 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\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";
  8802. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8803. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8804. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8805. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8806. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8807. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8808. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8809. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8810. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8811. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8812. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8813. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8814. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8815. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8816. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8817. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8818. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8819. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8820. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8821. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8822. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8823. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8824. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8825. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8826. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8827. 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";
  8828. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8829. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8830. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8831. 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";
  8832. 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";
  8833. 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 *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? 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 *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? 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 *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? 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}";
  8834. 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";
  8835. 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";
  8836. 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";
  8837. 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";
  8838. 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";
  8839. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8840. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8841. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8842. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8843. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8844. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8845. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8846. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8847. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8848. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8849. 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}";
  8850. 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}";
  8851. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8852. 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}";
  8853. 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}";
  8854. 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}";
  8855. 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}";
  8856. 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}";
  8857. 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}";
  8858. 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}";
  8859. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8860. 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}";
  8861. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8862. 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}";
  8863. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8864. 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}";
  8865. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8866. 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}";
  8867. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8868. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8869. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8870. 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}";
  8871. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8872. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8873. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8874. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8875. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8876. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8877. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8878. 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}";
  8879. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8880. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8881. var ShaderChunk = {
  8882. alphamap_fragment: alphamap_fragment,
  8883. alphamap_pars_fragment: alphamap_pars_fragment,
  8884. alphatest_fragment: alphatest_fragment,
  8885. aomap_fragment: aomap_fragment,
  8886. aomap_pars_fragment: aomap_pars_fragment,
  8887. begin_vertex: begin_vertex,
  8888. beginnormal_vertex: beginnormal_vertex,
  8889. bsdfs: bsdfs,
  8890. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8891. clipping_planes_fragment: clipping_planes_fragment,
  8892. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8893. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8894. clipping_planes_vertex: clipping_planes_vertex,
  8895. color_fragment: color_fragment,
  8896. color_pars_fragment: color_pars_fragment,
  8897. color_pars_vertex: color_pars_vertex,
  8898. color_vertex: color_vertex,
  8899. common: common,
  8900. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8901. defaultnormal_vertex: defaultnormal_vertex,
  8902. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8903. displacementmap_vertex: displacementmap_vertex,
  8904. emissivemap_fragment: emissivemap_fragment,
  8905. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8906. encodings_fragment: encodings_fragment,
  8907. encodings_pars_fragment: encodings_pars_fragment,
  8908. envmap_fragment: envmap_fragment,
  8909. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8910. envmap_pars_fragment: envmap_pars_fragment,
  8911. envmap_pars_vertex: envmap_pars_vertex,
  8912. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8913. envmap_vertex: envmap_vertex,
  8914. fog_vertex: fog_vertex,
  8915. fog_pars_vertex: fog_pars_vertex,
  8916. fog_fragment: fog_fragment,
  8917. fog_pars_fragment: fog_pars_fragment,
  8918. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8919. lightmap_fragment: lightmap_fragment,
  8920. lightmap_pars_fragment: lightmap_pars_fragment,
  8921. lights_lambert_vertex: lights_lambert_vertex,
  8922. lights_pars_begin: lights_pars_begin,
  8923. lights_toon_fragment: lights_toon_fragment,
  8924. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8925. lights_phong_fragment: lights_phong_fragment,
  8926. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8927. lights_physical_fragment: lights_physical_fragment,
  8928. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8929. lights_fragment_begin: lights_fragment_begin,
  8930. lights_fragment_maps: lights_fragment_maps,
  8931. lights_fragment_end: lights_fragment_end,
  8932. logdepthbuf_fragment: logdepthbuf_fragment,
  8933. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8934. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8935. logdepthbuf_vertex: logdepthbuf_vertex,
  8936. map_fragment: map_fragment,
  8937. map_pars_fragment: map_pars_fragment,
  8938. map_particle_fragment: map_particle_fragment,
  8939. map_particle_pars_fragment: map_particle_pars_fragment,
  8940. metalnessmap_fragment: metalnessmap_fragment,
  8941. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8942. morphnormal_vertex: morphnormal_vertex,
  8943. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8944. morphtarget_vertex: morphtarget_vertex,
  8945. normal_fragment_begin: normal_fragment_begin,
  8946. normal_fragment_maps: normal_fragment_maps,
  8947. normalmap_pars_fragment: normalmap_pars_fragment,
  8948. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8949. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8950. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8951. packing: packing,
  8952. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8953. project_vertex: project_vertex,
  8954. dithering_fragment: dithering_fragment,
  8955. dithering_pars_fragment: dithering_pars_fragment,
  8956. roughnessmap_fragment: roughnessmap_fragment,
  8957. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8958. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8959. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8960. shadowmap_vertex: shadowmap_vertex,
  8961. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8962. skinbase_vertex: skinbase_vertex,
  8963. skinning_pars_vertex: skinning_pars_vertex,
  8964. skinning_vertex: skinning_vertex,
  8965. skinnormal_vertex: skinnormal_vertex,
  8966. specularmap_fragment: specularmap_fragment,
  8967. specularmap_pars_fragment: specularmap_pars_fragment,
  8968. tonemapping_fragment: tonemapping_fragment,
  8969. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8970. uv_pars_fragment: uv_pars_fragment,
  8971. uv_pars_vertex: uv_pars_vertex,
  8972. uv_vertex: uv_vertex,
  8973. uv2_pars_fragment: uv2_pars_fragment,
  8974. uv2_pars_vertex: uv2_pars_vertex,
  8975. uv2_vertex: uv2_vertex,
  8976. worldpos_vertex: worldpos_vertex,
  8977. background_frag: background_frag,
  8978. background_vert: background_vert,
  8979. cube_frag: cube_frag,
  8980. cube_vert: cube_vert,
  8981. depth_frag: depth_frag,
  8982. depth_vert: depth_vert,
  8983. distanceRGBA_frag: distanceRGBA_frag,
  8984. distanceRGBA_vert: distanceRGBA_vert,
  8985. equirect_frag: equirect_frag,
  8986. equirect_vert: equirect_vert,
  8987. linedashed_frag: linedashed_frag,
  8988. linedashed_vert: linedashed_vert,
  8989. meshbasic_frag: meshbasic_frag,
  8990. meshbasic_vert: meshbasic_vert,
  8991. meshlambert_frag: meshlambert_frag,
  8992. meshlambert_vert: meshlambert_vert,
  8993. meshmatcap_frag: meshmatcap_frag,
  8994. meshmatcap_vert: meshmatcap_vert,
  8995. meshtoon_frag: meshtoon_frag,
  8996. meshtoon_vert: meshtoon_vert,
  8997. meshphong_frag: meshphong_frag,
  8998. meshphong_vert: meshphong_vert,
  8999. meshphysical_frag: meshphysical_frag,
  9000. meshphysical_vert: meshphysical_vert,
  9001. normal_frag: normal_frag,
  9002. normal_vert: normal_vert,
  9003. points_frag: points_frag,
  9004. points_vert: points_vert,
  9005. shadow_frag: shadow_frag,
  9006. shadow_vert: shadow_vert,
  9007. sprite_frag: sprite_frag,
  9008. sprite_vert: sprite_vert
  9009. };
  9010. /**
  9011. * @author alteredq / http://alteredqualia.com/
  9012. * @author mrdoob / http://mrdoob.com/
  9013. * @author mikael emtinger / http://gomo.se/
  9014. */
  9015. var ShaderLib = {
  9016. basic: {
  9017. uniforms: mergeUniforms( [
  9018. UniformsLib.common,
  9019. UniformsLib.specularmap,
  9020. UniformsLib.envmap,
  9021. UniformsLib.aomap,
  9022. UniformsLib.lightmap,
  9023. UniformsLib.fog
  9024. ] ),
  9025. vertexShader: ShaderChunk.meshbasic_vert,
  9026. fragmentShader: ShaderChunk.meshbasic_frag
  9027. },
  9028. lambert: {
  9029. uniforms: mergeUniforms( [
  9030. UniformsLib.common,
  9031. UniformsLib.specularmap,
  9032. UniformsLib.envmap,
  9033. UniformsLib.aomap,
  9034. UniformsLib.lightmap,
  9035. UniformsLib.emissivemap,
  9036. UniformsLib.fog,
  9037. UniformsLib.lights,
  9038. {
  9039. emissive: { value: new Color( 0x000000 ) }
  9040. }
  9041. ] ),
  9042. vertexShader: ShaderChunk.meshlambert_vert,
  9043. fragmentShader: ShaderChunk.meshlambert_frag
  9044. },
  9045. phong: {
  9046. uniforms: mergeUniforms( [
  9047. UniformsLib.common,
  9048. UniformsLib.specularmap,
  9049. UniformsLib.envmap,
  9050. UniformsLib.aomap,
  9051. UniformsLib.lightmap,
  9052. UniformsLib.emissivemap,
  9053. UniformsLib.bumpmap,
  9054. UniformsLib.normalmap,
  9055. UniformsLib.displacementmap,
  9056. UniformsLib.fog,
  9057. UniformsLib.lights,
  9058. {
  9059. emissive: { value: new Color( 0x000000 ) },
  9060. specular: { value: new Color( 0x111111 ) },
  9061. shininess: { value: 30 }
  9062. }
  9063. ] ),
  9064. vertexShader: ShaderChunk.meshphong_vert,
  9065. fragmentShader: ShaderChunk.meshphong_frag
  9066. },
  9067. standard: {
  9068. uniforms: mergeUniforms( [
  9069. UniformsLib.common,
  9070. UniformsLib.envmap,
  9071. UniformsLib.aomap,
  9072. UniformsLib.lightmap,
  9073. UniformsLib.emissivemap,
  9074. UniformsLib.bumpmap,
  9075. UniformsLib.normalmap,
  9076. UniformsLib.displacementmap,
  9077. UniformsLib.roughnessmap,
  9078. UniformsLib.metalnessmap,
  9079. UniformsLib.fog,
  9080. UniformsLib.lights,
  9081. {
  9082. emissive: { value: new Color( 0x000000 ) },
  9083. roughness: { value: 0.5 },
  9084. metalness: { value: 0.5 },
  9085. envMapIntensity: { value: 1 } // temporary
  9086. }
  9087. ] ),
  9088. vertexShader: ShaderChunk.meshphysical_vert,
  9089. fragmentShader: ShaderChunk.meshphysical_frag
  9090. },
  9091. toon: {
  9092. uniforms: mergeUniforms( [
  9093. UniformsLib.common,
  9094. UniformsLib.specularmap,
  9095. UniformsLib.aomap,
  9096. UniformsLib.lightmap,
  9097. UniformsLib.emissivemap,
  9098. UniformsLib.bumpmap,
  9099. UniformsLib.normalmap,
  9100. UniformsLib.displacementmap,
  9101. UniformsLib.gradientmap,
  9102. UniformsLib.fog,
  9103. UniformsLib.lights,
  9104. {
  9105. emissive: { value: new Color( 0x000000 ) },
  9106. specular: { value: new Color( 0x111111 ) },
  9107. shininess: { value: 30 }
  9108. }
  9109. ] ),
  9110. vertexShader: ShaderChunk.meshtoon_vert,
  9111. fragmentShader: ShaderChunk.meshtoon_frag
  9112. },
  9113. matcap: {
  9114. uniforms: mergeUniforms( [
  9115. UniformsLib.common,
  9116. UniformsLib.bumpmap,
  9117. UniformsLib.normalmap,
  9118. UniformsLib.displacementmap,
  9119. UniformsLib.fog,
  9120. {
  9121. matcap: { value: null }
  9122. }
  9123. ] ),
  9124. vertexShader: ShaderChunk.meshmatcap_vert,
  9125. fragmentShader: ShaderChunk.meshmatcap_frag
  9126. },
  9127. points: {
  9128. uniforms: mergeUniforms( [
  9129. UniformsLib.points,
  9130. UniformsLib.fog
  9131. ] ),
  9132. vertexShader: ShaderChunk.points_vert,
  9133. fragmentShader: ShaderChunk.points_frag
  9134. },
  9135. dashed: {
  9136. uniforms: mergeUniforms( [
  9137. UniformsLib.common,
  9138. UniformsLib.fog,
  9139. {
  9140. scale: { value: 1 },
  9141. dashSize: { value: 1 },
  9142. totalSize: { value: 2 }
  9143. }
  9144. ] ),
  9145. vertexShader: ShaderChunk.linedashed_vert,
  9146. fragmentShader: ShaderChunk.linedashed_frag
  9147. },
  9148. depth: {
  9149. uniforms: mergeUniforms( [
  9150. UniformsLib.common,
  9151. UniformsLib.displacementmap
  9152. ] ),
  9153. vertexShader: ShaderChunk.depth_vert,
  9154. fragmentShader: ShaderChunk.depth_frag
  9155. },
  9156. normal: {
  9157. uniforms: mergeUniforms( [
  9158. UniformsLib.common,
  9159. UniformsLib.bumpmap,
  9160. UniformsLib.normalmap,
  9161. UniformsLib.displacementmap,
  9162. {
  9163. opacity: { value: 1.0 }
  9164. }
  9165. ] ),
  9166. vertexShader: ShaderChunk.normal_vert,
  9167. fragmentShader: ShaderChunk.normal_frag
  9168. },
  9169. sprite: {
  9170. uniforms: mergeUniforms( [
  9171. UniformsLib.sprite,
  9172. UniformsLib.fog
  9173. ] ),
  9174. vertexShader: ShaderChunk.sprite_vert,
  9175. fragmentShader: ShaderChunk.sprite_frag
  9176. },
  9177. background: {
  9178. uniforms: {
  9179. uvTransform: { value: new Matrix3() },
  9180. t2D: { value: null },
  9181. },
  9182. vertexShader: ShaderChunk.background_vert,
  9183. fragmentShader: ShaderChunk.background_frag
  9184. },
  9185. /* -------------------------------------------------------------------------
  9186. // Cube map shader
  9187. ------------------------------------------------------------------------- */
  9188. cube: {
  9189. uniforms: mergeUniforms( [
  9190. UniformsLib.envmap,
  9191. {
  9192. opacity: { value: 1.0 }
  9193. }
  9194. ] ),
  9195. vertexShader: ShaderChunk.cube_vert,
  9196. fragmentShader: ShaderChunk.cube_frag
  9197. },
  9198. equirect: {
  9199. uniforms: {
  9200. tEquirect: { value: null },
  9201. },
  9202. vertexShader: ShaderChunk.equirect_vert,
  9203. fragmentShader: ShaderChunk.equirect_frag
  9204. },
  9205. distanceRGBA: {
  9206. uniforms: mergeUniforms( [
  9207. UniformsLib.common,
  9208. UniformsLib.displacementmap,
  9209. {
  9210. referencePosition: { value: new Vector3() },
  9211. nearDistance: { value: 1 },
  9212. farDistance: { value: 1000 }
  9213. }
  9214. ] ),
  9215. vertexShader: ShaderChunk.distanceRGBA_vert,
  9216. fragmentShader: ShaderChunk.distanceRGBA_frag
  9217. },
  9218. shadow: {
  9219. uniforms: mergeUniforms( [
  9220. UniformsLib.lights,
  9221. UniformsLib.fog,
  9222. {
  9223. color: { value: new Color( 0x00000 ) },
  9224. opacity: { value: 1.0 }
  9225. } ] ),
  9226. vertexShader: ShaderChunk.shadow_vert,
  9227. fragmentShader: ShaderChunk.shadow_frag
  9228. }
  9229. };
  9230. ShaderLib.physical = {
  9231. uniforms: mergeUniforms( [
  9232. ShaderLib.standard.uniforms,
  9233. {
  9234. transparency: { value: 0 },
  9235. clearcoat: { value: 0 },
  9236. clearcoatRoughness: { value: 0 },
  9237. sheen: { value: new Color( 0x000000 ) },
  9238. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9239. clearcoatNormalMap: { value: null },
  9240. }
  9241. ] ),
  9242. vertexShader: ShaderChunk.meshphysical_vert,
  9243. fragmentShader: ShaderChunk.meshphysical_frag
  9244. };
  9245. /**
  9246. * @author mrdoob / http://mrdoob.com/
  9247. */
  9248. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9249. var clearColor = new Color( 0x000000 );
  9250. var clearAlpha = 0;
  9251. var planeMesh;
  9252. var boxMesh;
  9253. var currentBackground = null;
  9254. var currentBackgroundVersion = 0;
  9255. var currentTonemapping = null;
  9256. function render( renderList, scene, camera, forceClear ) {
  9257. var background = scene.background;
  9258. // Ignore background in AR
  9259. // TODO: Reconsider this.
  9260. var xr = renderer.xr;
  9261. var session = xr.getSession && xr.getSession();
  9262. if ( session && session.environmentBlendMode === 'additive' ) {
  9263. background = null;
  9264. }
  9265. if ( background === null ) {
  9266. setClear( clearColor, clearAlpha );
  9267. } else if ( background && background.isColor ) {
  9268. setClear( background, 1 );
  9269. forceClear = true;
  9270. }
  9271. if ( renderer.autoClear || forceClear ) {
  9272. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9273. }
  9274. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9275. if ( boxMesh === undefined ) {
  9276. boxMesh = new Mesh(
  9277. new BoxBufferGeometry( 1, 1, 1 ),
  9278. new ShaderMaterial( {
  9279. type: 'BackgroundCubeMaterial',
  9280. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9281. vertexShader: ShaderLib.cube.vertexShader,
  9282. fragmentShader: ShaderLib.cube.fragmentShader,
  9283. side: BackSide,
  9284. depthTest: false,
  9285. depthWrite: false,
  9286. fog: false
  9287. } )
  9288. );
  9289. boxMesh.geometry.deleteAttribute( 'normal' );
  9290. boxMesh.geometry.deleteAttribute( 'uv' );
  9291. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9292. this.matrixWorld.copyPosition( camera.matrixWorld );
  9293. };
  9294. // enable code injection for non-built-in material
  9295. Object.defineProperty( boxMesh.material, 'envMap', {
  9296. get: function () {
  9297. return this.uniforms.envMap.value;
  9298. }
  9299. } );
  9300. objects.update( boxMesh );
  9301. }
  9302. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9303. boxMesh.material.uniforms.envMap.value = texture;
  9304. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9305. if ( currentBackground !== background ||
  9306. currentBackgroundVersion !== texture.version ||
  9307. currentTonemapping !== renderer.toneMapping ) {
  9308. boxMesh.material.needsUpdate = true;
  9309. currentBackground = background;
  9310. currentBackgroundVersion = texture.version;
  9311. currentTonemapping = renderer.toneMapping;
  9312. }
  9313. // push to the pre-sorted opaque render list
  9314. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9315. } else if ( background && background.isTexture ) {
  9316. if ( planeMesh === undefined ) {
  9317. planeMesh = new Mesh(
  9318. new PlaneBufferGeometry( 2, 2 ),
  9319. new ShaderMaterial( {
  9320. type: 'BackgroundMaterial',
  9321. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9322. vertexShader: ShaderLib.background.vertexShader,
  9323. fragmentShader: ShaderLib.background.fragmentShader,
  9324. side: FrontSide,
  9325. depthTest: false,
  9326. depthWrite: false,
  9327. fog: false
  9328. } )
  9329. );
  9330. planeMesh.geometry.deleteAttribute( 'normal' );
  9331. // enable code injection for non-built-in material
  9332. Object.defineProperty( planeMesh.material, 'map', {
  9333. get: function () {
  9334. return this.uniforms.t2D.value;
  9335. }
  9336. } );
  9337. objects.update( planeMesh );
  9338. }
  9339. planeMesh.material.uniforms.t2D.value = background;
  9340. if ( background.matrixAutoUpdate === true ) {
  9341. background.updateMatrix();
  9342. }
  9343. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9344. if ( currentBackground !== background ||
  9345. currentBackgroundVersion !== background.version ||
  9346. currentTonemapping !== renderer.toneMapping ) {
  9347. planeMesh.material.needsUpdate = true;
  9348. currentBackground = background;
  9349. currentBackgroundVersion = background.version;
  9350. currentTonemapping = renderer.toneMapping;
  9351. }
  9352. // push to the pre-sorted opaque render list
  9353. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9354. }
  9355. }
  9356. function setClear( color, alpha ) {
  9357. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9358. }
  9359. return {
  9360. getClearColor: function () {
  9361. return clearColor;
  9362. },
  9363. setClearColor: function ( color, alpha ) {
  9364. clearColor.set( color );
  9365. clearAlpha = alpha !== undefined ? alpha : 1;
  9366. setClear( clearColor, clearAlpha );
  9367. },
  9368. getClearAlpha: function () {
  9369. return clearAlpha;
  9370. },
  9371. setClearAlpha: function ( alpha ) {
  9372. clearAlpha = alpha;
  9373. setClear( clearColor, clearAlpha );
  9374. },
  9375. render: render
  9376. };
  9377. }
  9378. /**
  9379. * @author mrdoob / http://mrdoob.com/
  9380. */
  9381. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9382. var isWebGL2 = capabilities.isWebGL2;
  9383. var mode;
  9384. function setMode( value ) {
  9385. mode = value;
  9386. }
  9387. function render( start, count ) {
  9388. gl.drawArrays( mode, start, count );
  9389. info.update( count, mode );
  9390. }
  9391. function renderInstances( geometry, start, count, primcount ) {
  9392. if ( primcount === 0 ) { return; }
  9393. var extension, methodName;
  9394. if ( isWebGL2 ) {
  9395. extension = gl;
  9396. methodName = 'drawArraysInstanced';
  9397. } else {
  9398. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9399. methodName = 'drawArraysInstancedANGLE';
  9400. if ( extension === null ) {
  9401. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9402. return;
  9403. }
  9404. }
  9405. extension[ methodName ]( mode, start, count, primcount );
  9406. info.update( count, mode, primcount );
  9407. }
  9408. //
  9409. this.setMode = setMode;
  9410. this.render = render;
  9411. this.renderInstances = renderInstances;
  9412. }
  9413. /**
  9414. * @author mrdoob / http://mrdoob.com/
  9415. */
  9416. function WebGLCapabilities( gl, extensions, parameters ) {
  9417. var maxAnisotropy;
  9418. function getMaxAnisotropy() {
  9419. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9420. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9421. if ( extension !== null ) {
  9422. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9423. } else {
  9424. maxAnisotropy = 0;
  9425. }
  9426. return maxAnisotropy;
  9427. }
  9428. function getMaxPrecision( precision ) {
  9429. if ( precision === 'highp' ) {
  9430. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9431. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9432. return 'highp';
  9433. }
  9434. precision = 'mediump';
  9435. }
  9436. if ( precision === 'mediump' ) {
  9437. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9438. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9439. return 'mediump';
  9440. }
  9441. }
  9442. return 'lowp';
  9443. }
  9444. /* eslint-disable no-undef */
  9445. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9446. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9447. /* eslint-enable no-undef */
  9448. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9449. var maxPrecision = getMaxPrecision( precision );
  9450. if ( maxPrecision !== precision ) {
  9451. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9452. precision = maxPrecision;
  9453. }
  9454. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9455. var maxTextures = gl.getParameter( 34930 );
  9456. var maxVertexTextures = gl.getParameter( 35660 );
  9457. var maxTextureSize = gl.getParameter( 3379 );
  9458. var maxCubemapSize = gl.getParameter( 34076 );
  9459. var maxAttributes = gl.getParameter( 34921 );
  9460. var maxVertexUniforms = gl.getParameter( 36347 );
  9461. var maxVaryings = gl.getParameter( 36348 );
  9462. var maxFragmentUniforms = gl.getParameter( 36349 );
  9463. var vertexTextures = maxVertexTextures > 0;
  9464. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9465. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9466. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9467. return {
  9468. isWebGL2: isWebGL2,
  9469. getMaxAnisotropy: getMaxAnisotropy,
  9470. getMaxPrecision: getMaxPrecision,
  9471. precision: precision,
  9472. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9473. maxTextures: maxTextures,
  9474. maxVertexTextures: maxVertexTextures,
  9475. maxTextureSize: maxTextureSize,
  9476. maxCubemapSize: maxCubemapSize,
  9477. maxAttributes: maxAttributes,
  9478. maxVertexUniforms: maxVertexUniforms,
  9479. maxVaryings: maxVaryings,
  9480. maxFragmentUniforms: maxFragmentUniforms,
  9481. vertexTextures: vertexTextures,
  9482. floatFragmentTextures: floatFragmentTextures,
  9483. floatVertexTextures: floatVertexTextures,
  9484. maxSamples: maxSamples
  9485. };
  9486. }
  9487. /**
  9488. * @author tschw
  9489. */
  9490. function WebGLClipping() {
  9491. var scope = this,
  9492. globalState = null,
  9493. numGlobalPlanes = 0,
  9494. localClippingEnabled = false,
  9495. renderingShadows = false,
  9496. plane = new Plane(),
  9497. viewNormalMatrix = new Matrix3(),
  9498. uniform = { value: null, needsUpdate: false };
  9499. this.uniform = uniform;
  9500. this.numPlanes = 0;
  9501. this.numIntersection = 0;
  9502. this.init = function ( planes, enableLocalClipping, camera ) {
  9503. var enabled =
  9504. planes.length !== 0 ||
  9505. enableLocalClipping ||
  9506. // enable state of previous frame - the clipping code has to
  9507. // run another frame in order to reset the state:
  9508. numGlobalPlanes !== 0 ||
  9509. localClippingEnabled;
  9510. localClippingEnabled = enableLocalClipping;
  9511. globalState = projectPlanes( planes, camera, 0 );
  9512. numGlobalPlanes = planes.length;
  9513. return enabled;
  9514. };
  9515. this.beginShadows = function () {
  9516. renderingShadows = true;
  9517. projectPlanes( null );
  9518. };
  9519. this.endShadows = function () {
  9520. renderingShadows = false;
  9521. resetGlobalState();
  9522. };
  9523. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9524. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9525. // there's no local clipping
  9526. if ( renderingShadows ) {
  9527. // there's no global clipping
  9528. projectPlanes( null );
  9529. } else {
  9530. resetGlobalState();
  9531. }
  9532. } else {
  9533. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9534. lGlobal = nGlobal * 4,
  9535. dstArray = cache.clippingState || null;
  9536. uniform.value = dstArray; // ensure unique state
  9537. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9538. for ( var i = 0; i !== lGlobal; ++ i ) {
  9539. dstArray[ i ] = globalState[ i ];
  9540. }
  9541. cache.clippingState = dstArray;
  9542. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9543. this.numPlanes += nGlobal;
  9544. }
  9545. };
  9546. function resetGlobalState() {
  9547. if ( uniform.value !== globalState ) {
  9548. uniform.value = globalState;
  9549. uniform.needsUpdate = numGlobalPlanes > 0;
  9550. }
  9551. scope.numPlanes = numGlobalPlanes;
  9552. scope.numIntersection = 0;
  9553. }
  9554. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9555. var nPlanes = planes !== null ? planes.length : 0,
  9556. dstArray = null;
  9557. if ( nPlanes !== 0 ) {
  9558. dstArray = uniform.value;
  9559. if ( skipTransform !== true || dstArray === null ) {
  9560. var flatSize = dstOffset + nPlanes * 4,
  9561. viewMatrix = camera.matrixWorldInverse;
  9562. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9563. if ( dstArray === null || dstArray.length < flatSize ) {
  9564. dstArray = new Float32Array( flatSize );
  9565. }
  9566. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9567. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9568. plane.normal.toArray( dstArray, i4 );
  9569. dstArray[ i4 + 3 ] = plane.constant;
  9570. }
  9571. }
  9572. uniform.value = dstArray;
  9573. uniform.needsUpdate = true;
  9574. }
  9575. scope.numPlanes = nPlanes;
  9576. return dstArray;
  9577. }
  9578. }
  9579. /**
  9580. * @author mrdoob / http://mrdoob.com/
  9581. */
  9582. function WebGLExtensions( gl ) {
  9583. var extensions = {};
  9584. return {
  9585. get: function ( name ) {
  9586. if ( extensions[ name ] !== undefined ) {
  9587. return extensions[ name ];
  9588. }
  9589. var extension;
  9590. switch ( name ) {
  9591. case 'WEBGL_depth_texture':
  9592. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9593. break;
  9594. case 'EXT_texture_filter_anisotropic':
  9595. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9596. break;
  9597. case 'WEBGL_compressed_texture_s3tc':
  9598. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9599. break;
  9600. case 'WEBGL_compressed_texture_pvrtc':
  9601. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9602. break;
  9603. default:
  9604. extension = gl.getExtension( name );
  9605. }
  9606. if ( extension === null ) {
  9607. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9608. }
  9609. extensions[ name ] = extension;
  9610. return extension;
  9611. }
  9612. };
  9613. }
  9614. /**
  9615. * @author mrdoob / http://mrdoob.com/
  9616. */
  9617. function WebGLGeometries( gl, attributes, info ) {
  9618. var geometries = new WeakMap();
  9619. var wireframeAttributes = new WeakMap();
  9620. function onGeometryDispose( event ) {
  9621. var geometry = event.target;
  9622. var buffergeometry = geometries.get( geometry );
  9623. if ( buffergeometry.index !== null ) {
  9624. attributes.remove( buffergeometry.index );
  9625. }
  9626. for ( var name in buffergeometry.attributes ) {
  9627. attributes.remove( buffergeometry.attributes[ name ] );
  9628. }
  9629. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9630. geometries.delete( geometry );
  9631. var attribute = wireframeAttributes.get( buffergeometry );
  9632. if ( attribute ) {
  9633. attributes.remove( attribute );
  9634. wireframeAttributes.delete( buffergeometry );
  9635. }
  9636. //
  9637. info.memory.geometries --;
  9638. }
  9639. function get( object, geometry ) {
  9640. var buffergeometry = geometries.get( geometry );
  9641. if ( buffergeometry ) { return buffergeometry; }
  9642. geometry.addEventListener( 'dispose', onGeometryDispose );
  9643. if ( geometry.isBufferGeometry ) {
  9644. buffergeometry = geometry;
  9645. } else if ( geometry.isGeometry ) {
  9646. if ( geometry._bufferGeometry === undefined ) {
  9647. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9648. }
  9649. buffergeometry = geometry._bufferGeometry;
  9650. }
  9651. geometries.set( geometry, buffergeometry );
  9652. info.memory.geometries ++;
  9653. return buffergeometry;
  9654. }
  9655. function update( geometry ) {
  9656. var index = geometry.index;
  9657. var geometryAttributes = geometry.attributes;
  9658. if ( index !== null ) {
  9659. attributes.update( index, 34963 );
  9660. }
  9661. for ( var name in geometryAttributes ) {
  9662. attributes.update( geometryAttributes[ name ], 34962 );
  9663. }
  9664. // morph targets
  9665. var morphAttributes = geometry.morphAttributes;
  9666. for ( var name in morphAttributes ) {
  9667. var array = morphAttributes[ name ];
  9668. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9669. attributes.update( array[ i ], 34962 );
  9670. }
  9671. }
  9672. }
  9673. function updateWireframeAttribute( geometry ) {
  9674. var indices = [];
  9675. var geometryIndex = geometry.index;
  9676. var geometryPosition = geometry.attributes.position;
  9677. var version = 0;
  9678. if ( geometryIndex !== null ) {
  9679. var array = geometryIndex.array;
  9680. version = geometryIndex.version;
  9681. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9682. var a = array[ i + 0 ];
  9683. var b = array[ i + 1 ];
  9684. var c = array[ i + 2 ];
  9685. indices.push( a, b, b, c, c, a );
  9686. }
  9687. } else {
  9688. var array = geometryPosition.array;
  9689. version = geometryPosition.version;
  9690. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9691. var a = i + 0;
  9692. var b = i + 1;
  9693. var c = i + 2;
  9694. indices.push( a, b, b, c, c, a );
  9695. }
  9696. }
  9697. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9698. attribute.version = version;
  9699. attributes.update( attribute, 34963 );
  9700. //
  9701. var previousAttribute = wireframeAttributes.get( geometry );
  9702. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9703. //
  9704. wireframeAttributes.set( geometry, attribute );
  9705. }
  9706. function getWireframeAttribute( geometry ) {
  9707. var currentAttribute = wireframeAttributes.get( geometry );
  9708. if ( currentAttribute ) {
  9709. var geometryIndex = geometry.index;
  9710. if ( geometryIndex !== null ) {
  9711. // if the attribute is obsolete, create a new one
  9712. if ( currentAttribute.version < geometryIndex.version ) {
  9713. updateWireframeAttribute( geometry );
  9714. }
  9715. }
  9716. } else {
  9717. updateWireframeAttribute( geometry );
  9718. }
  9719. return wireframeAttributes.get( geometry );
  9720. }
  9721. return {
  9722. get: get,
  9723. update: update,
  9724. getWireframeAttribute: getWireframeAttribute
  9725. };
  9726. }
  9727. /**
  9728. * @author mrdoob / http://mrdoob.com/
  9729. */
  9730. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9731. var isWebGL2 = capabilities.isWebGL2;
  9732. var mode;
  9733. function setMode( value ) {
  9734. mode = value;
  9735. }
  9736. var type, bytesPerElement;
  9737. function setIndex( value ) {
  9738. type = value.type;
  9739. bytesPerElement = value.bytesPerElement;
  9740. }
  9741. function render( start, count ) {
  9742. gl.drawElements( mode, count, type, start * bytesPerElement );
  9743. info.update( count, mode );
  9744. }
  9745. function renderInstances( geometry, start, count, primcount ) {
  9746. if ( primcount === 0 ) { return; }
  9747. var extension, methodName;
  9748. if ( isWebGL2 ) {
  9749. extension = gl;
  9750. methodName = 'drawElementsInstanced';
  9751. } else {
  9752. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9753. methodName = 'drawElementsInstancedANGLE';
  9754. if ( extension === null ) {
  9755. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9756. return;
  9757. }
  9758. }
  9759. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9760. info.update( count, mode, primcount );
  9761. }
  9762. //
  9763. this.setMode = setMode;
  9764. this.setIndex = setIndex;
  9765. this.render = render;
  9766. this.renderInstances = renderInstances;
  9767. }
  9768. /**
  9769. * @author Mugen87 / https://github.com/Mugen87
  9770. */
  9771. function WebGLInfo( gl ) {
  9772. var memory = {
  9773. geometries: 0,
  9774. textures: 0
  9775. };
  9776. var render = {
  9777. frame: 0,
  9778. calls: 0,
  9779. triangles: 0,
  9780. points: 0,
  9781. lines: 0
  9782. };
  9783. function update( count, mode, instanceCount ) {
  9784. instanceCount = instanceCount || 1;
  9785. render.calls ++;
  9786. switch ( mode ) {
  9787. case 4:
  9788. render.triangles += instanceCount * ( count / 3 );
  9789. break;
  9790. case 1:
  9791. render.lines += instanceCount * ( count / 2 );
  9792. break;
  9793. case 3:
  9794. render.lines += instanceCount * ( count - 1 );
  9795. break;
  9796. case 2:
  9797. render.lines += instanceCount * count;
  9798. break;
  9799. case 0:
  9800. render.points += instanceCount * count;
  9801. break;
  9802. default:
  9803. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9804. break;
  9805. }
  9806. }
  9807. function reset() {
  9808. render.frame ++;
  9809. render.calls = 0;
  9810. render.triangles = 0;
  9811. render.points = 0;
  9812. render.lines = 0;
  9813. }
  9814. return {
  9815. memory: memory,
  9816. render: render,
  9817. programs: null,
  9818. autoReset: true,
  9819. reset: reset,
  9820. update: update
  9821. };
  9822. }
  9823. /**
  9824. * @author mrdoob / http://mrdoob.com/
  9825. */
  9826. function absNumericalSort( a, b ) {
  9827. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9828. }
  9829. function WebGLMorphtargets( gl ) {
  9830. var influencesList = {};
  9831. var morphInfluences = new Float32Array( 8 );
  9832. function update( object, geometry, material, program ) {
  9833. var objectInfluences = object.morphTargetInfluences;
  9834. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9835. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9836. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9837. var influences = influencesList[ geometry.id ];
  9838. if ( influences === undefined ) {
  9839. // initialise list
  9840. influences = [];
  9841. for ( var i = 0; i < length; i ++ ) {
  9842. influences[ i ] = [ i, 0 ];
  9843. }
  9844. influencesList[ geometry.id ] = influences;
  9845. }
  9846. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9847. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9848. // Remove current morphAttributes
  9849. for ( var i = 0; i < length; i ++ ) {
  9850. var influence = influences[ i ];
  9851. if ( influence[ 1 ] !== 0 ) {
  9852. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9853. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9854. }
  9855. }
  9856. // Collect influences
  9857. for ( var i = 0; i < length; i ++ ) {
  9858. var influence = influences[ i ];
  9859. influence[ 0 ] = i;
  9860. influence[ 1 ] = objectInfluences[ i ];
  9861. }
  9862. influences.sort( absNumericalSort );
  9863. // Add morphAttributes
  9864. var morphInfluencesSum = 0;
  9865. for ( var i = 0; i < 8; i ++ ) {
  9866. var influence = influences[ i ];
  9867. if ( influence ) {
  9868. var index = influence[ 0 ];
  9869. var value = influence[ 1 ];
  9870. if ( value ) {
  9871. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9872. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9873. morphInfluences[ i ] = value;
  9874. morphInfluencesSum += value;
  9875. continue;
  9876. }
  9877. }
  9878. morphInfluences[ i ] = 0;
  9879. }
  9880. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9881. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9882. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9883. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9884. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9885. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9886. }
  9887. return {
  9888. update: update
  9889. };
  9890. }
  9891. /**
  9892. * @author mrdoob / http://mrdoob.com/
  9893. */
  9894. function WebGLObjects( gl, geometries, attributes, info ) {
  9895. var updateList = {};
  9896. function update( object ) {
  9897. var frame = info.render.frame;
  9898. var geometry = object.geometry;
  9899. var buffergeometry = geometries.get( object, geometry );
  9900. // Update once per frame
  9901. if ( updateList[ buffergeometry.id ] !== frame ) {
  9902. if ( geometry.isGeometry ) {
  9903. buffergeometry.updateFromObject( object );
  9904. }
  9905. geometries.update( buffergeometry );
  9906. updateList[ buffergeometry.id ] = frame;
  9907. }
  9908. if ( object.isInstancedMesh ) {
  9909. attributes.update( object.instanceMatrix, 34962 );
  9910. }
  9911. return buffergeometry;
  9912. }
  9913. function dispose() {
  9914. updateList = {};
  9915. }
  9916. return {
  9917. update: update,
  9918. dispose: dispose
  9919. };
  9920. }
  9921. /**
  9922. * @author mrdoob / http://mrdoob.com/
  9923. */
  9924. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9925. images = images !== undefined ? images : [];
  9926. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9927. format = format !== undefined ? format : RGBFormat;
  9928. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9929. this.flipY = false;
  9930. }
  9931. CubeTexture.prototype = Object.create( Texture.prototype );
  9932. CubeTexture.prototype.constructor = CubeTexture;
  9933. CubeTexture.prototype.isCubeTexture = true;
  9934. Object.defineProperty( CubeTexture.prototype, 'images', {
  9935. get: function () {
  9936. return this.image;
  9937. },
  9938. set: function ( value ) {
  9939. this.image = value;
  9940. }
  9941. } );
  9942. /**
  9943. * @author Takahiro https://github.com/takahirox
  9944. */
  9945. function DataTexture2DArray( data, width, height, depth ) {
  9946. Texture.call( this, null );
  9947. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9948. this.magFilter = NearestFilter;
  9949. this.minFilter = NearestFilter;
  9950. this.wrapR = ClampToEdgeWrapping;
  9951. this.generateMipmaps = false;
  9952. this.flipY = false;
  9953. this.needsUpdate = true;
  9954. }
  9955. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9956. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9957. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9958. /**
  9959. * @author Artur Trzesiok
  9960. */
  9961. function DataTexture3D( data, width, height, depth ) {
  9962. // We're going to add .setXXX() methods for setting properties later.
  9963. // Users can still set in DataTexture3D directly.
  9964. //
  9965. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9966. // texture.anisotropy = 16;
  9967. //
  9968. // See #14839
  9969. Texture.call( this, null );
  9970. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9971. this.magFilter = NearestFilter;
  9972. this.minFilter = NearestFilter;
  9973. this.wrapR = ClampToEdgeWrapping;
  9974. this.generateMipmaps = false;
  9975. this.flipY = false;
  9976. this.needsUpdate = true;
  9977. }
  9978. DataTexture3D.prototype = Object.create( Texture.prototype );
  9979. DataTexture3D.prototype.constructor = DataTexture3D;
  9980. DataTexture3D.prototype.isDataTexture3D = true;
  9981. /**
  9982. * @author tschw
  9983. * @author Mugen87 / https://github.com/Mugen87
  9984. * @author mrdoob / http://mrdoob.com/
  9985. *
  9986. * Uniforms of a program.
  9987. * Those form a tree structure with a special top-level container for the root,
  9988. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9989. *
  9990. *
  9991. * Properties of inner nodes including the top-level container:
  9992. *
  9993. * .seq - array of nested uniforms
  9994. * .map - nested uniforms by name
  9995. *
  9996. *
  9997. * Methods of all nodes except the top-level container:
  9998. *
  9999. * .setValue( gl, value, [textures] )
  10000. *
  10001. * uploads a uniform value(s)
  10002. * the 'textures' parameter is needed for sampler uniforms
  10003. *
  10004. *
  10005. * Static methods of the top-level container (textures factorizations):
  10006. *
  10007. * .upload( gl, seq, values, textures )
  10008. *
  10009. * sets uniforms in 'seq' to 'values[id].value'
  10010. *
  10011. * .seqWithValue( seq, values ) : filteredSeq
  10012. *
  10013. * filters 'seq' entries with corresponding entry in values
  10014. *
  10015. *
  10016. * Methods of the top-level container (textures factorizations):
  10017. *
  10018. * .setValue( gl, name, value, textures )
  10019. *
  10020. * sets uniform with name 'name' to 'value'
  10021. *
  10022. * .setOptional( gl, obj, prop )
  10023. *
  10024. * like .set for an optional property of the object
  10025. *
  10026. */
  10027. var emptyTexture = new Texture();
  10028. var emptyTexture2dArray = new DataTexture2DArray();
  10029. var emptyTexture3d = new DataTexture3D();
  10030. var emptyCubeTexture = new CubeTexture();
  10031. // --- Utilities ---
  10032. // Array Caches (provide typed arrays for temporary by size)
  10033. var arrayCacheF32 = [];
  10034. var arrayCacheI32 = [];
  10035. // Float32Array caches used for uploading Matrix uniforms
  10036. var mat4array = new Float32Array( 16 );
  10037. var mat3array = new Float32Array( 9 );
  10038. var mat2array = new Float32Array( 4 );
  10039. // Flattening for arrays of vectors and matrices
  10040. function flatten( array, nBlocks, blockSize ) {
  10041. var firstElem = array[ 0 ];
  10042. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10043. // unoptimized: ! isNaN( firstElem )
  10044. // see http://jacksondunstan.com/articles/983
  10045. var n = nBlocks * blockSize,
  10046. r = arrayCacheF32[ n ];
  10047. if ( r === undefined ) {
  10048. r = new Float32Array( n );
  10049. arrayCacheF32[ n ] = r;
  10050. }
  10051. if ( nBlocks !== 0 ) {
  10052. firstElem.toArray( r, 0 );
  10053. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10054. offset += blockSize;
  10055. array[ i ].toArray( r, offset );
  10056. }
  10057. }
  10058. return r;
  10059. }
  10060. function arraysEqual( a, b ) {
  10061. if ( a.length !== b.length ) { return false; }
  10062. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10063. if ( a[ i ] !== b[ i ] ) { return false; }
  10064. }
  10065. return true;
  10066. }
  10067. function copyArray( a, b ) {
  10068. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10069. a[ i ] = b[ i ];
  10070. }
  10071. }
  10072. // Texture unit allocation
  10073. function allocTexUnits( textures, n ) {
  10074. var r = arrayCacheI32[ n ];
  10075. if ( r === undefined ) {
  10076. r = new Int32Array( n );
  10077. arrayCacheI32[ n ] = r;
  10078. }
  10079. for ( var i = 0; i !== n; ++ i )
  10080. { r[ i ] = textures.allocateTextureUnit(); }
  10081. return r;
  10082. }
  10083. // --- Setters ---
  10084. // Note: Defining these methods externally, because they come in a bunch
  10085. // and this way their names minify.
  10086. // Single scalar
  10087. function setValueV1f( gl, v ) {
  10088. var cache = this.cache;
  10089. if ( cache[ 0 ] === v ) { return; }
  10090. gl.uniform1f( this.addr, v );
  10091. cache[ 0 ] = v;
  10092. }
  10093. // Single float vector (from flat array or THREE.VectorN)
  10094. function setValueV2f( gl, v ) {
  10095. var cache = this.cache;
  10096. if ( v.x !== undefined ) {
  10097. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10098. gl.uniform2f( this.addr, v.x, v.y );
  10099. cache[ 0 ] = v.x;
  10100. cache[ 1 ] = v.y;
  10101. }
  10102. } else {
  10103. if ( arraysEqual( cache, v ) ) { return; }
  10104. gl.uniform2fv( this.addr, v );
  10105. copyArray( cache, v );
  10106. }
  10107. }
  10108. function setValueV3f( gl, v ) {
  10109. var cache = this.cache;
  10110. if ( v.x !== undefined ) {
  10111. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10112. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10113. cache[ 0 ] = v.x;
  10114. cache[ 1 ] = v.y;
  10115. cache[ 2 ] = v.z;
  10116. }
  10117. } else if ( v.r !== undefined ) {
  10118. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10119. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10120. cache[ 0 ] = v.r;
  10121. cache[ 1 ] = v.g;
  10122. cache[ 2 ] = v.b;
  10123. }
  10124. } else {
  10125. if ( arraysEqual( cache, v ) ) { return; }
  10126. gl.uniform3fv( this.addr, v );
  10127. copyArray( cache, v );
  10128. }
  10129. }
  10130. function setValueV4f( gl, v ) {
  10131. var cache = this.cache;
  10132. if ( v.x !== undefined ) {
  10133. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10134. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10135. cache[ 0 ] = v.x;
  10136. cache[ 1 ] = v.y;
  10137. cache[ 2 ] = v.z;
  10138. cache[ 3 ] = v.w;
  10139. }
  10140. } else {
  10141. if ( arraysEqual( cache, v ) ) { return; }
  10142. gl.uniform4fv( this.addr, v );
  10143. copyArray( cache, v );
  10144. }
  10145. }
  10146. // Single matrix (from flat array or MatrixN)
  10147. function setValueM2( gl, v ) {
  10148. var cache = this.cache;
  10149. var elements = v.elements;
  10150. if ( elements === undefined ) {
  10151. if ( arraysEqual( cache, v ) ) { return; }
  10152. gl.uniformMatrix2fv( this.addr, false, v );
  10153. copyArray( cache, v );
  10154. } else {
  10155. if ( arraysEqual( cache, elements ) ) { return; }
  10156. mat2array.set( elements );
  10157. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10158. copyArray( cache, elements );
  10159. }
  10160. }
  10161. function setValueM3( gl, v ) {
  10162. var cache = this.cache;
  10163. var elements = v.elements;
  10164. if ( elements === undefined ) {
  10165. if ( arraysEqual( cache, v ) ) { return; }
  10166. gl.uniformMatrix3fv( this.addr, false, v );
  10167. copyArray( cache, v );
  10168. } else {
  10169. if ( arraysEqual( cache, elements ) ) { return; }
  10170. mat3array.set( elements );
  10171. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10172. copyArray( cache, elements );
  10173. }
  10174. }
  10175. function setValueM4( gl, v ) {
  10176. var cache = this.cache;
  10177. var elements = v.elements;
  10178. if ( elements === undefined ) {
  10179. if ( arraysEqual( cache, v ) ) { return; }
  10180. gl.uniformMatrix4fv( this.addr, false, v );
  10181. copyArray( cache, v );
  10182. } else {
  10183. if ( arraysEqual( cache, elements ) ) { return; }
  10184. mat4array.set( elements );
  10185. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10186. copyArray( cache, elements );
  10187. }
  10188. }
  10189. // Single texture (2D / Cube)
  10190. function setValueT1( gl, v, textures ) {
  10191. var cache = this.cache;
  10192. var unit = textures.allocateTextureUnit();
  10193. if ( cache[ 0 ] !== unit ) {
  10194. gl.uniform1i( this.addr, unit );
  10195. cache[ 0 ] = unit;
  10196. }
  10197. textures.safeSetTexture2D( v || emptyTexture, unit );
  10198. }
  10199. function setValueT2DArray1( gl, v, textures ) {
  10200. var cache = this.cache;
  10201. var unit = textures.allocateTextureUnit();
  10202. if ( cache[ 0 ] !== unit ) {
  10203. gl.uniform1i( this.addr, unit );
  10204. cache[ 0 ] = unit;
  10205. }
  10206. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10207. }
  10208. function setValueT3D1( gl, v, textures ) {
  10209. var cache = this.cache;
  10210. var unit = textures.allocateTextureUnit();
  10211. if ( cache[ 0 ] !== unit ) {
  10212. gl.uniform1i( this.addr, unit );
  10213. cache[ 0 ] = unit;
  10214. }
  10215. textures.setTexture3D( v || emptyTexture3d, unit );
  10216. }
  10217. function setValueT6( gl, v, textures ) {
  10218. var cache = this.cache;
  10219. var unit = textures.allocateTextureUnit();
  10220. if ( cache[ 0 ] !== unit ) {
  10221. gl.uniform1i( this.addr, unit );
  10222. cache[ 0 ] = unit;
  10223. }
  10224. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10225. }
  10226. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10227. function setValueV1i( gl, v ) {
  10228. var cache = this.cache;
  10229. if ( cache[ 0 ] === v ) { return; }
  10230. gl.uniform1i( this.addr, v );
  10231. cache[ 0 ] = v;
  10232. }
  10233. function setValueV2i( gl, v ) {
  10234. var cache = this.cache;
  10235. if ( arraysEqual( cache, v ) ) { return; }
  10236. gl.uniform2iv( this.addr, v );
  10237. copyArray( cache, v );
  10238. }
  10239. function setValueV3i( gl, v ) {
  10240. var cache = this.cache;
  10241. if ( arraysEqual( cache, v ) ) { return; }
  10242. gl.uniform3iv( this.addr, v );
  10243. copyArray( cache, v );
  10244. }
  10245. function setValueV4i( gl, v ) {
  10246. var cache = this.cache;
  10247. if ( arraysEqual( cache, v ) ) { return; }
  10248. gl.uniform4iv( this.addr, v );
  10249. copyArray( cache, v );
  10250. }
  10251. // uint
  10252. function setValueV1ui( gl, v ) {
  10253. var cache = this.cache;
  10254. if ( cache[ 0 ] === v ) { return; }
  10255. gl.uniform1ui( this.addr, v );
  10256. cache[ 0 ] = v;
  10257. }
  10258. // Helper to pick the right setter for the singular case
  10259. function getSingularSetter( type ) {
  10260. switch ( type ) {
  10261. case 0x1406: return setValueV1f; // FLOAT
  10262. case 0x8b50: return setValueV2f; // _VEC2
  10263. case 0x8b51: return setValueV3f; // _VEC3
  10264. case 0x8b52: return setValueV4f; // _VEC4
  10265. case 0x8b5a: return setValueM2; // _MAT2
  10266. case 0x8b5b: return setValueM3; // _MAT3
  10267. case 0x8b5c: return setValueM4; // _MAT4
  10268. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10269. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10270. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10271. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10272. case 0x1405: return setValueV1ui; // UINT
  10273. case 0x8b5e: // SAMPLER_2D
  10274. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10275. case 0x8dca: // INT_SAMPLER_2D
  10276. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10277. case 0x8b62: // SAMPLER_2D_SHADOW
  10278. return setValueT1;
  10279. case 0x8b5f: // SAMPLER_3D
  10280. case 0x8dcb: // INT_SAMPLER_3D
  10281. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10282. return setValueT3D1;
  10283. case 0x8b60: // SAMPLER_CUBE
  10284. case 0x8dcc: // INT_SAMPLER_CUBE
  10285. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10286. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10287. return setValueT6;
  10288. case 0x8dc1: // SAMPLER_2D_ARRAY
  10289. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10290. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10291. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10292. return setValueT2DArray1;
  10293. }
  10294. }
  10295. // Array of scalars
  10296. function setValueV1fArray( gl, v ) {
  10297. gl.uniform1fv( this.addr, v );
  10298. }
  10299. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10300. function setValueV1iArray( gl, v ) {
  10301. gl.uniform1iv( this.addr, v );
  10302. }
  10303. function setValueV2iArray( gl, v ) {
  10304. gl.uniform2iv( this.addr, v );
  10305. }
  10306. function setValueV3iArray( gl, v ) {
  10307. gl.uniform3iv( this.addr, v );
  10308. }
  10309. function setValueV4iArray( gl, v ) {
  10310. gl.uniform4iv( this.addr, v );
  10311. }
  10312. // Array of vectors (flat or from THREE classes)
  10313. function setValueV2fArray( gl, v ) {
  10314. var data = flatten( v, this.size, 2 );
  10315. gl.uniform2fv( this.addr, data );
  10316. }
  10317. function setValueV3fArray( gl, v ) {
  10318. var data = flatten( v, this.size, 3 );
  10319. gl.uniform3fv( this.addr, data );
  10320. }
  10321. function setValueV4fArray( gl, v ) {
  10322. var data = flatten( v, this.size, 4 );
  10323. gl.uniform4fv( this.addr, data );
  10324. }
  10325. // Array of matrices (flat or from THREE clases)
  10326. function setValueM2Array( gl, v ) {
  10327. var data = flatten( v, this.size, 4 );
  10328. gl.uniformMatrix2fv( this.addr, false, data );
  10329. }
  10330. function setValueM3Array( gl, v ) {
  10331. var data = flatten( v, this.size, 9 );
  10332. gl.uniformMatrix3fv( this.addr, false, data );
  10333. }
  10334. function setValueM4Array( gl, v ) {
  10335. var data = flatten( v, this.size, 16 );
  10336. gl.uniformMatrix4fv( this.addr, false, data );
  10337. }
  10338. // Array of textures (2D / Cube)
  10339. function setValueT1Array( gl, v, textures ) {
  10340. var n = v.length;
  10341. var units = allocTexUnits( textures, n );
  10342. gl.uniform1iv( this.addr, units );
  10343. for ( var i = 0; i !== n; ++ i ) {
  10344. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10345. }
  10346. }
  10347. function setValueT6Array( gl, v, textures ) {
  10348. var n = v.length;
  10349. var units = allocTexUnits( textures, n );
  10350. gl.uniform1iv( this.addr, units );
  10351. for ( var i = 0; i !== n; ++ i ) {
  10352. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10353. }
  10354. }
  10355. // Helper to pick the right setter for a pure (bottom-level) array
  10356. function getPureArraySetter( type ) {
  10357. switch ( type ) {
  10358. case 0x1406: return setValueV1fArray; // FLOAT
  10359. case 0x8b50: return setValueV2fArray; // _VEC2
  10360. case 0x8b51: return setValueV3fArray; // _VEC3
  10361. case 0x8b52: return setValueV4fArray; // _VEC4
  10362. case 0x8b5a: return setValueM2Array; // _MAT2
  10363. case 0x8b5b: return setValueM3Array; // _MAT3
  10364. case 0x8b5c: return setValueM4Array; // _MAT4
  10365. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10366. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10367. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10368. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10369. case 0x8b5e: // SAMPLER_2D
  10370. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10371. case 0x8dca: // INT_SAMPLER_2D
  10372. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10373. case 0x8b62: // SAMPLER_2D_SHADOW
  10374. return setValueT1Array;
  10375. case 0x8b60: // SAMPLER_CUBE
  10376. case 0x8dcc: // INT_SAMPLER_CUBE
  10377. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10378. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10379. return setValueT6Array;
  10380. }
  10381. }
  10382. // --- Uniform Classes ---
  10383. function SingleUniform( id, activeInfo, addr ) {
  10384. this.id = id;
  10385. this.addr = addr;
  10386. this.cache = [];
  10387. this.setValue = getSingularSetter( activeInfo.type );
  10388. // this.path = activeInfo.name; // DEBUG
  10389. }
  10390. function PureArrayUniform( id, activeInfo, addr ) {
  10391. this.id = id;
  10392. this.addr = addr;
  10393. this.cache = [];
  10394. this.size = activeInfo.size;
  10395. this.setValue = getPureArraySetter( activeInfo.type );
  10396. // this.path = activeInfo.name; // DEBUG
  10397. }
  10398. PureArrayUniform.prototype.updateCache = function ( data ) {
  10399. var cache = this.cache;
  10400. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10401. this.cache = new Float32Array( data.length );
  10402. }
  10403. copyArray( cache, data );
  10404. };
  10405. function StructuredUniform( id ) {
  10406. this.id = id;
  10407. this.seq = [];
  10408. this.map = {};
  10409. }
  10410. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10411. var seq = this.seq;
  10412. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10413. var u = seq[ i ];
  10414. u.setValue( gl, value[ u.id ], textures );
  10415. }
  10416. };
  10417. // --- Top-level ---
  10418. // Parser - builds up the property tree from the path strings
  10419. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10420. // extracts
  10421. // - the identifier (member name or array index)
  10422. // - followed by an optional right bracket (found when array index)
  10423. // - followed by an optional left bracket or dot (type of subscript)
  10424. //
  10425. // Note: These portions can be read in a non-overlapping fashion and
  10426. // allow straightforward parsing of the hierarchy that WebGL encodes
  10427. // in the uniform names.
  10428. function addUniform( container, uniformObject ) {
  10429. container.seq.push( uniformObject );
  10430. container.map[ uniformObject.id ] = uniformObject;
  10431. }
  10432. function parseUniform( activeInfo, addr, container ) {
  10433. var path = activeInfo.name,
  10434. pathLength = path.length;
  10435. // reset RegExp object, because of the early exit of a previous run
  10436. RePathPart.lastIndex = 0;
  10437. while ( true ) {
  10438. var match = RePathPart.exec( path ),
  10439. matchEnd = RePathPart.lastIndex,
  10440. id = match[ 1 ],
  10441. idIsIndex = match[ 2 ] === ']',
  10442. subscript = match[ 3 ];
  10443. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10444. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10445. // bare name or "pure" bottom-level array "[0]" suffix
  10446. addUniform( container, subscript === undefined ?
  10447. new SingleUniform( id, activeInfo, addr ) :
  10448. new PureArrayUniform( id, activeInfo, addr ) );
  10449. break;
  10450. } else {
  10451. // step into inner node / create it in case it doesn't exist
  10452. var map = container.map, next = map[ id ];
  10453. if ( next === undefined ) {
  10454. next = new StructuredUniform( id );
  10455. addUniform( container, next );
  10456. }
  10457. container = next;
  10458. }
  10459. }
  10460. }
  10461. // Root Container
  10462. function WebGLUniforms( gl, program ) {
  10463. this.seq = [];
  10464. this.map = {};
  10465. var n = gl.getProgramParameter( program, 35718 );
  10466. for ( var i = 0; i < n; ++ i ) {
  10467. var info = gl.getActiveUniform( program, i ),
  10468. addr = gl.getUniformLocation( program, info.name );
  10469. parseUniform( info, addr, this );
  10470. }
  10471. }
  10472. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10473. var u = this.map[ name ];
  10474. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10475. };
  10476. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10477. var v = object[ name ];
  10478. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10479. };
  10480. // Static interface
  10481. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10482. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10483. var u = seq[ i ],
  10484. v = values[ u.id ];
  10485. if ( v.needsUpdate !== false ) {
  10486. // note: always updating when .needsUpdate is undefined
  10487. u.setValue( gl, v.value, textures );
  10488. }
  10489. }
  10490. };
  10491. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10492. var r = [];
  10493. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10494. var u = seq[ i ];
  10495. if ( u.id in values ) { r.push( u ); }
  10496. }
  10497. return r;
  10498. };
  10499. /**
  10500. * @author mrdoob / http://mrdoob.com/
  10501. */
  10502. function WebGLShader( gl, type, string ) {
  10503. var shader = gl.createShader( type );
  10504. gl.shaderSource( shader, string );
  10505. gl.compileShader( shader );
  10506. return shader;
  10507. }
  10508. /**
  10509. * @author mrdoob / http://mrdoob.com/
  10510. */
  10511. var programIdCount = 0;
  10512. function addLineNumbers( string ) {
  10513. var lines = string.split( '\n' );
  10514. for ( var i = 0; i < lines.length; i ++ ) {
  10515. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10516. }
  10517. return lines.join( '\n' );
  10518. }
  10519. function getEncodingComponents( encoding ) {
  10520. switch ( encoding ) {
  10521. case LinearEncoding:
  10522. return [ 'Linear', '( value )' ];
  10523. case sRGBEncoding:
  10524. return [ 'sRGB', '( value )' ];
  10525. case RGBEEncoding:
  10526. return [ 'RGBE', '( value )' ];
  10527. case RGBM7Encoding:
  10528. return [ 'RGBM', '( value, 7.0 )' ];
  10529. case RGBM16Encoding:
  10530. return [ 'RGBM', '( value, 16.0 )' ];
  10531. case RGBDEncoding:
  10532. return [ 'RGBD', '( value, 256.0 )' ];
  10533. case GammaEncoding:
  10534. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10535. case LogLuvEncoding:
  10536. return [ 'LogLuv', '( value )' ];
  10537. default:
  10538. throw new Error( 'unsupported encoding: ' + encoding );
  10539. }
  10540. }
  10541. function getShaderErrors( gl, shader, type ) {
  10542. var status = gl.getShaderParameter( shader, 35713 );
  10543. var log = gl.getShaderInfoLog( shader ).trim();
  10544. if ( status && log === '' ) { return ''; }
  10545. // --enable-privileged-webgl-extension
  10546. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10547. var source = gl.getShaderSource( shader );
  10548. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10549. }
  10550. function getTexelDecodingFunction( functionName, encoding ) {
  10551. var components = getEncodingComponents( encoding );
  10552. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10553. }
  10554. function getTexelEncodingFunction( functionName, encoding ) {
  10555. var components = getEncodingComponents( encoding );
  10556. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10557. }
  10558. function getToneMappingFunction( functionName, toneMapping ) {
  10559. var toneMappingName;
  10560. switch ( toneMapping ) {
  10561. case LinearToneMapping:
  10562. toneMappingName = 'Linear';
  10563. break;
  10564. case ReinhardToneMapping:
  10565. toneMappingName = 'Reinhard';
  10566. break;
  10567. case Uncharted2ToneMapping:
  10568. toneMappingName = 'Uncharted2';
  10569. break;
  10570. case CineonToneMapping:
  10571. toneMappingName = 'OptimizedCineon';
  10572. break;
  10573. case ACESFilmicToneMapping:
  10574. toneMappingName = 'ACESFilmic';
  10575. break;
  10576. default:
  10577. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10578. }
  10579. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10580. }
  10581. function generateExtensions( parameters ) {
  10582. var chunks = [
  10583. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10584. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10585. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10586. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10587. ];
  10588. return chunks.filter( filterEmptyLine ).join( '\n' );
  10589. }
  10590. function generateDefines( defines ) {
  10591. var chunks = [];
  10592. for ( var name in defines ) {
  10593. var value = defines[ name ];
  10594. if ( value === false ) { continue; }
  10595. chunks.push( '#define ' + name + ' ' + value );
  10596. }
  10597. return chunks.join( '\n' );
  10598. }
  10599. function fetchAttributeLocations( gl, program ) {
  10600. var attributes = {};
  10601. var n = gl.getProgramParameter( program, 35721 );
  10602. for ( var i = 0; i < n; i ++ ) {
  10603. var info = gl.getActiveAttrib( program, i );
  10604. var name = info.name;
  10605. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10606. attributes[ name ] = gl.getAttribLocation( program, name );
  10607. }
  10608. return attributes;
  10609. }
  10610. function filterEmptyLine( string ) {
  10611. return string !== '';
  10612. }
  10613. function replaceLightNums( string, parameters ) {
  10614. return string
  10615. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10616. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10617. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10618. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10619. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10620. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10621. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10622. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10623. }
  10624. function replaceClippingPlaneNums( string, parameters ) {
  10625. return string
  10626. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10627. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10628. }
  10629. // Resolve Includes
  10630. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10631. function resolveIncludes( string ) {
  10632. return string.replace( includePattern, includeReplacer );
  10633. }
  10634. function includeReplacer( match, include ) {
  10635. var string = ShaderChunk[ include ];
  10636. if ( string === undefined ) {
  10637. throw new Error( 'Can not resolve #include <' + include + '>' );
  10638. }
  10639. return resolveIncludes( string );
  10640. }
  10641. // Unroll Loops
  10642. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10643. function unrollLoops( string ) {
  10644. return string.replace( loopPattern, loopReplacer );
  10645. }
  10646. function loopReplacer( match, start, end, snippet ) {
  10647. var string = '';
  10648. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10649. string += snippet
  10650. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10651. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10652. }
  10653. return string;
  10654. }
  10655. //
  10656. function generatePrecision( parameters ) {
  10657. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10658. if ( parameters.precision === "highp" ) {
  10659. precisionstring += "\n#define HIGH_PRECISION";
  10660. } else if ( parameters.precision === "mediump" ) {
  10661. precisionstring += "\n#define MEDIUM_PRECISION";
  10662. } else if ( parameters.precision === "lowp" ) {
  10663. precisionstring += "\n#define LOW_PRECISION";
  10664. }
  10665. return precisionstring;
  10666. }
  10667. function generateShadowMapTypeDefine( parameters ) {
  10668. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10669. if ( parameters.shadowMapType === PCFShadowMap ) {
  10670. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10671. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10672. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10673. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10674. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10675. }
  10676. return shadowMapTypeDefine;
  10677. }
  10678. function generateEnvMapTypeDefine( parameters ) {
  10679. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10680. if ( parameters.envMap ) {
  10681. switch ( parameters.envMapMode ) {
  10682. case CubeReflectionMapping:
  10683. case CubeRefractionMapping:
  10684. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10685. break;
  10686. case CubeUVReflectionMapping:
  10687. case CubeUVRefractionMapping:
  10688. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10689. break;
  10690. case EquirectangularReflectionMapping:
  10691. case EquirectangularRefractionMapping:
  10692. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10693. break;
  10694. case SphericalReflectionMapping:
  10695. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10696. break;
  10697. }
  10698. }
  10699. return envMapTypeDefine;
  10700. }
  10701. function generateEnvMapModeDefine( parameters ) {
  10702. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10703. if ( parameters.envMap ) {
  10704. switch ( parameters.envMapMode ) {
  10705. case CubeRefractionMapping:
  10706. case EquirectangularRefractionMapping:
  10707. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10708. break;
  10709. }
  10710. }
  10711. return envMapModeDefine;
  10712. }
  10713. function generateEnvMapBlendingDefine( parameters ) {
  10714. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10715. if ( parameters.envMap ) {
  10716. switch ( parameters.combine ) {
  10717. case MultiplyOperation:
  10718. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10719. break;
  10720. case MixOperation:
  10721. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10722. break;
  10723. case AddOperation:
  10724. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10725. break;
  10726. }
  10727. }
  10728. return envMapBlendingDefine;
  10729. }
  10730. function WebGLProgram( renderer, cacheKey, parameters ) {
  10731. var gl = renderer.getContext();
  10732. var defines = parameters.defines;
  10733. var vertexShader = parameters.vertexShader;
  10734. var fragmentShader = parameters.fragmentShader;
  10735. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10736. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10737. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10738. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10739. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10740. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10741. var customDefines = generateDefines( defines );
  10742. var program = gl.createProgram();
  10743. var prefixVertex, prefixFragment;
  10744. var numMultiviewViews = parameters.numMultiviewViews;
  10745. if ( parameters.isRawShaderMaterial ) {
  10746. prefixVertex = [
  10747. customDefines
  10748. ].filter( filterEmptyLine ).join( '\n' );
  10749. if ( prefixVertex.length > 0 ) {
  10750. prefixVertex += '\n';
  10751. }
  10752. prefixFragment = [
  10753. customExtensions,
  10754. customDefines
  10755. ].filter( filterEmptyLine ).join( '\n' );
  10756. if ( prefixFragment.length > 0 ) {
  10757. prefixFragment += '\n';
  10758. }
  10759. } else {
  10760. prefixVertex = [
  10761. generatePrecision( parameters ),
  10762. '#define SHADER_NAME ' + parameters.shaderName,
  10763. customDefines,
  10764. parameters.instancing ? '#define USE_INSTANCING' : '',
  10765. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10766. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10767. '#define MAX_BONES ' + parameters.maxBones,
  10768. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10769. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10770. parameters.map ? '#define USE_MAP' : '',
  10771. parameters.envMap ? '#define USE_ENVMAP' : '',
  10772. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10773. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10774. parameters.aoMap ? '#define USE_AOMAP' : '',
  10775. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10776. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10777. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10778. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10779. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10780. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10781. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10782. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10783. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10784. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10785. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10786. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10787. parameters.vertexColors ? '#define USE_COLOR' : '',
  10788. parameters.vertexUvs ? '#define USE_UV' : '',
  10789. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10790. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10791. parameters.skinning ? '#define USE_SKINNING' : '',
  10792. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10793. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10794. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10795. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10796. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10797. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10798. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10799. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10800. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10801. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10802. 'uniform mat4 modelMatrix;',
  10803. 'uniform mat4 modelViewMatrix;',
  10804. 'uniform mat4 projectionMatrix;',
  10805. 'uniform mat4 viewMatrix;',
  10806. 'uniform mat3 normalMatrix;',
  10807. 'uniform vec3 cameraPosition;',
  10808. 'uniform bool isOrthographic;',
  10809. '#ifdef USE_INSTANCING',
  10810. ' attribute mat4 instanceMatrix;',
  10811. '#endif',
  10812. 'attribute vec3 position;',
  10813. 'attribute vec3 normal;',
  10814. 'attribute vec2 uv;',
  10815. '#ifdef USE_TANGENT',
  10816. ' attribute vec4 tangent;',
  10817. '#endif',
  10818. '#ifdef USE_COLOR',
  10819. ' attribute vec3 color;',
  10820. '#endif',
  10821. '#ifdef USE_MORPHTARGETS',
  10822. ' attribute vec3 morphTarget0;',
  10823. ' attribute vec3 morphTarget1;',
  10824. ' attribute vec3 morphTarget2;',
  10825. ' attribute vec3 morphTarget3;',
  10826. ' #ifdef USE_MORPHNORMALS',
  10827. ' attribute vec3 morphNormal0;',
  10828. ' attribute vec3 morphNormal1;',
  10829. ' attribute vec3 morphNormal2;',
  10830. ' attribute vec3 morphNormal3;',
  10831. ' #else',
  10832. ' attribute vec3 morphTarget4;',
  10833. ' attribute vec3 morphTarget5;',
  10834. ' attribute vec3 morphTarget6;',
  10835. ' attribute vec3 morphTarget7;',
  10836. ' #endif',
  10837. '#endif',
  10838. '#ifdef USE_SKINNING',
  10839. ' attribute vec4 skinIndex;',
  10840. ' attribute vec4 skinWeight;',
  10841. '#endif',
  10842. '\n'
  10843. ].filter( filterEmptyLine ).join( '\n' );
  10844. prefixFragment = [
  10845. customExtensions,
  10846. generatePrecision( parameters ),
  10847. '#define SHADER_NAME ' + parameters.shaderName,
  10848. customDefines,
  10849. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10850. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10851. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10852. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10853. parameters.map ? '#define USE_MAP' : '',
  10854. parameters.matcap ? '#define USE_MATCAP' : '',
  10855. parameters.envMap ? '#define USE_ENVMAP' : '',
  10856. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10857. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10858. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10859. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10860. parameters.aoMap ? '#define USE_AOMAP' : '',
  10861. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10862. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10863. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10864. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10865. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10866. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10867. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10868. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10869. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10870. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10871. parameters.sheen ? '#define USE_SHEEN' : '',
  10872. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10873. parameters.vertexColors ? '#define USE_COLOR' : '',
  10874. parameters.vertexUvs ? '#define USE_UV' : '',
  10875. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10876. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10877. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10878. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10879. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10880. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10881. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10882. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10883. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10884. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10885. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10886. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10887. 'uniform mat4 viewMatrix;',
  10888. 'uniform vec3 cameraPosition;',
  10889. 'uniform bool isOrthographic;',
  10890. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10891. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10892. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10893. parameters.dithering ? '#define DITHERING' : '',
  10894. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10895. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10896. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10897. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10898. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10899. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10900. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10901. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10902. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10903. '\n'
  10904. ].filter( filterEmptyLine ).join( '\n' );
  10905. }
  10906. vertexShader = resolveIncludes( vertexShader );
  10907. vertexShader = replaceLightNums( vertexShader, parameters );
  10908. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10909. fragmentShader = resolveIncludes( fragmentShader );
  10910. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10911. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10912. vertexShader = unrollLoops( vertexShader );
  10913. fragmentShader = unrollLoops( fragmentShader );
  10914. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10915. var isGLSL3ShaderMaterial = false;
  10916. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10917. if ( parameters.isShaderMaterial &&
  10918. vertexShader.match( versionRegex ) !== null &&
  10919. fragmentShader.match( versionRegex ) !== null ) {
  10920. isGLSL3ShaderMaterial = true;
  10921. vertexShader = vertexShader.replace( versionRegex, '' );
  10922. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10923. }
  10924. // GLSL 3.0 conversion
  10925. prefixVertex = [
  10926. '#version 300 es\n',
  10927. '#define attribute in',
  10928. '#define varying out',
  10929. '#define texture2D texture'
  10930. ].join( '\n' ) + '\n' + prefixVertex;
  10931. prefixFragment = [
  10932. '#version 300 es\n',
  10933. '#define varying in',
  10934. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10935. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10936. '#define gl_FragDepthEXT gl_FragDepth',
  10937. '#define texture2D texture',
  10938. '#define textureCube texture',
  10939. '#define texture2DProj textureProj',
  10940. '#define texture2DLodEXT textureLod',
  10941. '#define texture2DProjLodEXT textureProjLod',
  10942. '#define textureCubeLodEXT textureLod',
  10943. '#define texture2DGradEXT textureGrad',
  10944. '#define texture2DProjGradEXT textureProjGrad',
  10945. '#define textureCubeGradEXT textureGrad'
  10946. ].join( '\n' ) + '\n' + prefixFragment;
  10947. // Multiview
  10948. if ( numMultiviewViews > 0 ) {
  10949. prefixVertex = prefixVertex.replace(
  10950. '#version 300 es\n',
  10951. [
  10952. '#version 300 es\n',
  10953. '#extension GL_OVR_multiview2 : require',
  10954. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10955. '#define VIEW_ID gl_ViewID_OVR'
  10956. ].join( '\n' )
  10957. );
  10958. prefixVertex = prefixVertex.replace(
  10959. [
  10960. 'uniform mat4 modelViewMatrix;',
  10961. 'uniform mat4 projectionMatrix;',
  10962. 'uniform mat4 viewMatrix;',
  10963. 'uniform mat3 normalMatrix;'
  10964. ].join( '\n' ),
  10965. [
  10966. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10967. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10968. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10969. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10970. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10971. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10972. '#define viewMatrix viewMatrices[VIEW_ID]',
  10973. '#define normalMatrix normalMatrices[VIEW_ID]'
  10974. ].join( '\n' )
  10975. );
  10976. prefixFragment = prefixFragment.replace(
  10977. '#version 300 es\n',
  10978. [
  10979. '#version 300 es\n',
  10980. '#extension GL_OVR_multiview2 : require',
  10981. '#define VIEW_ID gl_ViewID_OVR'
  10982. ].join( '\n' )
  10983. );
  10984. prefixFragment = prefixFragment.replace(
  10985. 'uniform mat4 viewMatrix;',
  10986. [
  10987. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10988. '#define viewMatrix viewMatrices[VIEW_ID]'
  10989. ].join( '\n' )
  10990. );
  10991. }
  10992. }
  10993. var vertexGlsl = prefixVertex + vertexShader;
  10994. var fragmentGlsl = prefixFragment + fragmentShader;
  10995. // console.log( '*VERTEX*', vertexGlsl );
  10996. // console.log( '*FRAGMENT*', fragmentGlsl );
  10997. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10998. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10999. gl.attachShader( program, glVertexShader );
  11000. gl.attachShader( program, glFragmentShader );
  11001. // Force a particular attribute to index 0.
  11002. if ( parameters.index0AttributeName !== undefined ) {
  11003. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11004. } else if ( parameters.morphTargets === true ) {
  11005. // programs with morphTargets displace position out of attribute 0
  11006. gl.bindAttribLocation( program, 0, 'position' );
  11007. }
  11008. gl.linkProgram( program );
  11009. // check for link errors
  11010. if ( renderer.debug.checkShaderErrors ) {
  11011. var programLog = gl.getProgramInfoLog( program ).trim();
  11012. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11013. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11014. var runnable = true;
  11015. var haveDiagnostics = true;
  11016. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11017. runnable = false;
  11018. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11019. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11020. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11021. } else if ( programLog !== '' ) {
  11022. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11023. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11024. haveDiagnostics = false;
  11025. }
  11026. if ( haveDiagnostics ) {
  11027. this.diagnostics = {
  11028. runnable: runnable,
  11029. programLog: programLog,
  11030. vertexShader: {
  11031. log: vertexLog,
  11032. prefix: prefixVertex
  11033. },
  11034. fragmentShader: {
  11035. log: fragmentLog,
  11036. prefix: prefixFragment
  11037. }
  11038. };
  11039. }
  11040. }
  11041. // clean up
  11042. gl.detachShader( program, glVertexShader );
  11043. gl.detachShader( program, glFragmentShader );
  11044. gl.deleteShader( glVertexShader );
  11045. gl.deleteShader( glFragmentShader );
  11046. // set up caching for uniform locations
  11047. var cachedUniforms;
  11048. this.getUniforms = function () {
  11049. if ( cachedUniforms === undefined ) {
  11050. cachedUniforms = new WebGLUniforms( gl, program );
  11051. }
  11052. return cachedUniforms;
  11053. };
  11054. // set up caching for attribute locations
  11055. var cachedAttributes;
  11056. this.getAttributes = function () {
  11057. if ( cachedAttributes === undefined ) {
  11058. cachedAttributes = fetchAttributeLocations( gl, program );
  11059. }
  11060. return cachedAttributes;
  11061. };
  11062. // free resource
  11063. this.destroy = function () {
  11064. gl.deleteProgram( program );
  11065. this.program = undefined;
  11066. };
  11067. //
  11068. this.name = parameters.shaderName;
  11069. this.id = programIdCount ++;
  11070. this.cacheKey = cacheKey;
  11071. this.usedTimes = 1;
  11072. this.program = program;
  11073. this.vertexShader = glVertexShader;
  11074. this.fragmentShader = glFragmentShader;
  11075. this.numMultiviewViews = numMultiviewViews;
  11076. return this;
  11077. }
  11078. /**
  11079. * @author mrdoob / http://mrdoob.com/
  11080. */
  11081. function WebGLPrograms( renderer, extensions, capabilities ) {
  11082. var programs = [];
  11083. var isWebGL2 = capabilities.isWebGL2;
  11084. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11085. var floatVertexTextures = capabilities.floatVertexTextures;
  11086. var precision = capabilities.precision;
  11087. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11088. var vertexTextures = capabilities.vertexTextures;
  11089. var shaderIDs = {
  11090. MeshDepthMaterial: 'depth',
  11091. MeshDistanceMaterial: 'distanceRGBA',
  11092. MeshNormalMaterial: 'normal',
  11093. MeshBasicMaterial: 'basic',
  11094. MeshLambertMaterial: 'lambert',
  11095. MeshPhongMaterial: 'phong',
  11096. MeshToonMaterial: 'toon',
  11097. MeshStandardMaterial: 'physical',
  11098. MeshPhysicalMaterial: 'physical',
  11099. MeshMatcapMaterial: 'matcap',
  11100. LineBasicMaterial: 'basic',
  11101. LineDashedMaterial: 'dashed',
  11102. PointsMaterial: 'points',
  11103. ShadowMaterial: 'shadow',
  11104. SpriteMaterial: 'sprite'
  11105. };
  11106. var parameterNames = [
  11107. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  11108. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11109. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11110. "roughnessMap", "metalnessMap", "gradientMap",
  11111. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11112. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11113. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11114. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11115. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11116. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11117. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11118. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11119. "sheen"
  11120. ];
  11121. function getShaderObject( material, shaderID ) {
  11122. var shaderobject;
  11123. if ( shaderID ) {
  11124. var shader = ShaderLib[ shaderID ];
  11125. shaderobject = {
  11126. name: material.type,
  11127. uniforms: UniformsUtils.clone( shader.uniforms ),
  11128. vertexShader: shader.vertexShader,
  11129. fragmentShader: shader.fragmentShader
  11130. };
  11131. } else {
  11132. shaderobject = {
  11133. name: material.type,
  11134. uniforms: material.uniforms,
  11135. vertexShader: material.vertexShader,
  11136. fragmentShader: material.fragmentShader
  11137. };
  11138. }
  11139. return shaderobject;
  11140. }
  11141. function allocateBones( object ) {
  11142. var skeleton = object.skeleton;
  11143. var bones = skeleton.bones;
  11144. if ( floatVertexTextures ) {
  11145. return 1024;
  11146. } else {
  11147. // default for when object is not specified
  11148. // ( for example when prebuilding shader to be used with multiple objects )
  11149. //
  11150. // - leave some extra space for other uniforms
  11151. // - limit here is ANGLE's 254 max uniform vectors
  11152. // (up to 54 should be safe)
  11153. var nVertexUniforms = maxVertexUniforms;
  11154. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11155. var maxBones = Math.min( nVertexMatrices, bones.length );
  11156. if ( maxBones < bones.length ) {
  11157. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11158. return 0;
  11159. }
  11160. return maxBones;
  11161. }
  11162. }
  11163. function getTextureEncodingFromMap( map ) {
  11164. var encoding;
  11165. if ( ! map ) {
  11166. encoding = LinearEncoding;
  11167. } else if ( map.isTexture ) {
  11168. encoding = map.encoding;
  11169. } else if ( map.isWebGLRenderTarget ) {
  11170. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11171. encoding = map.texture.encoding;
  11172. }
  11173. return encoding;
  11174. }
  11175. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11176. var fog = scene.fog;
  11177. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11178. var envMap = material.envMap || environment;
  11179. var shaderID = shaderIDs[ material.type ];
  11180. // heuristics to create shader parameters according to lights in the scene
  11181. // (not to blow over maxLights budget)
  11182. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11183. if ( material.precision !== null ) {
  11184. precision = capabilities.getMaxPrecision( material.precision );
  11185. if ( precision !== material.precision ) {
  11186. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11187. }
  11188. }
  11189. var shaderobject = getShaderObject( material, shaderID );
  11190. material.onBeforeCompile( shaderobject, renderer );
  11191. var currentRenderTarget = renderer.getRenderTarget();
  11192. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11193. var parameters = {
  11194. isWebGL2: isWebGL2,
  11195. shaderID: shaderID,
  11196. shaderName: shaderobject.name,
  11197. uniforms: shaderobject.uniforms,
  11198. vertexShader: shaderobject.vertexShader,
  11199. fragmentShader: shaderobject.fragmentShader,
  11200. defines: material.defines,
  11201. isRawShaderMaterial: material.isRawShaderMaterial,
  11202. isShaderMaterial: material.isShaderMaterial,
  11203. precision: precision,
  11204. instancing: object.isInstancedMesh === true,
  11205. supportsVertexTextures: vertexTextures,
  11206. numMultiviewViews: numMultiviewViews,
  11207. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11208. map: !! material.map,
  11209. mapEncoding: getTextureEncodingFromMap( material.map ),
  11210. matcap: !! material.matcap,
  11211. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11212. envMap: !! envMap,
  11213. envMapMode: envMap && envMap.mapping,
  11214. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11215. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11216. lightMap: !! material.lightMap,
  11217. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11218. aoMap: !! material.aoMap,
  11219. emissiveMap: !! material.emissiveMap,
  11220. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11221. bumpMap: !! material.bumpMap,
  11222. normalMap: !! material.normalMap,
  11223. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11224. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11225. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11226. displacementMap: !! material.displacementMap,
  11227. roughnessMap: !! material.roughnessMap,
  11228. metalnessMap: !! material.metalnessMap,
  11229. specularMap: !! material.specularMap,
  11230. alphaMap: !! material.alphaMap,
  11231. gradientMap: !! material.gradientMap,
  11232. sheen: !! material.sheen,
  11233. combine: material.combine,
  11234. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11235. vertexColors: material.vertexColors,
  11236. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11237. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11238. fog: !! fog,
  11239. useFog: material.fog,
  11240. fogExp2: ( fog && fog.isFogExp2 ),
  11241. flatShading: material.flatShading,
  11242. sizeAttenuation: material.sizeAttenuation,
  11243. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11244. skinning: material.skinning && maxBones > 0,
  11245. maxBones: maxBones,
  11246. useVertexTexture: floatVertexTextures,
  11247. morphTargets: material.morphTargets,
  11248. morphNormals: material.morphNormals,
  11249. maxMorphTargets: renderer.maxMorphTargets,
  11250. maxMorphNormals: renderer.maxMorphNormals,
  11251. numDirLights: lights.directional.length,
  11252. numPointLights: lights.point.length,
  11253. numSpotLights: lights.spot.length,
  11254. numRectAreaLights: lights.rectArea.length,
  11255. numHemiLights: lights.hemi.length,
  11256. numDirLightShadows: lights.directionalShadowMap.length,
  11257. numPointLightShadows: lights.pointShadowMap.length,
  11258. numSpotLightShadows: lights.spotShadowMap.length,
  11259. numClippingPlanes: nClipPlanes,
  11260. numClipIntersection: nClipIntersection,
  11261. dithering: material.dithering,
  11262. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11263. shadowMapType: renderer.shadowMap.type,
  11264. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11265. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11266. premultipliedAlpha: material.premultipliedAlpha,
  11267. alphaTest: material.alphaTest,
  11268. doubleSided: material.side === DoubleSide,
  11269. flipSided: material.side === BackSide,
  11270. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11271. index0AttributeName: material.index0AttributeName,
  11272. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11273. extensionFragDepth: material.extensions && material.extensions.frawbuffers,
  11274. extensionDrawbuffers: material.extensions && material.extensions.drawbuffers,
  11275. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11276. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11277. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11278. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11279. onBeforeCompile: material.onBeforeCompile
  11280. };
  11281. return parameters;
  11282. };
  11283. this.getProgramCacheKey = function ( parameters ) {
  11284. var array = [];
  11285. if ( parameters.shaderID ) {
  11286. array.push( parameters.shaderID );
  11287. } else {
  11288. array.push( parameters.fragmentShader );
  11289. array.push( parameters.vertexShader );
  11290. }
  11291. if ( parameters.defines !== undefined ) {
  11292. for ( var name in parameters.defines ) {
  11293. array.push( name );
  11294. array.push( parameters.defines[ name ] );
  11295. }
  11296. }
  11297. if ( parameters.isRawShaderMaterial === undefined ) {
  11298. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11299. array.push( parameters[ parameterNames[ i ] ] );
  11300. }
  11301. array.push( renderer.outputEncoding );
  11302. array.push( renderer.gammaFactor );
  11303. }
  11304. array.push( parameters.onBeforeCompile.toString() );
  11305. return array.join();
  11306. };
  11307. this.acquireProgram = function ( parameters, cacheKey ) {
  11308. var program;
  11309. // Check if code has been already compiled
  11310. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11311. var preexistingProgram = programs[ p ];
  11312. if ( preexistingProgram.cacheKey === cacheKey ) {
  11313. program = preexistingProgram;
  11314. ++ program.usedTimes;
  11315. break;
  11316. }
  11317. }
  11318. if ( program === undefined ) {
  11319. program = new WebGLProgram( renderer, cacheKey, parameters );
  11320. programs.push( program );
  11321. }
  11322. return program;
  11323. };
  11324. this.releaseProgram = function ( program ) {
  11325. if ( -- program.usedTimes === 0 ) {
  11326. // Remove from unordered set
  11327. var i = programs.indexOf( program );
  11328. programs[ i ] = programs[ programs.length - 1 ];
  11329. programs.pop();
  11330. // Free WebGL resources
  11331. program.destroy();
  11332. }
  11333. };
  11334. // Exposed for resource monitoring & error feedback via renderer.info:
  11335. this.programs = programs;
  11336. }
  11337. /**
  11338. * @author fordacious / fordacious.github.io
  11339. */
  11340. function WebGLProperties() {
  11341. var properties = new WeakMap();
  11342. function get( object ) {
  11343. var map = properties.get( object );
  11344. if ( map === undefined ) {
  11345. map = {};
  11346. properties.set( object, map );
  11347. }
  11348. return map;
  11349. }
  11350. function remove( object ) {
  11351. properties.delete( object );
  11352. }
  11353. function update( object, key, value ) {
  11354. properties.get( object )[ key ] = value;
  11355. }
  11356. function dispose() {
  11357. properties = new WeakMap();
  11358. }
  11359. return {
  11360. get: get,
  11361. remove: remove,
  11362. update: update,
  11363. dispose: dispose
  11364. };
  11365. }
  11366. /**
  11367. * @author mrdoob / http://mrdoob.com/
  11368. */
  11369. function painterSortStable( a, b ) {
  11370. if ( a.groupOrder !== b.groupOrder ) {
  11371. return a.groupOrder - b.groupOrder;
  11372. } else if ( a.renderOrder !== b.renderOrder ) {
  11373. return a.renderOrder - b.renderOrder;
  11374. } else if ( a.program !== b.program ) {
  11375. return a.program.id - b.program.id;
  11376. } else if ( a.material.id !== b.material.id ) {
  11377. return a.material.id - b.material.id;
  11378. } else if ( a.z !== b.z ) {
  11379. return a.z - b.z;
  11380. } else {
  11381. return a.id - b.id;
  11382. }
  11383. }
  11384. function reversePainterSortStable( a, b ) {
  11385. if ( a.groupOrder !== b.groupOrder ) {
  11386. return a.groupOrder - b.groupOrder;
  11387. } else if ( a.renderOrder !== b.renderOrder ) {
  11388. return a.renderOrder - b.renderOrder;
  11389. } else if ( a.z !== b.z ) {
  11390. return b.z - a.z;
  11391. } else {
  11392. return a.id - b.id;
  11393. }
  11394. }
  11395. function WebGLRenderList() {
  11396. var renderItems = [];
  11397. var renderItemsIndex = 0;
  11398. var opaque = [];
  11399. var transparent = [];
  11400. var defaultProgram = { id: - 1 };
  11401. function init() {
  11402. renderItemsIndex = 0;
  11403. opaque.length = 0;
  11404. transparent.length = 0;
  11405. }
  11406. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11407. var renderItem = renderItems[ renderItemsIndex ];
  11408. if ( renderItem === undefined ) {
  11409. renderItem = {
  11410. id: object.id,
  11411. object: object,
  11412. geometry: geometry,
  11413. material: material,
  11414. program: material.program || defaultProgram,
  11415. groupOrder: groupOrder,
  11416. renderOrder: object.renderOrder,
  11417. z: z,
  11418. group: group
  11419. };
  11420. renderItems[ renderItemsIndex ] = renderItem;
  11421. } else {
  11422. renderItem.id = object.id;
  11423. renderItem.object = object;
  11424. renderItem.geometry = geometry;
  11425. renderItem.material = material;
  11426. renderItem.program = material.program || defaultProgram;
  11427. renderItem.groupOrder = groupOrder;
  11428. renderItem.renderOrder = object.renderOrder;
  11429. renderItem.z = z;
  11430. renderItem.group = group;
  11431. }
  11432. renderItemsIndex ++;
  11433. return renderItem;
  11434. }
  11435. function push( object, geometry, material, groupOrder, z, group ) {
  11436. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11437. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11438. }
  11439. function unshift( object, geometry, material, groupOrder, z, group ) {
  11440. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11441. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11442. }
  11443. function sort( customOpaqueSort, customTransparentSort ) {
  11444. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11445. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11446. }
  11447. return {
  11448. opaque: opaque,
  11449. transparent: transparent,
  11450. init: init,
  11451. push: push,
  11452. unshift: unshift,
  11453. sort: sort
  11454. };
  11455. }
  11456. function WebGLRenderLists() {
  11457. var lists = new WeakMap();
  11458. function onSceneDispose( event ) {
  11459. var scene = event.target;
  11460. scene.removeEventListener( 'dispose', onSceneDispose );
  11461. lists.delete( scene );
  11462. }
  11463. function get( scene, camera ) {
  11464. var cameras = lists.get( scene );
  11465. var list;
  11466. if ( cameras === undefined ) {
  11467. list = new WebGLRenderList();
  11468. lists.set( scene, new WeakMap() );
  11469. lists.get( scene ).set( camera, list );
  11470. scene.addEventListener( 'dispose', onSceneDispose );
  11471. } else {
  11472. list = cameras.get( camera );
  11473. if ( list === undefined ) {
  11474. list = new WebGLRenderList();
  11475. cameras.set( camera, list );
  11476. }
  11477. }
  11478. return list;
  11479. }
  11480. function dispose() {
  11481. lists = new WeakMap();
  11482. }
  11483. return {
  11484. get: get,
  11485. dispose: dispose
  11486. };
  11487. }
  11488. /**
  11489. * @author mrdoob / http://mrdoob.com/
  11490. */
  11491. function UniformsCache() {
  11492. var lights = {};
  11493. return {
  11494. get: function ( light ) {
  11495. if ( lights[ light.id ] !== undefined ) {
  11496. return lights[ light.id ];
  11497. }
  11498. var uniforms;
  11499. switch ( light.type ) {
  11500. case 'DirectionalLight':
  11501. uniforms = {
  11502. direction: new Vector3(),
  11503. color: new Color(),
  11504. shadow: false,
  11505. shadowBias: 0,
  11506. shadowRadius: 1,
  11507. shadowMapSize: new Vector2()
  11508. };
  11509. break;
  11510. case 'SpotLight':
  11511. uniforms = {
  11512. position: new Vector3(),
  11513. direction: new Vector3(),
  11514. color: new Color(),
  11515. distance: 0,
  11516. coneCos: 0,
  11517. penumbraCos: 0,
  11518. decay: 0,
  11519. shadow: false,
  11520. shadowBias: 0,
  11521. shadowRadius: 1,
  11522. shadowMapSize: new Vector2()
  11523. };
  11524. break;
  11525. case 'PointLight':
  11526. uniforms = {
  11527. position: new Vector3(),
  11528. color: new Color(),
  11529. distance: 0,
  11530. decay: 0,
  11531. shadow: false,
  11532. shadowBias: 0,
  11533. shadowRadius: 1,
  11534. shadowMapSize: new Vector2(),
  11535. shadowCameraNear: 1,
  11536. shadowCameraFar: 1000
  11537. };
  11538. break;
  11539. case 'HemisphereLight':
  11540. uniforms = {
  11541. direction: new Vector3(),
  11542. skyColor: new Color(),
  11543. groundColor: new Color()
  11544. };
  11545. break;
  11546. case 'RectAreaLight':
  11547. uniforms = {
  11548. color: new Color(),
  11549. position: new Vector3(),
  11550. halfWidth: new Vector3(),
  11551. halfHeight: new Vector3()
  11552. // TODO (abelnation): set RectAreaLight shadow uniforms
  11553. };
  11554. break;
  11555. }
  11556. lights[ light.id ] = uniforms;
  11557. return uniforms;
  11558. }
  11559. };
  11560. }
  11561. var nextVersion = 0;
  11562. function shadowCastingLightsFirst( lightA, lightB ) {
  11563. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11564. }
  11565. function WebGLLights() {
  11566. var cache = new UniformsCache();
  11567. var state = {
  11568. version: 0,
  11569. hash: {
  11570. directionalLength: - 1,
  11571. pointLength: - 1,
  11572. spotLength: - 1,
  11573. rectAreaLength: - 1,
  11574. hemiLength: - 1,
  11575. numDirectionalShadows: - 1,
  11576. numPointShadows: - 1,
  11577. numSpotShadows: - 1,
  11578. },
  11579. ambient: [ 0, 0, 0 ],
  11580. probe: [],
  11581. directional: [],
  11582. directionalShadowMap: [],
  11583. directionalShadowMatrix: [],
  11584. spot: [],
  11585. spotShadowMap: [],
  11586. spotShadowMatrix: [],
  11587. rectArea: [],
  11588. point: [],
  11589. pointShadowMap: [],
  11590. pointShadowMatrix: [],
  11591. hemi: []
  11592. };
  11593. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11594. var vector3 = new Vector3();
  11595. var matrix4 = new Matrix4();
  11596. var matrix42 = new Matrix4();
  11597. function setup( lights, shadows, camera ) {
  11598. var r = 0, g = 0, b = 0;
  11599. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11600. var directionalLength = 0;
  11601. var pointLength = 0;
  11602. var spotLength = 0;
  11603. var rectAreaLength = 0;
  11604. var hemiLength = 0;
  11605. var numDirectionalShadows = 0;
  11606. var numPointShadows = 0;
  11607. var numSpotShadows = 0;
  11608. var viewMatrix = camera.matrixWorldInverse;
  11609. lights.sort( shadowCastingLightsFirst );
  11610. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11611. var light = lights[ i ];
  11612. var color = light.color;
  11613. var intensity = light.intensity;
  11614. var distance = light.distance;
  11615. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11616. if ( light.isAmbientLight ) {
  11617. r += color.r * intensity;
  11618. g += color.g * intensity;
  11619. b += color.b * intensity;
  11620. } else if ( light.isLightProbe ) {
  11621. for ( var j = 0; j < 9; j ++ ) {
  11622. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11623. }
  11624. } else if ( light.isDirectionalLight ) {
  11625. var uniforms = cache.get( light );
  11626. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11627. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11628. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11629. uniforms.direction.sub( vector3 );
  11630. uniforms.direction.transformDirection( viewMatrix );
  11631. uniforms.shadow = light.castShadow;
  11632. if ( light.castShadow ) {
  11633. var shadow = light.shadow;
  11634. uniforms.shadowBias = shadow.bias;
  11635. uniforms.shadowRadius = shadow.radius;
  11636. uniforms.shadowMapSize = shadow.mapSize;
  11637. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11638. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11639. numDirectionalShadows ++;
  11640. }
  11641. state.directional[ directionalLength ] = uniforms;
  11642. directionalLength ++;
  11643. } else if ( light.isSpotLight ) {
  11644. var uniforms = cache.get( light );
  11645. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11646. uniforms.position.applyMatrix4( viewMatrix );
  11647. uniforms.color.copy( color ).multiplyScalar( intensity );
  11648. uniforms.distance = distance;
  11649. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11650. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11651. uniforms.direction.sub( vector3 );
  11652. uniforms.direction.transformDirection( viewMatrix );
  11653. uniforms.coneCos = Math.cos( light.angle );
  11654. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11655. uniforms.decay = light.decay;
  11656. uniforms.shadow = light.castShadow;
  11657. if ( light.castShadow ) {
  11658. var shadow = light.shadow;
  11659. uniforms.shadowBias = shadow.bias;
  11660. uniforms.shadowRadius = shadow.radius;
  11661. uniforms.shadowMapSize = shadow.mapSize;
  11662. state.spotShadowMap[ spotLength ] = shadowMap;
  11663. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11664. numSpotShadows ++;
  11665. }
  11666. state.spot[ spotLength ] = uniforms;
  11667. spotLength ++;
  11668. } else if ( light.isRectAreaLight ) {
  11669. var uniforms = cache.get( light );
  11670. // (a) intensity is the total visible light emitted
  11671. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11672. // (b) intensity is the brightness of the light
  11673. uniforms.color.copy( color ).multiplyScalar( intensity );
  11674. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11675. uniforms.position.applyMatrix4( viewMatrix );
  11676. // extract local rotation of light to derive width/height half vectors
  11677. matrix42.identity();
  11678. matrix4.copy( light.matrixWorld );
  11679. matrix4.premultiply( viewMatrix );
  11680. matrix42.extractRotation( matrix4 );
  11681. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11682. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11683. uniforms.halfWidth.applyMatrix4( matrix42 );
  11684. uniforms.halfHeight.applyMatrix4( matrix42 );
  11685. // TODO (abelnation): RectAreaLight distance?
  11686. // uniforms.distance = distance;
  11687. state.rectArea[ rectAreaLength ] = uniforms;
  11688. rectAreaLength ++;
  11689. } else if ( light.isPointLight ) {
  11690. var uniforms = cache.get( light );
  11691. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11692. uniforms.position.applyMatrix4( viewMatrix );
  11693. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11694. uniforms.distance = light.distance;
  11695. uniforms.decay = light.decay;
  11696. uniforms.shadow = light.castShadow;
  11697. if ( light.castShadow ) {
  11698. var shadow = light.shadow;
  11699. uniforms.shadowBias = shadow.bias;
  11700. uniforms.shadowRadius = shadow.radius;
  11701. uniforms.shadowMapSize = shadow.mapSize;
  11702. uniforms.shadowCameraNear = shadow.camera.near;
  11703. uniforms.shadowCameraFar = shadow.camera.far;
  11704. state.pointShadowMap[ pointLength ] = shadowMap;
  11705. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11706. numPointShadows ++;
  11707. }
  11708. state.point[ pointLength ] = uniforms;
  11709. pointLength ++;
  11710. } else if ( light.isHemisphereLight ) {
  11711. var uniforms = cache.get( light );
  11712. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11713. uniforms.direction.transformDirection( viewMatrix );
  11714. uniforms.direction.normalize();
  11715. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11716. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11717. state.hemi[ hemiLength ] = uniforms;
  11718. hemiLength ++;
  11719. }
  11720. }
  11721. state.ambient[ 0 ] = r;
  11722. state.ambient[ 1 ] = g;
  11723. state.ambient[ 2 ] = b;
  11724. var hash = state.hash;
  11725. if ( hash.directionalLength !== directionalLength ||
  11726. hash.pointLength !== pointLength ||
  11727. hash.spotLength !== spotLength ||
  11728. hash.rectAreaLength !== rectAreaLength ||
  11729. hash.hemiLength !== hemiLength ||
  11730. hash.numDirectionalShadows !== numDirectionalShadows ||
  11731. hash.numPointShadows !== numPointShadows ||
  11732. hash.numSpotShadows !== numSpotShadows ) {
  11733. state.directional.length = directionalLength;
  11734. state.spot.length = spotLength;
  11735. state.rectArea.length = rectAreaLength;
  11736. state.point.length = pointLength;
  11737. state.hemi.length = hemiLength;
  11738. state.directionalShadowMap.length = numDirectionalShadows;
  11739. state.pointShadowMap.length = numPointShadows;
  11740. state.spotShadowMap.length = numSpotShadows;
  11741. state.directionalShadowMatrix.length = numDirectionalShadows;
  11742. state.pointShadowMatrix.length = numPointShadows;
  11743. state.spotShadowMatrix.length = numSpotShadows;
  11744. hash.directionalLength = directionalLength;
  11745. hash.pointLength = pointLength;
  11746. hash.spotLength = spotLength;
  11747. hash.rectAreaLength = rectAreaLength;
  11748. hash.hemiLength = hemiLength;
  11749. hash.numDirectionalShadows = numDirectionalShadows;
  11750. hash.numPointShadows = numPointShadows;
  11751. hash.numSpotShadows = numSpotShadows;
  11752. state.version = nextVersion ++;
  11753. }
  11754. }
  11755. return {
  11756. setup: setup,
  11757. state: state
  11758. };
  11759. }
  11760. /**
  11761. * @author Mugen87 / https://github.com/Mugen87
  11762. */
  11763. function WebGLRenderState() {
  11764. var lights = new WebGLLights();
  11765. var lightsArray = [];
  11766. var shadowsArray = [];
  11767. function init() {
  11768. lightsArray.length = 0;
  11769. shadowsArray.length = 0;
  11770. }
  11771. function pushLight( light ) {
  11772. lightsArray.push( light );
  11773. }
  11774. function pushShadow( shadowLight ) {
  11775. shadowsArray.push( shadowLight );
  11776. }
  11777. function setupLights( camera ) {
  11778. lights.setup( lightsArray, shadowsArray, camera );
  11779. }
  11780. var state = {
  11781. lightsArray: lightsArray,
  11782. shadowsArray: shadowsArray,
  11783. lights: lights
  11784. };
  11785. return {
  11786. init: init,
  11787. state: state,
  11788. setupLights: setupLights,
  11789. pushLight: pushLight,
  11790. pushShadow: pushShadow
  11791. };
  11792. }
  11793. function WebGLRenderStates() {
  11794. var renderStates = new WeakMap();
  11795. function onSceneDispose( event ) {
  11796. var scene = event.target;
  11797. scene.removeEventListener( 'dispose', onSceneDispose );
  11798. renderStates.delete( scene );
  11799. }
  11800. function get( scene, camera ) {
  11801. var renderState;
  11802. if ( renderStates.has( scene ) === false ) {
  11803. renderState = new WebGLRenderState();
  11804. renderStates.set( scene, new WeakMap() );
  11805. renderStates.get( scene ).set( camera, renderState );
  11806. scene.addEventListener( 'dispose', onSceneDispose );
  11807. } else {
  11808. if ( renderStates.get( scene ).has( camera ) === false ) {
  11809. renderState = new WebGLRenderState();
  11810. renderStates.get( scene ).set( camera, renderState );
  11811. } else {
  11812. renderState = renderStates.get( scene ).get( camera );
  11813. }
  11814. }
  11815. return renderState;
  11816. }
  11817. function dispose() {
  11818. renderStates = new WeakMap();
  11819. }
  11820. return {
  11821. get: get,
  11822. dispose: dispose
  11823. };
  11824. }
  11825. /**
  11826. * @author mrdoob / http://mrdoob.com/
  11827. * @author alteredq / http://alteredqualia.com/
  11828. * @author bhouston / https://clara.io
  11829. * @author WestLangley / http://github.com/WestLangley
  11830. *
  11831. * parameters = {
  11832. *
  11833. * opacity: <float>,
  11834. *
  11835. * map: new THREE.Texture( <Image> ),
  11836. *
  11837. * alphaMap: new THREE.Texture( <Image> ),
  11838. *
  11839. * displacementMap: new THREE.Texture( <Image> ),
  11840. * displacementScale: <float>,
  11841. * displacementBias: <float>,
  11842. *
  11843. * wireframe: <boolean>,
  11844. * wireframeLinewidth: <float>
  11845. * }
  11846. */
  11847. function MeshDepthMaterial( parameters ) {
  11848. Material.call( this );
  11849. this.type = 'MeshDepthMaterial';
  11850. this.depthPacking = BasicDepthPacking;
  11851. this.skinning = false;
  11852. this.morphTargets = false;
  11853. this.map = null;
  11854. this.alphaMap = null;
  11855. this.displacementMap = null;
  11856. this.displacementScale = 1;
  11857. this.displacementBias = 0;
  11858. this.wireframe = false;
  11859. this.wireframeLinewidth = 1;
  11860. this.fog = false;
  11861. this.setValues( parameters );
  11862. }
  11863. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11864. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11865. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11866. MeshDepthMaterial.prototype.copy = function ( source ) {
  11867. Material.prototype.copy.call( this, source );
  11868. this.depthPacking = source.depthPacking;
  11869. this.skinning = source.skinning;
  11870. this.morphTargets = source.morphTargets;
  11871. this.map = source.map;
  11872. this.alphaMap = source.alphaMap;
  11873. this.displacementMap = source.displacementMap;
  11874. this.displacementScale = source.displacementScale;
  11875. this.displacementBias = source.displacementBias;
  11876. this.wireframe = source.wireframe;
  11877. this.wireframeLinewidth = source.wireframeLinewidth;
  11878. return this;
  11879. };
  11880. /**
  11881. * @author WestLangley / http://github.com/WestLangley
  11882. *
  11883. * parameters = {
  11884. *
  11885. * referencePosition: <float>,
  11886. * nearDistance: <float>,
  11887. * farDistance: <float>,
  11888. *
  11889. * skinning: <bool>,
  11890. * morphTargets: <bool>,
  11891. *
  11892. * map: new THREE.Texture( <Image> ),
  11893. *
  11894. * alphaMap: new THREE.Texture( <Image> ),
  11895. *
  11896. * displacementMap: new THREE.Texture( <Image> ),
  11897. * displacementScale: <float>,
  11898. * displacementBias: <float>
  11899. *
  11900. * }
  11901. */
  11902. function MeshDistanceMaterial( parameters ) {
  11903. Material.call( this );
  11904. this.type = 'MeshDistanceMaterial';
  11905. this.referencePosition = new Vector3();
  11906. this.nearDistance = 1;
  11907. this.farDistance = 1000;
  11908. this.skinning = false;
  11909. this.morphTargets = false;
  11910. this.map = null;
  11911. this.alphaMap = null;
  11912. this.displacementMap = null;
  11913. this.displacementScale = 1;
  11914. this.displacementBias = 0;
  11915. this.fog = false;
  11916. this.setValues( parameters );
  11917. }
  11918. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11919. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11920. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11921. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11922. Material.prototype.copy.call( this, source );
  11923. this.referencePosition.copy( source.referencePosition );
  11924. this.nearDistance = source.nearDistance;
  11925. this.farDistance = source.farDistance;
  11926. this.skinning = source.skinning;
  11927. this.morphTargets = source.morphTargets;
  11928. this.map = source.map;
  11929. this.alphaMap = source.alphaMap;
  11930. this.displacementMap = source.displacementMap;
  11931. this.displacementScale = source.displacementScale;
  11932. this.displacementBias = source.displacementBias;
  11933. return this;
  11934. };
  11935. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11936. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11937. /**
  11938. * @author alteredq / http://alteredqualia.com/
  11939. * @author mrdoob / http://mrdoob.com/
  11940. */
  11941. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11942. var _frustum = new Frustum(),
  11943. _shadowMapSize = new Vector2(),
  11944. _viewportSize = new Vector2(),
  11945. _viewport = new Vector4(),
  11946. _depthMaterials = [],
  11947. _distanceMaterials = [],
  11948. _materialCache = {};
  11949. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11950. var shadowMaterialVertical = new ShaderMaterial( {
  11951. defines: {
  11952. SAMPLE_RATE: 2.0 / 8.0,
  11953. HALF_SAMPLE_RATE: 1.0 / 8.0
  11954. },
  11955. uniforms: {
  11956. shadow_pass: { value: null },
  11957. resolution: { value: new Vector2() },
  11958. radius: { value: 4.0 }
  11959. },
  11960. vertexShader: vsm_vert,
  11961. fragmentShader: vsm_frag
  11962. } );
  11963. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11964. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11965. var fullScreenTri = new BufferGeometry();
  11966. fullScreenTri.setAttribute(
  11967. "position",
  11968. new BufferAttribute(
  11969. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11970. 3
  11971. )
  11972. );
  11973. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11974. var scope = this;
  11975. this.enabled = false;
  11976. this.autoUpdate = true;
  11977. this.needsUpdate = false;
  11978. this.type = PCFShadowMap;
  11979. this.render = function ( lights, scene, camera ) {
  11980. if ( scope.enabled === false ) { return; }
  11981. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11982. if ( lights.length === 0 ) { return; }
  11983. var currentRenderTarget = _renderer.getRenderTarget();
  11984. var activeCubeFace = _renderer.getActiveCubeFace();
  11985. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11986. var _state = _renderer.state;
  11987. // Set GL state for depth map.
  11988. _state.setBlending( NoBlending );
  11989. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11990. _state.buffers.depth.setTest( true );
  11991. _state.setScissorTest( false );
  11992. // render depth map
  11993. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11994. var light = lights[ i ];
  11995. var shadow = light.shadow;
  11996. if ( shadow === undefined ) {
  11997. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11998. continue;
  11999. }
  12000. _shadowMapSize.copy( shadow.mapSize );
  12001. var shadowFrameExtents = shadow.getFrameExtents();
  12002. _shadowMapSize.multiply( shadowFrameExtents );
  12003. _viewportSize.copy( shadow.mapSize );
  12004. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12005. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  12006. if ( _shadowMapSize.x > maxTextureSize ) {
  12007. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12008. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12009. shadow.mapSize.x = _viewportSize.x;
  12010. }
  12011. if ( _shadowMapSize.y > maxTextureSize ) {
  12012. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12013. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12014. shadow.mapSize.y = _viewportSize.y;
  12015. }
  12016. }
  12017. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12018. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12019. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12020. shadow.map.texture.name = light.name + ".shadowMap";
  12021. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12022. shadow.camera.updateProjectionMatrix();
  12023. }
  12024. if ( shadow.map === null ) {
  12025. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12026. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12027. shadow.map.texture.name = light.name + ".shadowMap";
  12028. shadow.camera.updateProjectionMatrix();
  12029. }
  12030. _renderer.setRenderTarget( shadow.map );
  12031. _renderer.clear();
  12032. var viewportCount = shadow.getViewportCount();
  12033. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12034. var viewport = shadow.getViewport( vp );
  12035. _viewport.set(
  12036. _viewportSize.x * viewport.x,
  12037. _viewportSize.y * viewport.y,
  12038. _viewportSize.x * viewport.z,
  12039. _viewportSize.y * viewport.w
  12040. );
  12041. _state.viewport( _viewport );
  12042. shadow.updateMatrices( light, vp );
  12043. _frustum = shadow.getFrustum();
  12044. renderObject( scene, camera, shadow.camera, light, this.type );
  12045. }
  12046. // do blur pass for VSM
  12047. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12048. VSMPass( shadow, camera );
  12049. }
  12050. }
  12051. scope.needsUpdate = false;
  12052. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12053. };
  12054. function VSMPass( shadow, camera ) {
  12055. var geometry = _objects.update( fullScreenMesh );
  12056. // vertical pass
  12057. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12058. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12059. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12060. _renderer.setRenderTarget( shadow.mapPass );
  12061. _renderer.clear();
  12062. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12063. // horizonal pass
  12064. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12065. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12066. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12067. _renderer.setRenderTarget( shadow.map );
  12068. _renderer.clear();
  12069. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12070. }
  12071. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12072. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12073. var material = _depthMaterials[ index ];
  12074. if ( material === undefined ) {
  12075. material = new MeshDepthMaterial( {
  12076. depthPacking: RGBADepthPacking,
  12077. morphTargets: useMorphing,
  12078. skinning: useSkinning
  12079. } );
  12080. _depthMaterials[ index ] = material;
  12081. }
  12082. return material;
  12083. }
  12084. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12085. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12086. var material = _distanceMaterials[ index ];
  12087. if ( material === undefined ) {
  12088. material = new MeshDistanceMaterial( {
  12089. morphTargets: useMorphing,
  12090. skinning: useSkinning
  12091. } );
  12092. _distanceMaterials[ index ] = material;
  12093. }
  12094. return material;
  12095. }
  12096. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12097. var geometry = object.geometry;
  12098. var result = null;
  12099. var getMaterialVariant = getDepthMaterialVariant;
  12100. var customMaterial = object.customDepthMaterial;
  12101. if ( light.isPointLight === true ) {
  12102. getMaterialVariant = getDistanceMaterialVariant;
  12103. customMaterial = object.customDistanceMaterial;
  12104. }
  12105. if ( customMaterial === undefined ) {
  12106. var useMorphing = false;
  12107. if ( material.morphTargets === true ) {
  12108. if ( geometry.isBufferGeometry === true ) {
  12109. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12110. } else if ( geometry.isGeometry === true ) {
  12111. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12112. }
  12113. }
  12114. var useSkinning = false;
  12115. if ( object.isSkinnedMesh === true ) {
  12116. if ( material.skinning === true ) {
  12117. useSkinning = true;
  12118. } else {
  12119. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12120. }
  12121. }
  12122. var useInstancing = object.isInstancedMesh === true;
  12123. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12124. } else {
  12125. result = customMaterial;
  12126. }
  12127. if ( _renderer.localClippingEnabled &&
  12128. material.clipShadows === true &&
  12129. material.clippingPlanes.length !== 0 ) {
  12130. // in this case we need a unique material instance reflecting the
  12131. // appropriate state
  12132. var keyA = result.uuid, keyB = material.uuid;
  12133. var materialsForVariant = _materialCache[ keyA ];
  12134. if ( materialsForVariant === undefined ) {
  12135. materialsForVariant = {};
  12136. _materialCache[ keyA ] = materialsForVariant;
  12137. }
  12138. var cachedMaterial = materialsForVariant[ keyB ];
  12139. if ( cachedMaterial === undefined ) {
  12140. cachedMaterial = result.clone();
  12141. materialsForVariant[ keyB ] = cachedMaterial;
  12142. }
  12143. result = cachedMaterial;
  12144. }
  12145. result.visible = material.visible;
  12146. result.wireframe = material.wireframe;
  12147. if ( type === VSMShadowMap ) {
  12148. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12149. } else {
  12150. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12151. }
  12152. result.clipShadows = material.clipShadows;
  12153. result.clippingPlanes = material.clippingPlanes;
  12154. result.clipIntersection = material.clipIntersection;
  12155. result.wireframeLinewidth = material.wireframeLinewidth;
  12156. result.linewidth = material.linewidth;
  12157. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12158. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12159. result.nearDistance = shadowCameraNear;
  12160. result.farDistance = shadowCameraFar;
  12161. }
  12162. return result;
  12163. }
  12164. function renderObject( object, camera, shadowCamera, light, type ) {
  12165. if ( object.visible === false ) { return; }
  12166. var visible = object.layers.test( camera.layers );
  12167. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12168. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12169. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12170. var geometry = _objects.update( object );
  12171. var material = object.material;
  12172. if ( Array.isArray( material ) ) {
  12173. var groups = geometry.groups;
  12174. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12175. var group = groups[ k ];
  12176. var groupMaterial = material[ group.materialIndex ];
  12177. if ( groupMaterial && groupMaterial.visible ) {
  12178. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12179. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12180. }
  12181. }
  12182. } else if ( material.visible ) {
  12183. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12184. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12185. }
  12186. }
  12187. }
  12188. var children = object.children;
  12189. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12190. renderObject( children[ i ], camera, shadowCamera, light, type );
  12191. }
  12192. }
  12193. }
  12194. /**
  12195. * @author mrdoob / http://mrdoob.com/
  12196. */
  12197. function WebGLState( gl, extensions, capabilities ) {
  12198. var isWebGL2 = capabilities.isWebGL2;
  12199. function ColorBuffer() {
  12200. var locked = false;
  12201. var color = new Vector4();
  12202. var currentColorMask = null;
  12203. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12204. return {
  12205. setMask: function ( colorMask ) {
  12206. if ( currentColorMask !== colorMask && ! locked ) {
  12207. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12208. currentColorMask = colorMask;
  12209. }
  12210. },
  12211. setLocked: function ( lock ) {
  12212. locked = lock;
  12213. },
  12214. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12215. if ( premultipliedAlpha === true ) {
  12216. r *= a; g *= a; b *= a;
  12217. }
  12218. color.set( r, g, b, a );
  12219. if ( currentColorClear.equals( color ) === false ) {
  12220. gl.clearColor( r, g, b, a );
  12221. currentColorClear.copy( color );
  12222. }
  12223. },
  12224. reset: function () {
  12225. locked = false;
  12226. currentColorMask = null;
  12227. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12228. }
  12229. };
  12230. }
  12231. function DepthBuffer() {
  12232. var locked = false;
  12233. var currentDepthMask = null;
  12234. var currentDepthFunc = null;
  12235. var currentDepthClear = null;
  12236. return {
  12237. setTest: function ( depthTest ) {
  12238. if ( depthTest ) {
  12239. enable( 2929 );
  12240. } else {
  12241. disable( 2929 );
  12242. }
  12243. },
  12244. setMask: function ( depthMask ) {
  12245. if ( currentDepthMask !== depthMask && ! locked ) {
  12246. gl.depthMask( depthMask );
  12247. currentDepthMask = depthMask;
  12248. }
  12249. },
  12250. setFunc: function ( depthFunc ) {
  12251. if ( currentDepthFunc !== depthFunc ) {
  12252. if ( depthFunc ) {
  12253. switch ( depthFunc ) {
  12254. case NeverDepth:
  12255. gl.depthFunc( 512 );
  12256. break;
  12257. case AlwaysDepth:
  12258. gl.depthFunc( 519 );
  12259. break;
  12260. case LessDepth:
  12261. gl.depthFunc( 513 );
  12262. break;
  12263. case LessEqualDepth:
  12264. gl.depthFunc( 515 );
  12265. break;
  12266. case EqualDepth:
  12267. gl.depthFunc( 514 );
  12268. break;
  12269. case GreaterEqualDepth:
  12270. gl.depthFunc( 518 );
  12271. break;
  12272. case GreaterDepth:
  12273. gl.depthFunc( 516 );
  12274. break;
  12275. case NotEqualDepth:
  12276. gl.depthFunc( 517 );
  12277. break;
  12278. default:
  12279. gl.depthFunc( 515 );
  12280. }
  12281. } else {
  12282. gl.depthFunc( 515 );
  12283. }
  12284. currentDepthFunc = depthFunc;
  12285. }
  12286. },
  12287. setLocked: function ( lock ) {
  12288. locked = lock;
  12289. },
  12290. setClear: function ( depth ) {
  12291. if ( currentDepthClear !== depth ) {
  12292. gl.clearDepth( depth );
  12293. currentDepthClear = depth;
  12294. }
  12295. },
  12296. reset: function () {
  12297. locked = false;
  12298. currentDepthMask = null;
  12299. currentDepthFunc = null;
  12300. currentDepthClear = null;
  12301. }
  12302. };
  12303. }
  12304. function StencilBuffer() {
  12305. var locked = false;
  12306. var currentStencilMask = null;
  12307. var currentStencilFunc = null;
  12308. var currentStencilRef = null;
  12309. var currentStencilFuncMask = null;
  12310. var currentStencilFail = null;
  12311. var currentStencilZFail = null;
  12312. var currentStencilZPass = null;
  12313. var currentStencilClear = null;
  12314. return {
  12315. setTest: function ( stencilTest ) {
  12316. if ( ! locked ) {
  12317. if ( stencilTest ) {
  12318. enable( 2960 );
  12319. } else {
  12320. disable( 2960 );
  12321. }
  12322. }
  12323. },
  12324. setMask: function ( stencilMask ) {
  12325. if ( currentStencilMask !== stencilMask && ! locked ) {
  12326. gl.stencilMask( stencilMask );
  12327. currentStencilMask = stencilMask;
  12328. }
  12329. },
  12330. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12331. if ( currentStencilFunc !== stencilFunc ||
  12332. currentStencilRef !== stencilRef ||
  12333. currentStencilFuncMask !== stencilMask ) {
  12334. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12335. currentStencilFunc = stencilFunc;
  12336. currentStencilRef = stencilRef;
  12337. currentStencilFuncMask = stencilMask;
  12338. }
  12339. },
  12340. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12341. if ( currentStencilFail !== stencilFail ||
  12342. currentStencilZFail !== stencilZFail ||
  12343. currentStencilZPass !== stencilZPass ) {
  12344. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12345. currentStencilFail = stencilFail;
  12346. currentStencilZFail = stencilZFail;
  12347. currentStencilZPass = stencilZPass;
  12348. }
  12349. },
  12350. setLocked: function ( lock ) {
  12351. locked = lock;
  12352. },
  12353. setClear: function ( stencil ) {
  12354. if ( currentStencilClear !== stencil ) {
  12355. gl.clearStencil( stencil );
  12356. currentStencilClear = stencil;
  12357. }
  12358. },
  12359. reset: function () {
  12360. locked = false;
  12361. currentStencilMask = null;
  12362. currentStencilFunc = null;
  12363. currentStencilRef = null;
  12364. currentStencilFuncMask = null;
  12365. currentStencilFail = null;
  12366. currentStencilZFail = null;
  12367. currentStencilZPass = null;
  12368. currentStencilClear = null;
  12369. }
  12370. };
  12371. }
  12372. //
  12373. var colorBuffer = new ColorBuffer();
  12374. var depthBuffer = new DepthBuffer();
  12375. var stencilBuffer = new StencilBuffer();
  12376. var maxVertexAttributes = gl.getParameter( 34921 );
  12377. var newAttributes = new Uint8Array( maxVertexAttributes );
  12378. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12379. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12380. var enabledCapabilities = {};
  12381. var currentProgram = null;
  12382. var currentBlendingEnabled = null;
  12383. var currentBlending = null;
  12384. var currentBlendEquation = null;
  12385. var currentBlendSrc = null;
  12386. var currentBlendDst = null;
  12387. var currentBlendEquationAlpha = null;
  12388. var currentBlendSrcAlpha = null;
  12389. var currentBlendDstAlpha = null;
  12390. var currentPremultipledAlpha = false;
  12391. var currentFlipSided = null;
  12392. var currentCullFace = null;
  12393. var currentLineWidth = null;
  12394. var currentPolygonOffsetFactor = null;
  12395. var currentPolygonOffsetUnits = null;
  12396. var maxTextures = gl.getParameter( 35661 );
  12397. var lineWidthAvailable = false;
  12398. var version = 0;
  12399. var glVersion = gl.getParameter( 7938 );
  12400. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12401. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12402. lineWidthAvailable = ( version >= 1.0 );
  12403. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12404. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12405. lineWidthAvailable = ( version >= 2.0 );
  12406. }
  12407. var currentTextureSlot = null;
  12408. var currentBoundTextures = {};
  12409. var currentScissor = new Vector4();
  12410. var currentViewport = new Vector4();
  12411. function createTexture( type, target, count ) {
  12412. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12413. var texture = gl.createTexture();
  12414. gl.bindTexture( type, texture );
  12415. gl.texParameteri( type, 10241, 9728 );
  12416. gl.texParameteri( type, 10240, 9728 );
  12417. for ( var i = 0; i < count; i ++ ) {
  12418. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12419. }
  12420. return texture;
  12421. }
  12422. var emptyTextures = {};
  12423. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12424. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12425. // init
  12426. colorBuffer.setClear( 0, 0, 0, 1 );
  12427. depthBuffer.setClear( 1 );
  12428. stencilBuffer.setClear( 0 );
  12429. enable( 2929 );
  12430. depthBuffer.setFunc( LessEqualDepth );
  12431. setFlipSided( false );
  12432. setCullFace( CullFaceBack );
  12433. enable( 2884 );
  12434. setBlending( NoBlending );
  12435. //
  12436. function initAttributes() {
  12437. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12438. newAttributes[ i ] = 0;
  12439. }
  12440. }
  12441. function enableAttribute( attribute ) {
  12442. enableAttributeAndDivisor( attribute, 0 );
  12443. }
  12444. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12445. newAttributes[ attribute ] = 1;
  12446. if ( enabledAttributes[ attribute ] === 0 ) {
  12447. gl.enableVertexAttribArray( attribute );
  12448. enabledAttributes[ attribute ] = 1;
  12449. }
  12450. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12451. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12452. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12453. attributeDivisors[ attribute ] = meshPerAttribute;
  12454. }
  12455. }
  12456. function disableUnusedAttributes() {
  12457. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12458. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12459. gl.disableVertexAttribArray( i );
  12460. enabledAttributes[ i ] = 0;
  12461. }
  12462. }
  12463. }
  12464. function enable( id ) {
  12465. if ( enabledCapabilities[ id ] !== true ) {
  12466. gl.enable( id );
  12467. enabledCapabilities[ id ] = true;
  12468. }
  12469. }
  12470. function disable( id ) {
  12471. if ( enabledCapabilities[ id ] !== false ) {
  12472. gl.disable( id );
  12473. enabledCapabilities[ id ] = false;
  12474. }
  12475. }
  12476. function useProgram( program ) {
  12477. if ( currentProgram !== program ) {
  12478. gl.useProgram( program );
  12479. currentProgram = program;
  12480. return true;
  12481. }
  12482. return false;
  12483. }
  12484. var equationToGL = {};
  12485. equationToGL[ AddEquation ] = 32774;
  12486. equationToGL[ SubtractEquation ] = 32778;
  12487. equationToGL[ ReverseSubtractEquation ] = 32779;
  12488. if ( isWebGL2 ) {
  12489. equationToGL[ MinEquation ] = 32775;
  12490. equationToGL[ MaxEquation ] = 32776;
  12491. } else {
  12492. var extension = extensions.get( 'EXT_blend_minmax' );
  12493. if ( extension !== null ) {
  12494. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12495. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12496. }
  12497. }
  12498. var factorToGL = {};
  12499. factorToGL[ ZeroFactor ] = 0;
  12500. factorToGL[ OneFactor ] = 1;
  12501. factorToGL[ SrcColorFactor ] = 768;
  12502. factorToGL[ SrcAlphaFactor ] = 770;
  12503. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12504. factorToGL[ DstColorFactor ] = 774;
  12505. factorToGL[ DstAlphaFactor ] = 772;
  12506. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12507. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12508. factorToGL[ OneMinusDstColorFactor ] = 775;
  12509. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12510. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12511. if ( blending === NoBlending ) {
  12512. if ( currentBlendingEnabled ) {
  12513. disable( 3042 );
  12514. currentBlendingEnabled = false;
  12515. }
  12516. return;
  12517. }
  12518. if ( ! currentBlendingEnabled ) {
  12519. enable( 3042 );
  12520. currentBlendingEnabled = true;
  12521. }
  12522. if ( blending !== CustomBlending ) {
  12523. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12524. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12525. gl.blendEquation( 32774 );
  12526. currentBlendEquation = AddEquation;
  12527. currentBlendEquationAlpha = AddEquation;
  12528. }
  12529. if ( premultipliedAlpha ) {
  12530. switch ( blending ) {
  12531. case NormalBlending:
  12532. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12533. break;
  12534. case AdditiveBlending:
  12535. gl.blendFunc( 1, 1 );
  12536. break;
  12537. case SubtractiveBlending:
  12538. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12539. break;
  12540. case MultiplyBlending:
  12541. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12542. break;
  12543. default:
  12544. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12545. break;
  12546. }
  12547. } else {
  12548. switch ( blending ) {
  12549. case NormalBlending:
  12550. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12551. break;
  12552. case AdditiveBlending:
  12553. gl.blendFunc( 770, 1 );
  12554. break;
  12555. case SubtractiveBlending:
  12556. gl.blendFunc( 0, 769 );
  12557. break;
  12558. case MultiplyBlending:
  12559. gl.blendFunc( 0, 768 );
  12560. break;
  12561. default:
  12562. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12563. break;
  12564. }
  12565. }
  12566. currentBlendSrc = null;
  12567. currentBlendDst = null;
  12568. currentBlendSrcAlpha = null;
  12569. currentBlendDstAlpha = null;
  12570. currentBlending = blending;
  12571. currentPremultipledAlpha = premultipliedAlpha;
  12572. }
  12573. return;
  12574. }
  12575. // custom blending
  12576. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12577. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12578. blendDstAlpha = blendDstAlpha || blendDst;
  12579. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12580. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12581. currentBlendEquation = blendEquation;
  12582. currentBlendEquationAlpha = blendEquationAlpha;
  12583. }
  12584. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12585. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12586. currentBlendSrc = blendSrc;
  12587. currentBlendDst = blendDst;
  12588. currentBlendSrcAlpha = blendSrcAlpha;
  12589. currentBlendDstAlpha = blendDstAlpha;
  12590. }
  12591. currentBlending = blending;
  12592. currentPremultipledAlpha = null;
  12593. }
  12594. function setMaterial( material, frontFaceCW ) {
  12595. material.side === DoubleSide
  12596. ? disable( 2884 )
  12597. : enable( 2884 );
  12598. var flipSided = ( material.side === BackSide );
  12599. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12600. setFlipSided( flipSided );
  12601. ( material.blending === NormalBlending && material.transparent === false )
  12602. ? setBlending( NoBlending )
  12603. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12604. depthBuffer.setFunc( material.depthFunc );
  12605. depthBuffer.setTest( material.depthTest );
  12606. depthBuffer.setMask( material.depthWrite );
  12607. colorBuffer.setMask( material.colorWrite );
  12608. var stencilWrite = material.stencilWrite;
  12609. stencilBuffer.setTest( stencilWrite );
  12610. if ( stencilWrite ) {
  12611. stencilBuffer.setMask( material.stencilWriteMask );
  12612. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12613. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12614. }
  12615. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12616. }
  12617. //
  12618. function setFlipSided( flipSided ) {
  12619. if ( currentFlipSided !== flipSided ) {
  12620. if ( flipSided ) {
  12621. gl.frontFace( 2304 );
  12622. } else {
  12623. gl.frontFace( 2305 );
  12624. }
  12625. currentFlipSided = flipSided;
  12626. }
  12627. }
  12628. function setCullFace( cullFace ) {
  12629. if ( cullFace !== CullFaceNone ) {
  12630. enable( 2884 );
  12631. if ( cullFace !== currentCullFace ) {
  12632. if ( cullFace === CullFaceBack ) {
  12633. gl.cullFace( 1029 );
  12634. } else if ( cullFace === CullFaceFront ) {
  12635. gl.cullFace( 1028 );
  12636. } else {
  12637. gl.cullFace( 1032 );
  12638. }
  12639. }
  12640. } else {
  12641. disable( 2884 );
  12642. }
  12643. currentCullFace = cullFace;
  12644. }
  12645. function setLineWidth( width ) {
  12646. if ( width !== currentLineWidth ) {
  12647. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12648. currentLineWidth = width;
  12649. }
  12650. }
  12651. function setPolygonOffset( polygonOffset, factor, units ) {
  12652. if ( polygonOffset ) {
  12653. enable( 32823 );
  12654. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12655. gl.polygonOffset( factor, units );
  12656. currentPolygonOffsetFactor = factor;
  12657. currentPolygonOffsetUnits = units;
  12658. }
  12659. } else {
  12660. disable( 32823 );
  12661. }
  12662. }
  12663. function setScissorTest( scissorTest ) {
  12664. if ( scissorTest ) {
  12665. enable( 3089 );
  12666. } else {
  12667. disable( 3089 );
  12668. }
  12669. }
  12670. // texture
  12671. function activeTexture( webglSlot ) {
  12672. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12673. if ( currentTextureSlot !== webglSlot ) {
  12674. gl.activeTexture( webglSlot );
  12675. currentTextureSlot = webglSlot;
  12676. }
  12677. }
  12678. function bindTexture( webglType, webglTexture ) {
  12679. if ( currentTextureSlot === null ) {
  12680. activeTexture();
  12681. }
  12682. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12683. if ( boundTexture === undefined ) {
  12684. boundTexture = { type: undefined, texture: undefined };
  12685. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12686. }
  12687. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12688. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12689. boundTexture.type = webglType;
  12690. boundTexture.texture = webglTexture;
  12691. }
  12692. }
  12693. function unbindTexture() {
  12694. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12695. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12696. gl.bindTexture( boundTexture.type, null );
  12697. boundTexture.type = undefined;
  12698. boundTexture.texture = undefined;
  12699. }
  12700. }
  12701. function compressedTexImage2D() {
  12702. try {
  12703. gl.compressedTexImage2D.apply( gl, arguments );
  12704. } catch ( error ) {
  12705. console.error( 'THREE.WebGLState:', error );
  12706. }
  12707. }
  12708. function texImage2D() {
  12709. try {
  12710. gl.texImage2D.apply( gl, arguments );
  12711. } catch ( error ) {
  12712. console.error( 'THREE.WebGLState:', error );
  12713. }
  12714. }
  12715. function texImage3D() {
  12716. try {
  12717. gl.texImage3D.apply( gl, arguments );
  12718. } catch ( error ) {
  12719. console.error( 'THREE.WebGLState:', error );
  12720. }
  12721. }
  12722. //
  12723. function scissor( scissor ) {
  12724. if ( currentScissor.equals( scissor ) === false ) {
  12725. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12726. currentScissor.copy( scissor );
  12727. }
  12728. }
  12729. function viewport( viewport ) {
  12730. if ( currentViewport.equals( viewport ) === false ) {
  12731. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12732. currentViewport.copy( viewport );
  12733. }
  12734. }
  12735. //
  12736. function reset() {
  12737. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12738. if ( enabledAttributes[ i ] === 1 ) {
  12739. gl.disableVertexAttribArray( i );
  12740. enabledAttributes[ i ] = 0;
  12741. }
  12742. }
  12743. enabledCapabilities = {};
  12744. currentTextureSlot = null;
  12745. currentBoundTextures = {};
  12746. currentProgram = null;
  12747. currentBlending = null;
  12748. currentFlipSided = null;
  12749. currentCullFace = null;
  12750. colorBuffer.reset();
  12751. depthBuffer.reset();
  12752. stencilBuffer.reset();
  12753. }
  12754. return {
  12755. buffers: {
  12756. color: colorBuffer,
  12757. depth: depthBuffer,
  12758. stencil: stencilBuffer
  12759. },
  12760. initAttributes: initAttributes,
  12761. enableAttribute: enableAttribute,
  12762. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12763. disableUnusedAttributes: disableUnusedAttributes,
  12764. enable: enable,
  12765. disable: disable,
  12766. useProgram: useProgram,
  12767. setBlending: setBlending,
  12768. setMaterial: setMaterial,
  12769. setFlipSided: setFlipSided,
  12770. setCullFace: setCullFace,
  12771. setLineWidth: setLineWidth,
  12772. setPolygonOffset: setPolygonOffset,
  12773. setScissorTest: setScissorTest,
  12774. activeTexture: activeTexture,
  12775. bindTexture: bindTexture,
  12776. unbindTexture: unbindTexture,
  12777. compressedTexImage2D: compressedTexImage2D,
  12778. texImage2D: texImage2D,
  12779. texImage3D: texImage3D,
  12780. scissor: scissor,
  12781. viewport: viewport,
  12782. reset: reset
  12783. };
  12784. }
  12785. /**
  12786. * @author mrdoob / http://mrdoob.com/
  12787. */
  12788. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12789. var isWebGL2 = capabilities.isWebGL2;
  12790. var maxTextures = capabilities.maxTextures;
  12791. var maxCubemapSize = capabilities.maxCubemapSize;
  12792. var maxTextureSize = capabilities.maxTextureSize;
  12793. var maxSamples = capabilities.maxSamples;
  12794. var _videoTextures = new WeakMap();
  12795. var _canvas;
  12796. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12797. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12798. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12799. var useOffscreenCanvas = false;
  12800. try {
  12801. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12802. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12803. } catch ( err ) {
  12804. // Ignore any errors
  12805. }
  12806. function createCanvas( width, height ) {
  12807. // Use OffscreenCanvas when available. Specially needed in web workers
  12808. return useOffscreenCanvas ?
  12809. new OffscreenCanvas( width, height ) :
  12810. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12811. }
  12812. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12813. var scale = 1;
  12814. // handle case if texture exceeds max size
  12815. if ( image.width > maxSize || image.height > maxSize ) {
  12816. scale = maxSize / Math.max( image.width, image.height );
  12817. }
  12818. // only perform resize if necessary
  12819. if ( scale < 1 || needsPowerOfTwo === true ) {
  12820. // only perform resize for certain image types
  12821. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12822. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12823. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12824. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12825. var width = floor( scale * image.width );
  12826. var height = floor( scale * image.height );
  12827. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12828. // cube textures can't reuse the same canvas
  12829. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12830. canvas.width = width;
  12831. canvas.height = height;
  12832. var context = canvas.getContext( '2d' );
  12833. context.drawImage( image, 0, 0, width, height );
  12834. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12835. return canvas;
  12836. } else {
  12837. if ( 'data' in image ) {
  12838. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12839. }
  12840. return image;
  12841. }
  12842. }
  12843. return image;
  12844. }
  12845. function isPowerOfTwo( image ) {
  12846. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12847. }
  12848. function textureNeedsPowerOfTwo( texture ) {
  12849. if ( isWebGL2 ) { return false; }
  12850. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12851. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12852. }
  12853. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12854. return texture.generateMipmaps && supportsMips &&
  12855. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12856. }
  12857. function generateMipmap( target, texture, width, height ) {
  12858. _gl.generateMipmap( target );
  12859. var textureProperties = properties.get( texture );
  12860. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12861. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12862. }
  12863. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12864. if ( isWebGL2 === false ) { return glFormat; }
  12865. if ( internalFormatName !== null ) {
  12866. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12867. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12868. }
  12869. var internalFormat = glFormat;
  12870. if ( glFormat === 6403 ) {
  12871. if ( glType === 5126 ) { internalFormat = 33326; }
  12872. if ( glType === 5131 ) { internalFormat = 33325; }
  12873. if ( glType === 5121 ) { internalFormat = 33321; }
  12874. }
  12875. if ( glFormat === 6407 ) {
  12876. if ( glType === 5126 ) { internalFormat = 34837; }
  12877. if ( glType === 5131 ) { internalFormat = 34843; }
  12878. if ( glType === 5121 ) { internalFormat = 32849; }
  12879. }
  12880. if ( glFormat === 6408 ) {
  12881. if ( glType === 5126 ) { internalFormat = 34836; }
  12882. if ( glType === 5131 ) { internalFormat = 34842; }
  12883. if ( glType === 5121 ) { internalFormat = 32856; }
  12884. }
  12885. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12886. internalFormat === 34842 || internalFormat === 34836 ) {
  12887. extensions.get( 'EXT_color_buffer_float' );
  12888. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12889. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12890. }
  12891. return internalFormat;
  12892. }
  12893. // Fallback filters for non-power-of-2 textures
  12894. function filterFallback( f ) {
  12895. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12896. return 9728;
  12897. }
  12898. return 9729;
  12899. }
  12900. //
  12901. function onTextureDispose( event ) {
  12902. var texture = event.target;
  12903. texture.removeEventListener( 'dispose', onTextureDispose );
  12904. deallocateTexture( texture );
  12905. if ( texture.isVideoTexture ) {
  12906. _videoTextures.delete( texture );
  12907. }
  12908. info.memory.textures --;
  12909. }
  12910. function onRenderTargetDispose( event ) {
  12911. var renderTarget = event.target;
  12912. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12913. deallocateRenderTarget( renderTarget );
  12914. info.memory.textures --;
  12915. }
  12916. //
  12917. function deallocateTexture( texture ) {
  12918. var textureProperties = properties.get( texture );
  12919. if ( textureProperties.__webglInit === undefined ) { return; }
  12920. _gl.deleteTexture( textureProperties.__webglTexture );
  12921. properties.remove( texture );
  12922. }
  12923. function deallocateRenderTarget( renderTarget ) {
  12924. var renderTargetProperties = properties.get( renderTarget );
  12925. var textureProperties = properties.get( renderTarget.texture );
  12926. if ( ! renderTarget ) { return; }
  12927. if ( textureProperties.__webglTexture !== undefined ) {
  12928. _gl.deleteTexture( textureProperties.__webglTexture );
  12929. }
  12930. if ( renderTarget.depthTexture ) {
  12931. renderTarget.depthTexture.dispose();
  12932. }
  12933. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12934. for ( var i = 0; i < 6; i ++ ) {
  12935. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12936. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12937. }
  12938. } else {
  12939. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12940. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12941. }
  12942. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12943. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12944. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12945. info.memory.textures -= 2;
  12946. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12947. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12948. }
  12949. }
  12950. properties.remove( renderTarget.texture );
  12951. properties.remove( renderTarget );
  12952. }
  12953. //
  12954. var textureUnits = 0;
  12955. function resetTextureUnits() {
  12956. textureUnits = 0;
  12957. }
  12958. function allocateTextureUnit() {
  12959. var textureUnit = textureUnits;
  12960. if ( textureUnit >= maxTextures ) {
  12961. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12962. }
  12963. textureUnits += 1;
  12964. return textureUnit;
  12965. }
  12966. //
  12967. function setTexture2D( texture, slot ) {
  12968. var textureProperties = properties.get( texture );
  12969. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12970. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12971. var image = texture.image;
  12972. if ( image === undefined ) {
  12973. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12974. } else if ( image.complete === false ) {
  12975. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12976. } else {
  12977. uploadTexture( textureProperties, texture, slot );
  12978. return;
  12979. }
  12980. }
  12981. state.activeTexture( 33984 + slot );
  12982. state.bindTexture( 3553, textureProperties.__webglTexture );
  12983. }
  12984. function setTexture2DArray( texture, slot ) {
  12985. var textureProperties = properties.get( texture );
  12986. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12987. uploadTexture( textureProperties, texture, slot );
  12988. return;
  12989. }
  12990. state.activeTexture( 33984 + slot );
  12991. state.bindTexture( 35866, textureProperties.__webglTexture );
  12992. }
  12993. function setTexture3D( texture, slot ) {
  12994. var textureProperties = properties.get( texture );
  12995. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12996. uploadTexture( textureProperties, texture, slot );
  12997. return;
  12998. }
  12999. state.activeTexture( 33984 + slot );
  13000. state.bindTexture( 32879, textureProperties.__webglTexture );
  13001. }
  13002. function setTextureCube( texture, slot ) {
  13003. if ( texture.image.length !== 6 ) { return; }
  13004. var textureProperties = properties.get( texture );
  13005. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13006. initTexture( textureProperties, texture );
  13007. state.activeTexture( 33984 + slot );
  13008. state.bindTexture( 34067, textureProperties.__webglTexture );
  13009. _gl.pixelStorei( 37440, texture.flipY );
  13010. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13011. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13012. var cubeImage = [];
  13013. for ( var i = 0; i < 6; i ++ ) {
  13014. if ( ! isCompressed && ! isDataTexture ) {
  13015. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13016. } else {
  13017. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13018. }
  13019. }
  13020. var image = cubeImage[ 0 ],
  13021. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13022. glFormat = utils.convert( texture.format ),
  13023. glType = utils.convert( texture.type ),
  13024. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13025. setTextureParameters( 34067, texture, supportsMips );
  13026. var mipmaps;
  13027. if ( isCompressed ) {
  13028. for ( var i = 0; i < 6; i ++ ) {
  13029. mipmaps = cubeImage[ i ].mipmaps;
  13030. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13031. var mipmap = mipmaps[ j ];
  13032. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13033. if ( glFormat !== null ) {
  13034. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13035. } else {
  13036. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13037. }
  13038. } else {
  13039. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13040. }
  13041. }
  13042. }
  13043. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13044. } else {
  13045. mipmaps = texture.mipmaps;
  13046. for ( var i = 0; i < 6; i ++ ) {
  13047. if ( isDataTexture ) {
  13048. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13049. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13050. var mipmap = mipmaps[ j ];
  13051. var mipmapImage = mipmap.image[ i ].image;
  13052. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13053. }
  13054. } else {
  13055. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13056. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13057. var mipmap = mipmaps[ j ];
  13058. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13059. }
  13060. }
  13061. }
  13062. textureProperties.__maxMipLevel = mipmaps.length;
  13063. }
  13064. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13065. // We assume images for cube map have the same size.
  13066. generateMipmap( 34067, texture, image.width, image.height );
  13067. }
  13068. textureProperties.__version = texture.version;
  13069. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13070. } else {
  13071. state.activeTexture( 33984 + slot );
  13072. state.bindTexture( 34067, textureProperties.__webglTexture );
  13073. }
  13074. }
  13075. function setTextureCubeDynamic( texture, slot ) {
  13076. state.activeTexture( 33984 + slot );
  13077. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13078. }
  13079. var wrappingToGL = {};
  13080. wrappingToGL[ RepeatWrapping ] = 10497;
  13081. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13082. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13083. var filterToGL = {};
  13084. filterToGL[ NearestFilter ] = 9728;
  13085. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13086. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13087. filterToGL[ LinearFilter ] = 9729;
  13088. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13089. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13090. function setTextureParameters( textureType, texture, supportsMips ) {
  13091. if ( supportsMips ) {
  13092. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13093. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13094. if ( textureType === 32879 || textureType === 35866 ) {
  13095. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13096. }
  13097. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13098. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13099. } else {
  13100. _gl.texParameteri( textureType, 10242, 33071 );
  13101. _gl.texParameteri( textureType, 10243, 33071 );
  13102. if ( textureType === 32879 || textureType === 35866 ) {
  13103. _gl.texParameteri( textureType, 32882, 33071 );
  13104. }
  13105. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13106. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13107. }
  13108. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13109. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13110. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13111. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13112. }
  13113. }
  13114. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13115. if ( extension ) {
  13116. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13117. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13118. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13119. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13120. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13121. }
  13122. }
  13123. }
  13124. function initTexture( textureProperties, texture ) {
  13125. if ( textureProperties.__webglInit === undefined ) {
  13126. textureProperties.__webglInit = true;
  13127. texture.addEventListener( 'dispose', onTextureDispose );
  13128. textureProperties.__webglTexture = _gl.createTexture();
  13129. info.memory.textures ++;
  13130. }
  13131. }
  13132. function uploadTexture( textureProperties, texture, slot ) {
  13133. var textureType = 3553;
  13134. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13135. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13136. initTexture( textureProperties, texture );
  13137. state.activeTexture( 33984 + slot );
  13138. state.bindTexture( textureType, textureProperties.__webglTexture );
  13139. _gl.pixelStorei( 37440, texture.flipY );
  13140. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13141. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13142. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13143. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13144. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13145. glFormat = utils.convert( texture.format ),
  13146. glType = utils.convert( texture.type ),
  13147. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13148. setTextureParameters( textureType, texture, supportsMips );
  13149. var mipmap, mipmaps = texture.mipmaps;
  13150. if ( texture.isDepthTexture ) {
  13151. // populate depth texture with dummy data
  13152. glInternalFormat = 6402;
  13153. if ( texture.type === FloatType ) {
  13154. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13155. glInternalFormat = 36012;
  13156. } else if ( isWebGL2 ) {
  13157. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13158. glInternalFormat = 33189;
  13159. }
  13160. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13161. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13162. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13163. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13164. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13165. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13166. texture.type = UnsignedShortType;
  13167. glType = utils.convert( texture.type );
  13168. }
  13169. }
  13170. // Depth stencil textures need the DEPTH_STENCIL internal format
  13171. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13172. if ( texture.format === DepthStencilFormat ) {
  13173. glInternalFormat = 34041;
  13174. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13175. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13176. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13177. if ( texture.type !== UnsignedInt248Type ) {
  13178. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13179. texture.type = UnsignedInt248Type;
  13180. glType = utils.convert( texture.type );
  13181. }
  13182. }
  13183. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13184. } else if ( texture.isDataTexture ) {
  13185. // use manually created mipmaps if available
  13186. // if there are no manual mipmaps
  13187. // set 0 level mipmap and then use GL to generate other mipmap levels
  13188. if ( mipmaps.length > 0 && supportsMips ) {
  13189. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13190. mipmap = mipmaps[ i ];
  13191. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13192. }
  13193. texture.generateMipmaps = false;
  13194. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13195. } else {
  13196. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13197. textureProperties.__maxMipLevel = 0;
  13198. }
  13199. } else if ( texture.isCompressedTexture ) {
  13200. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13201. mipmap = mipmaps[ i ];
  13202. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13203. if ( glFormat !== null ) {
  13204. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13205. } else {
  13206. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13207. }
  13208. } else {
  13209. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13210. }
  13211. }
  13212. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13213. } else if ( texture.isDataTexture2DArray ) {
  13214. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13215. textureProperties.__maxMipLevel = 0;
  13216. } else if ( texture.isDataTexture3D ) {
  13217. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13218. textureProperties.__maxMipLevel = 0;
  13219. } else {
  13220. // regular Texture (image, video, canvas)
  13221. // use manually created mipmaps if available
  13222. // if there are no manual mipmaps
  13223. // set 0 level mipmap and then use GL to generate other mipmap levels
  13224. if ( mipmaps.length > 0 && supportsMips ) {
  13225. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13226. mipmap = mipmaps[ i ];
  13227. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13228. }
  13229. texture.generateMipmaps = false;
  13230. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13231. } else {
  13232. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13233. textureProperties.__maxMipLevel = 0;
  13234. }
  13235. }
  13236. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13237. generateMipmap( textureType, texture, image.width, image.height );
  13238. }
  13239. textureProperties.__version = texture.version;
  13240. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13241. }
  13242. // Render targets
  13243. // Setup storage for target texture and bind it to correct framebuffer
  13244. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13245. var glFormat = utils.convert( renderTarget.texture.format );
  13246. var glType = utils.convert( renderTarget.texture.type );
  13247. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13248. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13249. _gl.bindFramebuffer( 36160, framebuffer );
  13250. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13251. _gl.bindFramebuffer( 36160, null );
  13252. }
  13253. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13254. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13255. _gl.bindRenderbuffer( 36161, renderbuffer );
  13256. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13257. if ( isMultisample ) {
  13258. var samples = getRenderTargetSamples( renderTarget );
  13259. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13260. } else {
  13261. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13262. }
  13263. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13264. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13265. if ( isMultisample ) {
  13266. var samples = getRenderTargetSamples( renderTarget );
  13267. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13268. } else {
  13269. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13270. }
  13271. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13272. } else {
  13273. var glFormat = utils.convert( renderTarget.texture.format );
  13274. var glType = utils.convert( renderTarget.texture.type );
  13275. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13276. if ( isMultisample ) {
  13277. var samples = getRenderTargetSamples( renderTarget );
  13278. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13279. } else {
  13280. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13281. }
  13282. }
  13283. _gl.bindRenderbuffer( 36161, null );
  13284. }
  13285. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13286. function setupDepthTexture( framebuffer, renderTarget ) {
  13287. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13288. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13289. _gl.bindFramebuffer( 36160, framebuffer );
  13290. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13291. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13292. }
  13293. // upload an empty depth texture with framebuffer size
  13294. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13295. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13296. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13297. renderTarget.depthTexture.image.width = renderTarget.width;
  13298. renderTarget.depthTexture.image.height = renderTarget.height;
  13299. renderTarget.depthTexture.needsUpdate = true;
  13300. }
  13301. setTexture2D( renderTarget.depthTexture, 0 );
  13302. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13303. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13304. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13305. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13306. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13307. } else {
  13308. throw new Error( 'Unknown depthTexture format' );
  13309. }
  13310. }
  13311. // Setup GL resources for a non-texture depth buffer
  13312. function setupDepthRenderbuffer( renderTarget ) {
  13313. var renderTargetProperties = properties.get( renderTarget );
  13314. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13315. if ( renderTarget.depthTexture ) {
  13316. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13317. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13318. } else {
  13319. if ( isCube ) {
  13320. renderTargetProperties.__webglDepthbuffer = [];
  13321. for ( var i = 0; i < 6; i ++ ) {
  13322. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13323. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13324. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13325. }
  13326. } else {
  13327. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13328. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13329. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13330. }
  13331. }
  13332. _gl.bindFramebuffer( 36160, null );
  13333. }
  13334. // Set up GL resources for the render target
  13335. function setupRenderTarget( renderTarget ) {
  13336. var renderTargetProperties = properties.get( renderTarget );
  13337. var textureProperties = properties.get( renderTarget.texture );
  13338. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13339. textureProperties.__webglTexture = _gl.createTexture();
  13340. info.memory.textures ++;
  13341. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13342. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13343. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13344. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13345. // Setup framebuffer
  13346. if ( isCube ) {
  13347. renderTargetProperties.__webglFramebuffer = [];
  13348. for ( var i = 0; i < 6; i ++ ) {
  13349. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13350. }
  13351. } else {
  13352. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13353. if ( isMultisample ) {
  13354. if ( isWebGL2 ) {
  13355. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13356. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13357. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13358. var glFormat = utils.convert( renderTarget.texture.format );
  13359. var glType = utils.convert( renderTarget.texture.type );
  13360. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13361. var samples = getRenderTargetSamples( renderTarget );
  13362. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13363. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13364. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13365. _gl.bindRenderbuffer( 36161, null );
  13366. if ( renderTarget.depthBuffer ) {
  13367. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13368. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13369. }
  13370. _gl.bindFramebuffer( 36160, null );
  13371. } else {
  13372. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13373. }
  13374. } else if ( isMultiview ) {
  13375. var width = renderTarget.width;
  13376. var height = renderTarget.height;
  13377. var numViews = renderTarget.numViews;
  13378. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13379. var ext = extensions.get( 'OVR_multiview2' );
  13380. info.memory.textures += 2;
  13381. var colorTexture = _gl.createTexture();
  13382. _gl.bindTexture( 35866, colorTexture );
  13383. _gl.texParameteri( 35866, 10240, 9728 );
  13384. _gl.texParameteri( 35866, 10241, 9728 );
  13385. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13386. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13387. var depthStencilTexture = _gl.createTexture();
  13388. _gl.bindTexture( 35866, depthStencilTexture );
  13389. _gl.texParameteri( 35866, 10240, 9728 );
  13390. _gl.texParameteri( 35866, 10241, 9728 );
  13391. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13392. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13393. var viewFramebuffers = new Array( numViews );
  13394. for ( var i = 0; i < numViews; ++ i ) {
  13395. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13396. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13397. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13398. }
  13399. renderTargetProperties.__webglColorTexture = colorTexture;
  13400. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13401. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13402. _gl.bindFramebuffer( 36160, null );
  13403. _gl.bindTexture( 35866, null );
  13404. }
  13405. }
  13406. // Setup color buffer
  13407. if ( isCube ) {
  13408. state.bindTexture( 34067, textureProperties.__webglTexture );
  13409. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13410. for ( var i = 0; i < 6; i ++ ) {
  13411. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13412. }
  13413. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13414. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13415. }
  13416. state.bindTexture( 34067, null );
  13417. } else if ( ! isMultiview ) {
  13418. state.bindTexture( 3553, textureProperties.__webglTexture );
  13419. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13420. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13421. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13422. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13423. }
  13424. state.bindTexture( 3553, null );
  13425. }
  13426. // Setup depth and stencil buffers
  13427. if ( renderTarget.depthBuffer ) {
  13428. setupDepthRenderbuffer( renderTarget );
  13429. }
  13430. }
  13431. function updateRenderTargetMipmap( renderTarget ) {
  13432. var texture = renderTarget.texture;
  13433. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13434. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13435. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13436. var webglTexture = properties.get( texture ).__webglTexture;
  13437. state.bindTexture( target, webglTexture );
  13438. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13439. state.bindTexture( target, null );
  13440. }
  13441. }
  13442. function updateMultisampleRenderTarget( renderTarget ) {
  13443. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13444. if ( isWebGL2 ) {
  13445. var renderTargetProperties = properties.get( renderTarget );
  13446. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13447. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13448. var width = renderTarget.width;
  13449. var height = renderTarget.height;
  13450. var mask = 16384;
  13451. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13452. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13453. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13454. } else {
  13455. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13456. }
  13457. }
  13458. }
  13459. function getRenderTargetSamples( renderTarget ) {
  13460. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13461. Math.min( maxSamples, renderTarget.samples ) : 0;
  13462. }
  13463. function updateVideoTexture( texture ) {
  13464. var frame = info.render.frame;
  13465. // Check the last frame we updated the VideoTexture
  13466. if ( _videoTextures.get( texture ) !== frame ) {
  13467. _videoTextures.set( texture, frame );
  13468. texture.update();
  13469. }
  13470. }
  13471. // backwards compatibility
  13472. var warnedTexture2D = false;
  13473. var warnedTextureCube = false;
  13474. function safeSetTexture2D( texture, slot ) {
  13475. if ( texture && texture.isWebGLRenderTarget ) {
  13476. if ( warnedTexture2D === false ) {
  13477. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13478. warnedTexture2D = true;
  13479. }
  13480. texture = texture.texture;
  13481. }
  13482. setTexture2D( texture, slot );
  13483. }
  13484. function safeSetTextureCube( texture, slot ) {
  13485. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13486. if ( warnedTextureCube === false ) {
  13487. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13488. warnedTextureCube = true;
  13489. }
  13490. texture = texture.texture;
  13491. }
  13492. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13493. // TODO: unify these code paths
  13494. if ( ( texture && texture.isCubeTexture ) ||
  13495. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13496. // CompressedTexture can have Array in image :/
  13497. // this function alone should take care of cube textures
  13498. setTextureCube( texture, slot );
  13499. } else {
  13500. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13501. setTextureCubeDynamic( texture, slot );
  13502. }
  13503. }
  13504. //
  13505. this.allocateTextureUnit = allocateTextureUnit;
  13506. this.resetTextureUnits = resetTextureUnits;
  13507. this.setTexture2D = setTexture2D;
  13508. this.setTexture2DArray = setTexture2DArray;
  13509. this.setTexture3D = setTexture3D;
  13510. this.setTextureCube = setTextureCube;
  13511. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13512. this.setupRenderTarget = setupRenderTarget;
  13513. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13514. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13515. this.safeSetTexture2D = safeSetTexture2D;
  13516. this.safeSetTextureCube = safeSetTextureCube;
  13517. }
  13518. /**
  13519. * @author thespite / http://www.twitter.com/thespite
  13520. */
  13521. function WebGLUtils( gl, extensions, capabilities ) {
  13522. var isWebGL2 = capabilities.isWebGL2;
  13523. function convert( p ) {
  13524. var extension;
  13525. if ( p === UnsignedByteType ) { return 5121; }
  13526. if ( p === UnsignedShort4444Type ) { return 32819; }
  13527. if ( p === UnsignedShort5551Type ) { return 32820; }
  13528. if ( p === UnsignedShort565Type ) { return 33635; }
  13529. if ( p === ByteType ) { return 5120; }
  13530. if ( p === ShortType ) { return 5122; }
  13531. if ( p === UnsignedShortType ) { return 5123; }
  13532. if ( p === IntType ) { return 5124; }
  13533. if ( p === UnsignedIntType ) { return 5125; }
  13534. if ( p === FloatType ) { return 5126; }
  13535. if ( p === HalfFloatType ) {
  13536. if ( isWebGL2 ) { return 5131; }
  13537. extension = extensions.get( 'OES_texture_half_float' );
  13538. if ( extension !== null ) {
  13539. return extension.HALF_FLOAT_OES;
  13540. } else {
  13541. return null;
  13542. }
  13543. }
  13544. if ( p === AlphaFormat ) { return 6406; }
  13545. if ( p === RGBFormat ) { return 6407; }
  13546. if ( p === RGBAFormat ) { return 6408; }
  13547. if ( p === LuminanceFormat ) { return 6409; }
  13548. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13549. if ( p === DepthFormat ) { return 6402; }
  13550. if ( p === DepthStencilFormat ) { return 34041; }
  13551. if ( p === RedFormat ) { return 6403; }
  13552. // WebGL2 formats.
  13553. if ( p === RedIntegerFormat ) { return 36244; }
  13554. if ( p === RGFormat ) { return 33319; }
  13555. if ( p === RGIntegerFormat ) { return 33320; }
  13556. if ( p === RGBIntegerFormat ) { return 36248; }
  13557. if ( p === RGBAIntegerFormat ) { return 36249; }
  13558. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13559. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13560. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13561. if ( extension !== null ) {
  13562. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13563. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13564. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13565. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13566. } else {
  13567. return null;
  13568. }
  13569. }
  13570. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13571. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13572. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13573. if ( extension !== null ) {
  13574. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13575. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13576. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13577. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13578. } else {
  13579. return null;
  13580. }
  13581. }
  13582. if ( p === RGB_ETC1_Format ) {
  13583. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13584. if ( extension !== null ) {
  13585. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13586. } else {
  13587. return null;
  13588. }
  13589. }
  13590. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13591. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13592. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13593. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13594. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13595. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13596. if ( extension !== null ) {
  13597. // TODO Complete?
  13598. return p;
  13599. } else {
  13600. return null;
  13601. }
  13602. }
  13603. if ( p === UnsignedInt248Type ) {
  13604. if ( isWebGL2 ) { return 34042; }
  13605. extension = extensions.get( 'WEBGL_depth_texture' );
  13606. if ( extension !== null ) {
  13607. return extension.UNSIGNED_INT_24_8_WEBGL;
  13608. } else {
  13609. return null;
  13610. }
  13611. }
  13612. }
  13613. return { convert: convert };
  13614. }
  13615. /**
  13616. * @author fernandojsg / http://fernandojsg.com
  13617. * @author Takahiro https://github.com/takahirox
  13618. */
  13619. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13620. WebGLRenderTarget.call( this, width, height, options );
  13621. this.depthBuffer = false;
  13622. this.stencilBuffer = false;
  13623. this.numViews = numViews;
  13624. }
  13625. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13626. constructor: WebGLMultiviewRenderTarget,
  13627. isWebGLMultiviewRenderTarget: true,
  13628. copy: function ( source ) {
  13629. WebGLRenderTarget.prototype.copy.call( this, source );
  13630. this.numViews = source.numViews;
  13631. return this;
  13632. },
  13633. setNumViews: function ( numViews ) {
  13634. if ( this.numViews !== numViews ) {
  13635. this.numViews = numViews;
  13636. this.dispose();
  13637. }
  13638. return this;
  13639. }
  13640. } );
  13641. /**
  13642. * @author fernandojsg / http://fernandojsg.com
  13643. * @author Takahiro https://github.com/takahirox
  13644. */
  13645. function WebGLMultiview( renderer, gl ) {
  13646. var DEFAULT_NUMVIEWS = 2;
  13647. var extensions = renderer.extensions;
  13648. var properties = renderer.properties;
  13649. var renderTarget, currentRenderTarget;
  13650. var mat3, mat4, cameraArray, renderSize;
  13651. var available;
  13652. var maxNumViews = 0;
  13653. //
  13654. function isAvailable() {
  13655. if ( available === undefined ) {
  13656. var extension = extensions.get( 'OVR_multiview2' );
  13657. available = extension !== null && gl.getContextAttributes().antialias === false;
  13658. if ( available ) {
  13659. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13660. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13661. renderSize = new Vector2();
  13662. mat4 = [];
  13663. mat3 = [];
  13664. cameraArray = [];
  13665. for ( var i = 0; i < maxNumViews; i ++ ) {
  13666. mat4[ i ] = new Matrix4();
  13667. mat3[ i ] = new Matrix3();
  13668. }
  13669. }
  13670. }
  13671. return available;
  13672. }
  13673. function getCameraArray( camera ) {
  13674. if ( camera.isArrayCamera ) { return camera.cameras; }
  13675. cameraArray[ 0 ] = camera;
  13676. return cameraArray;
  13677. }
  13678. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13679. var cameras = getCameraArray( camera );
  13680. for ( var i = 0; i < cameras.length; i ++ ) {
  13681. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13682. }
  13683. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13684. }
  13685. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13686. var cameras = getCameraArray( camera );
  13687. for ( var i = 0; i < cameras.length; i ++ ) {
  13688. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13689. }
  13690. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13691. }
  13692. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13693. var cameras = getCameraArray( camera );
  13694. for ( var i = 0; i < cameras.length; i ++ ) {
  13695. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13696. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13697. }
  13698. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13699. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13700. }
  13701. function isMultiviewCompatible( camera ) {
  13702. if ( camera.isArrayCamera === undefined ) { return true; }
  13703. var cameras = camera.cameras;
  13704. if ( cameras.length > maxNumViews ) { return false; }
  13705. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13706. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13707. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13708. }
  13709. return true;
  13710. }
  13711. function resizeRenderTarget( camera ) {
  13712. if ( currentRenderTarget ) {
  13713. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13714. } else {
  13715. renderer.getDrawingBufferSize( renderSize );
  13716. }
  13717. if ( camera.isArrayCamera ) {
  13718. var viewport = camera.cameras[ 0 ].viewport;
  13719. renderTarget.setSize( viewport.z, viewport.w );
  13720. renderTarget.setNumViews( camera.cameras.length );
  13721. } else {
  13722. renderTarget.setSize( renderSize.x, renderSize.y );
  13723. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13724. }
  13725. }
  13726. function attachCamera( camera ) {
  13727. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13728. currentRenderTarget = renderer.getRenderTarget();
  13729. resizeRenderTarget( camera );
  13730. renderer.setRenderTarget( renderTarget );
  13731. }
  13732. function detachCamera( camera ) {
  13733. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13734. renderer.setRenderTarget( currentRenderTarget );
  13735. flush( camera );
  13736. }
  13737. function flush( camera ) {
  13738. var srcRenderTarget = renderTarget;
  13739. var numViews = srcRenderTarget.numViews;
  13740. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13741. var viewWidth = srcRenderTarget.width;
  13742. var viewHeight = srcRenderTarget.height;
  13743. if ( camera.isArrayCamera ) {
  13744. for ( var i = 0; i < numViews; i ++ ) {
  13745. var viewport = camera.cameras[ i ].viewport;
  13746. var x1 = viewport.x;
  13747. var y1 = viewport.y;
  13748. var x2 = x1 + viewport.z;
  13749. var y2 = y1 + viewport.w;
  13750. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13751. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13752. }
  13753. } else {
  13754. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13755. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13756. }
  13757. }
  13758. this.isAvailable = isAvailable;
  13759. this.attachCamera = attachCamera;
  13760. this.detachCamera = detachCamera;
  13761. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13762. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13763. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13764. }
  13765. /**
  13766. * @author mrdoob / http://mrdoob.com/
  13767. */
  13768. function ArrayCamera( array ) {
  13769. PerspectiveCamera.call( this );
  13770. this.cameras = array || [];
  13771. }
  13772. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13773. constructor: ArrayCamera,
  13774. isArrayCamera: true
  13775. } );
  13776. /**
  13777. * @author mrdoob / http://mrdoob.com/
  13778. */
  13779. function Group() {
  13780. Object3D.call( this );
  13781. this.type = 'Group';
  13782. }
  13783. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13784. constructor: Group,
  13785. isGroup: true
  13786. } );
  13787. /**
  13788. * @author mrdoob / http://mrdoob.com/
  13789. */
  13790. function WebXRManager( renderer, gl ) {
  13791. var scope = this;
  13792. var session = null;
  13793. // var framebufferScaleFactor = 1.0;
  13794. var referenceSpace = null;
  13795. var referenceSpaceType = 'local-floor';
  13796. var pose = null;
  13797. var controllers = [];
  13798. var inputSourcesMap = new Map();
  13799. //
  13800. var cameraL = new PerspectiveCamera();
  13801. cameraL.layers.enable( 1 );
  13802. cameraL.viewport = new Vector4();
  13803. var cameraR = new PerspectiveCamera();
  13804. cameraR.layers.enable( 2 );
  13805. cameraR.viewport = new Vector4();
  13806. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13807. cameraVR.layers.enable( 1 );
  13808. cameraVR.layers.enable( 2 );
  13809. var _currentDepthNear = null;
  13810. var _currentDepthFar = null;
  13811. //
  13812. this.enabled = false;
  13813. this.isPresenting = false;
  13814. this.getController = function ( id ) {
  13815. var controller = controllers[ id ];
  13816. if ( controller === undefined ) {
  13817. controller = {};
  13818. controllers[ id ] = controller;
  13819. }
  13820. if ( controller.targetRay === undefined ) {
  13821. controller.targetRay = new Group();
  13822. controller.targetRay.matrixAutoUpdate = false;
  13823. controller.targetRay.visible = false;
  13824. }
  13825. return controller.targetRay;
  13826. };
  13827. this.getControllerGrip = function ( id ) {
  13828. var controller = controllers[ id ];
  13829. if ( controller === undefined ) {
  13830. controller = {};
  13831. controllers[ id ] = controller;
  13832. }
  13833. if ( controller.grip === undefined ) {
  13834. controller.grip = new Group();
  13835. controller.grip.matrixAutoUpdate = false;
  13836. controller.grip.visible = false;
  13837. }
  13838. return controller.grip;
  13839. };
  13840. //
  13841. function onSessionEvent( event ) {
  13842. var controller = inputSourcesMap.get( event.inputSource );
  13843. if ( controller ) {
  13844. if ( controller.targetRay ) {
  13845. controller.targetRay.dispatchEvent( { type: event.type } );
  13846. }
  13847. if ( controller.grip ) {
  13848. controller.grip.dispatchEvent( { type: event.type } );
  13849. }
  13850. }
  13851. }
  13852. function onSessionEnd() {
  13853. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13854. if ( controller.targetRay ) {
  13855. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13856. controller.targetRay.visible = false;
  13857. }
  13858. if ( controller.grip ) {
  13859. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13860. controller.grip.visible = false;
  13861. }
  13862. } );
  13863. inputSourcesMap.clear();
  13864. //
  13865. renderer.setFramebuffer( null );
  13866. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13867. animation.stop();
  13868. scope.isPresenting = false;
  13869. scope.dispatchEvent( { type: 'sessionend' } );
  13870. }
  13871. function onRequestReferenceSpace( value ) {
  13872. referenceSpace = value;
  13873. animation.setContext( session );
  13874. animation.start();
  13875. scope.isPresenting = true;
  13876. scope.dispatchEvent( { type: 'sessionstart' } );
  13877. }
  13878. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13879. // framebufferScaleFactor = value;
  13880. };
  13881. this.setReferenceSpaceType = function ( value ) {
  13882. referenceSpaceType = value;
  13883. };
  13884. this.getReferenceSpace = function () {
  13885. return referenceSpace;
  13886. };
  13887. this.getSession = function () {
  13888. return session;
  13889. };
  13890. this.setSession = function ( value ) {
  13891. session = value;
  13892. if ( session !== null ) {
  13893. session.addEventListener( 'select', onSessionEvent );
  13894. session.addEventListener( 'selectstart', onSessionEvent );
  13895. session.addEventListener( 'selectend', onSessionEvent );
  13896. session.addEventListener( 'squeeze', onSessionEvent );
  13897. session.addEventListener( 'squeezestart', onSessionEvent );
  13898. session.addEventListener( 'squeezeend', onSessionEvent );
  13899. session.addEventListener( 'end', onSessionEnd );
  13900. var attributes = gl.getContextAttributes();
  13901. var layerInit = {
  13902. antialias: attributes.antialias,
  13903. alpha: attributes.alpha,
  13904. depth: attributes.depth,
  13905. stencil: attributes.stencil
  13906. };
  13907. // eslint-disable-next-line no-undef
  13908. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13909. session.updateRenderState( { baseLayer: baseLayer } );
  13910. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13911. //
  13912. session.addEventListener( 'inputsourceschange', updateInputSources );
  13913. }
  13914. };
  13915. function updateInputSources( event ) {
  13916. var inputSources = session.inputSources;
  13917. // Assign inputSources to available controllers
  13918. for ( var i = 0; i < controllers.length; i ++ ) {
  13919. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13920. }
  13921. // Notify disconnected
  13922. for ( var i = 0; i < event.removed.length; i ++ ) {
  13923. var inputSource = event.removed[ i ];
  13924. var controller = inputSourcesMap.get( inputSource );
  13925. if ( controller ) {
  13926. if ( controller.targetRay ) {
  13927. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13928. }
  13929. if ( controller.grip ) {
  13930. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13931. }
  13932. inputSourcesMap.delete( inputSource );
  13933. }
  13934. }
  13935. // Notify connected
  13936. for ( var i = 0; i < event.added.length; i ++ ) {
  13937. var inputSource = event.added[ i ];
  13938. var controller = inputSourcesMap.get( inputSource );
  13939. if ( controller ) {
  13940. if ( controller.targetRay ) {
  13941. controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );
  13942. }
  13943. if ( controller.grip ) {
  13944. controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );
  13945. }
  13946. }
  13947. }
  13948. }
  13949. //
  13950. var cameraLPos = new Vector3();
  13951. var cameraRPos = new Vector3();
  13952. /**
  13953. * @author jsantell / https://www.jsantell.com/
  13954. *
  13955. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13956. * the cameras' projection and world matrices have already been set.
  13957. * And that near and far planes are identical for both cameras.
  13958. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13959. */
  13960. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13961. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13962. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13963. var ipd = cameraLPos.distanceTo( cameraRPos );
  13964. var projL = cameraL.projectionMatrix.elements;
  13965. var projR = cameraR.projectionMatrix.elements;
  13966. // VR systems will have identical far and near planes, and
  13967. // most likely identical top and bottom frustum extents.
  13968. // Use the left camera for these values.
  13969. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13970. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13971. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13972. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13973. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13974. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13975. var left = near * leftFov;
  13976. var right = near * rightFov;
  13977. // Calculate the new camera's position offset from the
  13978. // left camera. xOffset should be roughly half `ipd`.
  13979. var zOffset = ipd / ( - leftFov + rightFov );
  13980. var xOffset = zOffset * - leftFov;
  13981. // TODO: Better way to apply this offset?
  13982. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13983. camera.translateX( xOffset );
  13984. camera.translateZ( zOffset );
  13985. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13986. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13987. // Find the union of the frustum values of the cameras and scale
  13988. // the values so that the near plane's position does not change in world space,
  13989. // although must now be relative to the new union camera.
  13990. var near2 = near + zOffset;
  13991. var far2 = far + zOffset;
  13992. var left2 = left - xOffset;
  13993. var right2 = right + ( ipd - xOffset );
  13994. var top2 = topFov * far / far2 * near2;
  13995. var bottom2 = bottomFov * far / far2 * near2;
  13996. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13997. }
  13998. function updateCamera( camera, parent ) {
  13999. if ( parent === null ) {
  14000. camera.matrixWorld.copy( camera.matrix );
  14001. } else {
  14002. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14003. }
  14004. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14005. }
  14006. this.getCamera = function ( camera ) {
  14007. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14008. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14009. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14010. // Note that the new renderState won't apply until the next frame. See #18320
  14011. session.updateRenderState( {
  14012. depthNear: cameraVR.near,
  14013. depthFar: cameraVR.far
  14014. } );
  14015. _currentDepthNear = cameraVR.near;
  14016. _currentDepthFar = cameraVR.far;
  14017. }
  14018. var parent = camera.parent;
  14019. var cameras = cameraVR.cameras;
  14020. updateCamera( cameraVR, parent );
  14021. for ( var i = 0; i < cameras.length; i ++ ) {
  14022. updateCamera( cameras[ i ], parent );
  14023. }
  14024. // update camera and its children
  14025. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14026. var children = camera.children;
  14027. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14028. children[ i ].updateMatrixWorld( true );
  14029. }
  14030. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14031. return cameraVR;
  14032. };
  14033. // Animation Loop
  14034. var onAnimationFrameCallback = null;
  14035. function onAnimationFrame( time, frame ) {
  14036. pose = frame.getViewerPose( referenceSpace );
  14037. if ( pose !== null ) {
  14038. var views = pose.views;
  14039. var baseLayer = session.renderState.baseLayer;
  14040. renderer.setFramebuffer( baseLayer.framebuffer );
  14041. for ( var i = 0; i < views.length; i ++ ) {
  14042. var view = views[ i ];
  14043. var viewport = baseLayer.getViewport( view );
  14044. var camera = cameraVR.cameras[ i ];
  14045. camera.matrix.fromArray( view.transform.matrix );
  14046. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14047. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14048. if ( i === 0 ) {
  14049. cameraVR.matrix.copy( camera.matrix );
  14050. }
  14051. }
  14052. }
  14053. //
  14054. var inputSources = session.inputSources;
  14055. for ( var i = 0; i < controllers.length; i ++ ) {
  14056. var controller = controllers[ i ];
  14057. var inputSource = inputSources[ i ];
  14058. var inputPose = null;
  14059. var gripPose = null;
  14060. if ( inputSource ) {
  14061. if ( controller.targetRay ) {
  14062. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14063. if ( inputPose !== null ) {
  14064. controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
  14065. controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );
  14066. }
  14067. }
  14068. if ( controller.grip && inputSource.gripSpace ) {
  14069. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14070. if ( gripPose !== null ) {
  14071. controller.grip.matrix.fromArray( gripPose.transform.matrix );
  14072. controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );
  14073. }
  14074. }
  14075. }
  14076. if ( controller.targetRay ) {
  14077. controller.targetRay.visible = inputPose !== null;
  14078. }
  14079. if ( controller.grip ) {
  14080. controller.grip.visible = gripPose !== null;
  14081. }
  14082. }
  14083. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14084. }
  14085. var animation = new WebGLAnimation();
  14086. animation.setAnimationLoop( onAnimationFrame );
  14087. this.setAnimationLoop = function ( callback ) {
  14088. onAnimationFrameCallback = callback;
  14089. };
  14090. this.dispose = function () {};
  14091. }
  14092. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14093. /**
  14094. * @author supereggbert / http://www.paulbrunt.co.uk/
  14095. * @author mrdoob / http://mrdoob.com/
  14096. * @author alteredq / http://alteredqualia.com/
  14097. * @author szimek / https://github.com/szimek/
  14098. * @author tschw
  14099. */
  14100. function WebGLRenderer( parameters ) {
  14101. parameters = parameters || {};
  14102. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14103. _context = parameters.context !== undefined ? parameters.context : null,
  14104. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14105. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14106. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14107. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14108. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14109. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14110. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14111. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14112. var currentRenderList = null;
  14113. var currentRenderState = null;
  14114. // public properties
  14115. this.domElement = _canvas;
  14116. // Debug configuration container
  14117. this.debug = {
  14118. /**
  14119. * Enables error checking and reporting when shader programs are being compiled
  14120. * @type {boolean}
  14121. */
  14122. checkShaderErrors: true
  14123. };
  14124. // clearing
  14125. this.autoClear = true;
  14126. this.autoClearColor = true;
  14127. this.autoClearDepth = true;
  14128. this.autoClearStencil = true;
  14129. // scene graph
  14130. this.sortObjects = true;
  14131. // user-defined clipping
  14132. this.clippingPlanes = [];
  14133. this.localClippingEnabled = false;
  14134. // physically based shading
  14135. this.gammaFactor = 2.0; // for backwards compatibility
  14136. this.outputEncoding = LinearEncoding;
  14137. // physical lights
  14138. this.physicallyCorrectLights = false;
  14139. // tone mapping
  14140. this.toneMapping = LinearToneMapping;
  14141. this.toneMappingExposure = 1.0;
  14142. this.toneMappingWhitePoint = 1.0;
  14143. // morphs
  14144. this.maxMorphTargets = 8;
  14145. this.maxMorphNormals = 4;
  14146. // internal properties
  14147. var _this = this,
  14148. _isContextLost = false,
  14149. // internal state cache
  14150. _framebuffer = null,
  14151. _currentActiveCubeFace = 0,
  14152. _currentActiveMipmapLevel = 0,
  14153. _currentRenderTarget = null,
  14154. _currentFramebuffer = null,
  14155. _currentMaterialId = - 1,
  14156. // geometry and program caching
  14157. _currentGeometryProgram = {
  14158. geometry: null,
  14159. program: null,
  14160. wireframe: false
  14161. },
  14162. _currentCamera = null,
  14163. _currentArrayCamera = null,
  14164. _currentViewport = new Vector4(),
  14165. _currentScissor = new Vector4(),
  14166. _currentScissorTest = null,
  14167. //
  14168. _width = _canvas.width,
  14169. _height = _canvas.height,
  14170. _pixelRatio = 1,
  14171. _opaqueSort = null,
  14172. _transparentSort = null,
  14173. _viewport = new Vector4( 0, 0, _width, _height ),
  14174. _scissor = new Vector4( 0, 0, _width, _height ),
  14175. _scissorTest = false,
  14176. // frustum
  14177. _frustum = new Frustum(),
  14178. // clipping
  14179. _clipping = new WebGLClipping(),
  14180. _clippingEnabled = false,
  14181. _localClippingEnabled = false,
  14182. // camera matrices cache
  14183. _projScreenMatrix = new Matrix4(),
  14184. _vector3 = new Vector3();
  14185. function getTargetPixelRatio() {
  14186. return _currentRenderTarget === null ? _pixelRatio : 1;
  14187. }
  14188. // initialize
  14189. var _gl;
  14190. try {
  14191. var contextAttributes = {
  14192. alpha: _alpha,
  14193. depth: _depth,
  14194. stencil: _stencil,
  14195. antialias: _antialias,
  14196. premultipliedAlpha: _premultipliedAlpha,
  14197. preserveDrawingBuffer: _preserveDrawingBuffer,
  14198. powerPreference: _powerPreference,
  14199. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14200. xrCompatible: true
  14201. };
  14202. // event listeners must be registered before WebGL context is created, see #12753
  14203. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14204. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14205. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14206. if ( _gl === null ) {
  14207. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14208. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14209. } else {
  14210. throw new Error( 'Error creating WebGL context.' );
  14211. }
  14212. }
  14213. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14214. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14215. _gl.getShaderPrecisionFormat = function () {
  14216. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14217. };
  14218. }
  14219. } catch ( error ) {
  14220. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14221. throw error;
  14222. }
  14223. var extensions, capabilities, state, info;
  14224. var properties, textures, attributes, geometries, objects;
  14225. var programCache, renderLists, renderStates;
  14226. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14227. var utils;
  14228. function initGLContext() {
  14229. extensions = new WebGLExtensions( _gl );
  14230. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14231. if ( capabilities.isWebGL2 === false ) {
  14232. extensions.get( 'WEBGL_depth_texture' );
  14233. extensions.get( 'OES_texture_float' );
  14234. extensions.get( 'OES_texture_half_float' );
  14235. extensions.get( 'OES_texture_half_float_linear' );
  14236. extensions.get( 'OES_standard_derivatives' );
  14237. extensions.get( 'OES_element_index_uint' );
  14238. extensions.get( 'ANGLE_instanced_arrays' );
  14239. }
  14240. extensions.get( 'OES_texture_float_linear' );
  14241. utils = new WebGLUtils( _gl, extensions, capabilities );
  14242. state = new WebGLState( _gl, extensions, capabilities );
  14243. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14244. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14245. info = new WebGLInfo( _gl );
  14246. properties = new WebGLProperties();
  14247. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14248. attributes = new WebGLAttributes( _gl, capabilities );
  14249. geometries = new WebGLGeometries( _gl, attributes, info );
  14250. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14251. morphtargets = new WebGLMorphtargets( _gl );
  14252. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14253. renderLists = new WebGLRenderLists();
  14254. renderStates = new WebGLRenderStates();
  14255. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14256. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14257. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14258. info.programs = programCache.programs;
  14259. _this.capabilities = capabilities;
  14260. _this.extensions = extensions;
  14261. _this.properties = properties;
  14262. _this.renderLists = renderLists;
  14263. _this.state = state;
  14264. _this.info = info;
  14265. }
  14266. initGLContext();
  14267. // xr
  14268. var xr = new WebXRManager( _this, _gl );
  14269. this.xr = xr;
  14270. // Multiview
  14271. var multiview = new WebGLMultiview( _this, _gl );
  14272. // shadow map
  14273. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14274. this.shadowMap = shadowMap;
  14275. // API
  14276. this.getContext = function () {
  14277. return _gl;
  14278. };
  14279. this.getContextAttributes = function () {
  14280. return _gl.getContextAttributes();
  14281. };
  14282. this.forceContextLoss = function () {
  14283. var extension = extensions.get( 'WEBGL_lose_context' );
  14284. if ( extension ) { extension.loseContext(); }
  14285. };
  14286. this.forceContextRestore = function () {
  14287. var extension = extensions.get( 'WEBGL_lose_context' );
  14288. if ( extension ) { extension.restoreContext(); }
  14289. };
  14290. this.getPixelRatio = function () {
  14291. return _pixelRatio;
  14292. };
  14293. this.setPixelRatio = function ( value ) {
  14294. if ( value === undefined ) { return; }
  14295. _pixelRatio = value;
  14296. this.setSize( _width, _height, false );
  14297. };
  14298. this.getSize = function ( target ) {
  14299. if ( target === undefined ) {
  14300. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14301. target = new Vector2();
  14302. }
  14303. return target.set( _width, _height );
  14304. };
  14305. this.setSize = function ( width, height, updateStyle ) {
  14306. if ( xr.isPresenting ) {
  14307. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14308. return;
  14309. }
  14310. _width = width;
  14311. _height = height;
  14312. _canvas.width = Math.floor( width * _pixelRatio );
  14313. _canvas.height = Math.floor( height * _pixelRatio );
  14314. if ( updateStyle !== false ) {
  14315. _canvas.style.width = width + 'px';
  14316. _canvas.style.height = height + 'px';
  14317. }
  14318. this.setViewport( 0, 0, width, height );
  14319. };
  14320. this.getDrawingBufferSize = function ( target ) {
  14321. if ( target === undefined ) {
  14322. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14323. target = new Vector2();
  14324. }
  14325. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14326. };
  14327. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14328. _width = width;
  14329. _height = height;
  14330. _pixelRatio = pixelRatio;
  14331. _canvas.width = Math.floor( width * pixelRatio );
  14332. _canvas.height = Math.floor( height * pixelRatio );
  14333. this.setViewport( 0, 0, width, height );
  14334. };
  14335. this.getCurrentViewport = function ( target ) {
  14336. if ( target === undefined ) {
  14337. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14338. target = new Vector4();
  14339. }
  14340. return target.copy( _currentViewport );
  14341. };
  14342. this.getViewport = function ( target ) {
  14343. return target.copy( _viewport );
  14344. };
  14345. this.setViewport = function ( x, y, width, height ) {
  14346. if ( x.isVector4 ) {
  14347. _viewport.set( x.x, x.y, x.z, x.w );
  14348. } else {
  14349. _viewport.set( x, y, width, height );
  14350. }
  14351. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14352. };
  14353. this.getScissor = function ( target ) {
  14354. return target.copy( _scissor );
  14355. };
  14356. this.setScissor = function ( x, y, width, height ) {
  14357. if ( x.isVector4 ) {
  14358. _scissor.set( x.x, x.y, x.z, x.w );
  14359. } else {
  14360. _scissor.set( x, y, width, height );
  14361. }
  14362. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14363. };
  14364. this.getScissorTest = function () {
  14365. return _scissorTest;
  14366. };
  14367. this.setScissorTest = function ( boolean ) {
  14368. state.setScissorTest( _scissorTest = boolean );
  14369. };
  14370. this.setOpaqueSort = function ( method ) {
  14371. _opaqueSort = method;
  14372. };
  14373. this.setTransparentSort = function ( method ) {
  14374. _transparentSort = method;
  14375. };
  14376. // Clearing
  14377. this.getClearColor = function () {
  14378. return background.getClearColor();
  14379. };
  14380. this.setClearColor = function () {
  14381. background.setClearColor.apply( background, arguments );
  14382. };
  14383. this.getClearAlpha = function () {
  14384. return background.getClearAlpha();
  14385. };
  14386. this.setClearAlpha = function () {
  14387. background.setClearAlpha.apply( background, arguments );
  14388. };
  14389. this.clear = function ( color, depth, stencil ) {
  14390. var bits = 0;
  14391. if ( color === undefined || color ) { bits |= 16384; }
  14392. if ( depth === undefined || depth ) { bits |= 256; }
  14393. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14394. _gl.clear( bits );
  14395. };
  14396. this.clearColor = function () {
  14397. this.clear( true, false, false );
  14398. };
  14399. this.clearDepth = function () {
  14400. this.clear( false, true, false );
  14401. };
  14402. this.clearStencil = function () {
  14403. this.clear( false, false, true );
  14404. };
  14405. //
  14406. this.dispose = function () {
  14407. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14408. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14409. renderLists.dispose();
  14410. renderStates.dispose();
  14411. properties.dispose();
  14412. objects.dispose();
  14413. xr.dispose();
  14414. animation.stop();
  14415. };
  14416. // Events
  14417. function onContextLost( event ) {
  14418. event.preventDefault();
  14419. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14420. _isContextLost = true;
  14421. }
  14422. function onContextRestore( /* event */ ) {
  14423. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14424. _isContextLost = false;
  14425. initGLContext();
  14426. }
  14427. function onMaterialDispose( event ) {
  14428. var material = event.target;
  14429. material.removeEventListener( 'dispose', onMaterialDispose );
  14430. deallocateMaterial( material );
  14431. }
  14432. // Buffer deallocation
  14433. function deallocateMaterial( material ) {
  14434. releaseMaterialProgramReference( material );
  14435. properties.remove( material );
  14436. }
  14437. function releaseMaterialProgramReference( material ) {
  14438. var programInfo = properties.get( material ).program;
  14439. material.program = undefined;
  14440. if ( programInfo !== undefined ) {
  14441. programCache.releaseProgram( programInfo );
  14442. }
  14443. }
  14444. // Buffer rendering
  14445. function renderObjectImmediate( object, program ) {
  14446. object.render( function ( object ) {
  14447. _this.renderBufferImmediate( object, program );
  14448. } );
  14449. }
  14450. this.renderBufferImmediate = function ( object, program ) {
  14451. state.initAttributes();
  14452. var buffers = properties.get( object );
  14453. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14454. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14455. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14456. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14457. var programAttributes = program.getAttributes();
  14458. if ( object.hasPositions ) {
  14459. _gl.bindBuffer( 34962, buffers.position );
  14460. _gl.bufferData( 34962, object.positionArray, 35048 );
  14461. state.enableAttribute( programAttributes.position );
  14462. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14463. }
  14464. if ( object.hasNormals ) {
  14465. _gl.bindBuffer( 34962, buffers.normal );
  14466. _gl.bufferData( 34962, object.normalArray, 35048 );
  14467. state.enableAttribute( programAttributes.normal );
  14468. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14469. }
  14470. if ( object.hasUvs ) {
  14471. _gl.bindBuffer( 34962, buffers.uv );
  14472. _gl.bufferData( 34962, object.uvArray, 35048 );
  14473. state.enableAttribute( programAttributes.uv );
  14474. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14475. }
  14476. if ( object.hasColors ) {
  14477. _gl.bindBuffer( 34962, buffers.color );
  14478. _gl.bufferData( 34962, object.colorArray, 35048 );
  14479. state.enableAttribute( programAttributes.color );
  14480. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14481. }
  14482. state.disableUnusedAttributes();
  14483. _gl.drawArrays( 4, 0, object.count );
  14484. object.count = 0;
  14485. };
  14486. var tempScene = new Scene();
  14487. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14488. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14489. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14490. var program = setProgram( camera, scene, material, object );
  14491. state.setMaterial( material, frontFaceCW );
  14492. var updateBuffers = false;
  14493. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14494. _currentGeometryProgram.program !== program.id ||
  14495. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14496. _currentGeometryProgram.geometry = geometry.id;
  14497. _currentGeometryProgram.program = program.id;
  14498. _currentGeometryProgram.wireframe = material.wireframe === true;
  14499. updateBuffers = true;
  14500. }
  14501. if ( material.morphTargets || material.morphNormals ) {
  14502. morphtargets.update( object, geometry, material, program );
  14503. updateBuffers = true;
  14504. }
  14505. //
  14506. var index = geometry.index;
  14507. var position = geometry.attributes.position;
  14508. //
  14509. if ( index === null ) {
  14510. if ( position === undefined || position.count === 0 ) { return; }
  14511. } else if ( index.count === 0 ) {
  14512. return;
  14513. }
  14514. //
  14515. var rangeFactor = 1;
  14516. if ( material.wireframe === true ) {
  14517. index = geometries.getWireframeAttribute( geometry );
  14518. rangeFactor = 2;
  14519. }
  14520. var attribute;
  14521. var renderer = bufferRenderer;
  14522. if ( index !== null ) {
  14523. attribute = attributes.get( index );
  14524. renderer = indexedBufferRenderer;
  14525. renderer.setIndex( attribute );
  14526. }
  14527. if ( updateBuffers ) {
  14528. setupVertexAttributes( object, geometry, material, program );
  14529. if ( index !== null ) {
  14530. _gl.bindBuffer( 34963, attribute.buffer );
  14531. }
  14532. }
  14533. //
  14534. var dataCount = ( index !== null ) ? index.count : position.count;
  14535. var rangeStart = geometry.drawRange.start * rangeFactor;
  14536. var rangeCount = geometry.drawRange.count * rangeFactor;
  14537. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14538. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14539. var drawStart = Math.max( rangeStart, groupStart );
  14540. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14541. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14542. if ( drawCount === 0 ) { return; }
  14543. //
  14544. if ( object.isMesh ) {
  14545. if ( material.wireframe === true ) {
  14546. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14547. renderer.setMode( 1 );
  14548. } else {
  14549. renderer.setMode( 4 );
  14550. }
  14551. } else if ( object.isLine ) {
  14552. var lineWidth = material.linewidth;
  14553. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14554. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14555. if ( object.isLineSegments ) {
  14556. renderer.setMode( 1 );
  14557. } else if ( object.isLineLoop ) {
  14558. renderer.setMode( 2 );
  14559. } else {
  14560. renderer.setMode( 3 );
  14561. }
  14562. } else if ( object.isPoints ) {
  14563. renderer.setMode( 0 );
  14564. } else if ( object.isSprite ) {
  14565. renderer.setMode( 4 );
  14566. }
  14567. if ( object.isInstancedMesh ) {
  14568. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14569. } else if ( geometry.isInstancedBufferGeometry ) {
  14570. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14571. } else {
  14572. renderer.render( drawStart, drawCount );
  14573. }
  14574. };
  14575. function setupVertexAttributes( object, geometry, material, program ) {
  14576. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14577. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14578. }
  14579. state.initAttributes();
  14580. var geometryAttributes = geometry.attributes;
  14581. var programAttributes = program.getAttributes();
  14582. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14583. for ( var name in programAttributes ) {
  14584. var programAttribute = programAttributes[ name ];
  14585. if ( programAttribute >= 0 ) {
  14586. var geometryAttribute = geometryAttributes[ name ];
  14587. if ( geometryAttribute !== undefined ) {
  14588. var normalized = geometryAttribute.normalized;
  14589. var size = geometryAttribute.itemSize;
  14590. var attribute = attributes.get( geometryAttribute );
  14591. // TODO Attribute may not be available on context restore
  14592. if ( attribute === undefined ) { continue; }
  14593. var buffer = attribute.buffer;
  14594. var type = attribute.type;
  14595. var bytesPerElement = attribute.bytesPerElement;
  14596. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14597. var data = geometryAttribute.data;
  14598. var stride = data.stride;
  14599. var offset = geometryAttribute.offset;
  14600. if ( data && data.isInstancedInterleavedBuffer ) {
  14601. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14602. if ( geometry.maxInstancedCount === undefined ) {
  14603. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14604. }
  14605. } else {
  14606. state.enableAttribute( programAttribute );
  14607. }
  14608. _gl.bindBuffer( 34962, buffer );
  14609. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14610. } else {
  14611. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14612. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14613. if ( geometry.maxInstancedCount === undefined ) {
  14614. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14615. }
  14616. } else {
  14617. state.enableAttribute( programAttribute );
  14618. }
  14619. _gl.bindBuffer( 34962, buffer );
  14620. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14621. }
  14622. } else if ( name === 'instanceMatrix' ) {
  14623. var attribute = attributes.get( object.instanceMatrix );
  14624. // TODO Attribute may not be available on context restore
  14625. if ( attribute === undefined ) { continue; }
  14626. var buffer = attribute.buffer;
  14627. var type = attribute.type;
  14628. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14629. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14630. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14631. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14632. _gl.bindBuffer( 34962, buffer );
  14633. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14634. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14635. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14636. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14637. } else if ( materialDefaultAttributeValues !== undefined ) {
  14638. var value = materialDefaultAttributeValues[ name ];
  14639. if ( value !== undefined ) {
  14640. switch ( value.length ) {
  14641. case 2:
  14642. _gl.vertexAttrib2fv( programAttribute, value );
  14643. break;
  14644. case 3:
  14645. _gl.vertexAttrib3fv( programAttribute, value );
  14646. break;
  14647. case 4:
  14648. _gl.vertexAttrib4fv( programAttribute, value );
  14649. break;
  14650. default:
  14651. _gl.vertexAttrib1fv( programAttribute, value );
  14652. }
  14653. }
  14654. }
  14655. }
  14656. }
  14657. state.disableUnusedAttributes();
  14658. }
  14659. // Compile
  14660. this.compile = function ( scene, camera ) {
  14661. currentRenderState = renderStates.get( scene, camera );
  14662. currentRenderState.init();
  14663. scene.traverse( function ( object ) {
  14664. if ( object.isLight ) {
  14665. currentRenderState.pushLight( object );
  14666. if ( object.castShadow ) {
  14667. currentRenderState.pushShadow( object );
  14668. }
  14669. }
  14670. } );
  14671. currentRenderState.setupLights( camera );
  14672. var compiled = {};
  14673. scene.traverse( function ( object ) {
  14674. if ( object.material ) {
  14675. if ( Array.isArray( object.material ) ) {
  14676. for ( var i = 0; i < object.material.length; i ++ ) {
  14677. if ( object.material[ i ].uuid in compiled === false ) {
  14678. initMaterial( object.material[ i ], scene, object );
  14679. compiled[ object.material[ i ].uuid ] = true;
  14680. }
  14681. }
  14682. } else if ( object.material.uuid in compiled === false ) {
  14683. initMaterial( object.material, scene, object );
  14684. compiled[ object.material.uuid ] = true;
  14685. }
  14686. }
  14687. } );
  14688. };
  14689. // Animation Loop
  14690. var onAnimationFrameCallback = null;
  14691. function onAnimationFrame( time ) {
  14692. if ( xr.isPresenting ) { return; }
  14693. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14694. }
  14695. var animation = new WebGLAnimation();
  14696. animation.setAnimationLoop( onAnimationFrame );
  14697. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14698. this.setAnimationLoop = function ( callback ) {
  14699. onAnimationFrameCallback = callback;
  14700. xr.setAnimationLoop( callback );
  14701. animation.start();
  14702. };
  14703. // Rendering
  14704. this.render = function ( scene, camera ) {
  14705. var renderTarget, forceClear;
  14706. if ( arguments[ 2 ] !== undefined ) {
  14707. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14708. renderTarget = arguments[ 2 ];
  14709. }
  14710. if ( arguments[ 3 ] !== undefined ) {
  14711. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14712. forceClear = arguments[ 3 ];
  14713. }
  14714. if ( ! ( camera && camera.isCamera ) ) {
  14715. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14716. return;
  14717. }
  14718. if ( _isContextLost ) { return; }
  14719. // reset caching for this frame
  14720. _currentGeometryProgram.geometry = null;
  14721. _currentGeometryProgram.program = null;
  14722. _currentGeometryProgram.wireframe = false;
  14723. _currentMaterialId = - 1;
  14724. _currentCamera = null;
  14725. // update scene graph
  14726. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14727. // update camera matrices and frustum
  14728. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14729. if ( xr.enabled && xr.isPresenting ) {
  14730. camera = xr.getCamera( camera );
  14731. }
  14732. //
  14733. currentRenderState = renderStates.get( scene, camera );
  14734. currentRenderState.init();
  14735. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14736. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14737. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  14738. _localClippingEnabled = this.localClippingEnabled;
  14739. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14740. currentRenderList = renderLists.get( scene, camera );
  14741. currentRenderList.init();
  14742. projectObject( scene, camera, 0, _this.sortObjects );
  14743. if ( _this.sortObjects === true ) {
  14744. currentRenderList.sort( _opaqueSort, _transparentSort );
  14745. }
  14746. //
  14747. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14748. var shadowsArray = currentRenderState.state.shadowsArray;
  14749. shadowMap.render( shadowsArray, scene, camera );
  14750. currentRenderState.setupLights( camera );
  14751. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14752. //
  14753. if ( this.info.autoReset ) { this.info.reset(); }
  14754. if ( renderTarget !== undefined ) {
  14755. this.setRenderTarget( renderTarget );
  14756. }
  14757. if ( xr.enabled && multiview.isAvailable() ) {
  14758. multiview.attachCamera( camera );
  14759. }
  14760. //
  14761. background.render( currentRenderList, scene, camera, forceClear );
  14762. // render scene
  14763. var opaqueObjects = currentRenderList.opaque;
  14764. var transparentObjects = currentRenderList.transparent;
  14765. if ( scene.overrideMaterial ) {
  14766. var overrideMaterial = scene.overrideMaterial;
  14767. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14768. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14769. } else {
  14770. // opaque pass (front-to-back order)
  14771. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14772. // transparent pass (back-to-front order)
  14773. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14774. }
  14775. //
  14776. scene.onAfterRender( _this, scene, camera );
  14777. //
  14778. if ( _currentRenderTarget !== null ) {
  14779. // Generate mipmap if we're using any kind of mipmap filtering
  14780. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14781. // resolve multisample renderbuffers to a single-sample texture if necessary
  14782. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14783. }
  14784. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14785. state.buffers.depth.setTest( true );
  14786. state.buffers.depth.setMask( true );
  14787. state.buffers.color.setMask( true );
  14788. state.setPolygonOffset( false );
  14789. if ( xr.enabled ) {
  14790. if ( multiview.isAvailable() ) {
  14791. multiview.detachCamera( camera );
  14792. }
  14793. }
  14794. // _gl.finish();
  14795. currentRenderList = null;
  14796. currentRenderState = null;
  14797. };
  14798. function projectObject( object, camera, groupOrder, sortObjects ) {
  14799. if ( object.visible === false ) { return; }
  14800. var visible = object.layers.test( camera.layers );
  14801. if ( visible ) {
  14802. if ( object.isGroup ) {
  14803. groupOrder = object.renderOrder;
  14804. } else if ( object.isLOD ) {
  14805. if ( object.autoUpdate === true ) { object.update( camera ); }
  14806. } else if ( object.isLight ) {
  14807. currentRenderState.pushLight( object );
  14808. if ( object.castShadow ) {
  14809. currentRenderState.pushShadow( object );
  14810. }
  14811. } else if ( object.isSprite ) {
  14812. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14813. if ( sortObjects ) {
  14814. _vector3.setFromMatrixPosition( object.matrixWorld )
  14815. .applyMatrix4( _projScreenMatrix );
  14816. }
  14817. var geometry = objects.update( object );
  14818. var material = object.material;
  14819. if ( material.visible ) {
  14820. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14821. }
  14822. }
  14823. } else if ( object.isImmediateRenderObject ) {
  14824. if ( sortObjects ) {
  14825. _vector3.setFromMatrixPosition( object.matrixWorld )
  14826. .applyMatrix4( _projScreenMatrix );
  14827. }
  14828. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14829. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14830. if ( object.isSkinnedMesh ) {
  14831. // update skeleton only once in a frame
  14832. if ( object.skeleton.frame !== info.render.frame ) {
  14833. object.skeleton.update();
  14834. object.skeleton.frame = info.render.frame;
  14835. }
  14836. }
  14837. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14838. if ( sortObjects ) {
  14839. _vector3.setFromMatrixPosition( object.matrixWorld )
  14840. .applyMatrix4( _projScreenMatrix );
  14841. }
  14842. var geometry = objects.update( object );
  14843. var material = object.material;
  14844. if ( Array.isArray( material ) ) {
  14845. var groups = geometry.groups;
  14846. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14847. var group = groups[ i ];
  14848. var groupMaterial = material[ group.materialIndex ];
  14849. if ( groupMaterial && groupMaterial.visible ) {
  14850. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14851. }
  14852. }
  14853. } else if ( material.visible ) {
  14854. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14855. }
  14856. }
  14857. }
  14858. }
  14859. var children = object.children;
  14860. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14861. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14862. }
  14863. }
  14864. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14865. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14866. var renderItem = renderList[ i ];
  14867. var object = renderItem.object;
  14868. var geometry = renderItem.geometry;
  14869. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14870. var group = renderItem.group;
  14871. if ( camera.isArrayCamera ) {
  14872. _currentArrayCamera = camera;
  14873. if ( xr.enabled && multiview.isAvailable() ) {
  14874. renderObject( object, scene, camera, geometry, material, group );
  14875. } else {
  14876. var cameras = camera.cameras;
  14877. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14878. var camera2 = cameras[ j ];
  14879. if ( object.layers.test( camera2.layers ) ) {
  14880. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14881. currentRenderState.setupLights( camera2 );
  14882. renderObject( object, scene, camera2, geometry, material, group );
  14883. }
  14884. }
  14885. }
  14886. } else {
  14887. _currentArrayCamera = null;
  14888. renderObject( object, scene, camera, geometry, material, group );
  14889. }
  14890. }
  14891. }
  14892. function renderObject( object, scene, camera, geometry, material, group ) {
  14893. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14894. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14895. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14896. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14897. if ( object.isImmediateRenderObject ) {
  14898. var program = setProgram( camera, scene, material, object );
  14899. state.setMaterial( material );
  14900. _currentGeometryProgram.geometry = null;
  14901. _currentGeometryProgram.program = null;
  14902. _currentGeometryProgram.wireframe = false;
  14903. renderObjectImmediate( object, program );
  14904. } else {
  14905. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14906. }
  14907. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14908. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14909. }
  14910. function initMaterial( material, scene, object ) {
  14911. var materialProperties = properties.get( material );
  14912. var lights = currentRenderState.state.lights;
  14913. var shadowsArray = currentRenderState.state.shadowsArray;
  14914. var lightsStateVersion = lights.state.version;
  14915. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14916. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14917. var program = materialProperties.program;
  14918. var programChange = true;
  14919. if ( program === undefined ) {
  14920. // new material
  14921. material.addEventListener( 'dispose', onMaterialDispose );
  14922. } else if ( program.cacheKey !== programCacheKey ) {
  14923. // changed glsl or parameters
  14924. releaseMaterialProgramReference( material );
  14925. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14926. materialProperties.lightsStateVersion = lightsStateVersion;
  14927. programChange = false;
  14928. } else if ( parameters.shaderID !== undefined ) {
  14929. // same glsl and uniform list
  14930. return;
  14931. } else {
  14932. // only rebuild uniform list
  14933. programChange = false;
  14934. }
  14935. if ( programChange ) {
  14936. program = programCache.acquireProgram( parameters, programCacheKey );
  14937. materialProperties.program = program;
  14938. materialProperties.uniforms = parameters.uniforms;
  14939. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14940. materialProperties.outputEncoding = _this.outputEncoding;
  14941. material.program = program;
  14942. }
  14943. var programAttributes = program.getAttributes();
  14944. if ( material.morphTargets ) {
  14945. material.numSupportedMorphTargets = 0;
  14946. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14947. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14948. material.numSupportedMorphTargets ++;
  14949. }
  14950. }
  14951. }
  14952. if ( material.morphNormals ) {
  14953. material.numSupportedMorphNormals = 0;
  14954. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14955. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14956. material.numSupportedMorphNormals ++;
  14957. }
  14958. }
  14959. }
  14960. var uniforms = materialProperties.uniforms;
  14961. if ( ! material.isShaderMaterial &&
  14962. ! material.isRawShaderMaterial ||
  14963. material.clipping === true ) {
  14964. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14965. materialProperties.numIntersection = _clipping.numIntersection;
  14966. uniforms.clippingPlanes = _clipping.uniform;
  14967. }
  14968. materialProperties.fog = scene.fog;
  14969. // store the light setup it was created for
  14970. materialProperties.needsLights = materialNeedsLights( material );
  14971. materialProperties.lightsStateVersion = lightsStateVersion;
  14972. if ( materialProperties.needsLights ) {
  14973. // wire up the material to this renderer's lighting state
  14974. uniforms.ambientLightColor.value = lights.state.ambient;
  14975. uniforms.lightProbe.value = lights.state.probe;
  14976. uniforms.directionalLights.value = lights.state.directional;
  14977. uniforms.spotLights.value = lights.state.spot;
  14978. uniforms.rectAreaLights.value = lights.state.rectArea;
  14979. uniforms.pointLights.value = lights.state.point;
  14980. uniforms.hemisphereLights.value = lights.state.hemi;
  14981. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14982. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14983. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14984. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14985. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14986. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14987. // TODO (abelnation): add area lights shadow info to uniforms
  14988. }
  14989. var progUniforms = materialProperties.program.getUniforms(),
  14990. uniformsList =
  14991. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14992. materialProperties.uniformsList = uniformsList;
  14993. }
  14994. function setProgram( camera, scene, material, object ) {
  14995. textures.resetTextureUnits();
  14996. var fog = scene.fog;
  14997. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14998. var materialProperties = properties.get( material );
  14999. var lights = currentRenderState.state.lights;
  15000. if ( _clippingEnabled ) {
  15001. if ( _localClippingEnabled || camera !== _currentCamera ) {
  15002. var useCache =
  15003. camera === _currentCamera &&
  15004. material.id === _currentMaterialId;
  15005. // we might want to call this function with some ClippingGroup
  15006. // object instead of the material, once it becomes feasible
  15007. // (#8465, #8379)
  15008. _clipping.setState(
  15009. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15010. camera, materialProperties, useCache );
  15011. }
  15012. }
  15013. if ( material.version === materialProperties.__version ) {
  15014. if ( materialProperties.program === undefined ) {
  15015. initMaterial( material, scene, object );
  15016. } else if ( material.fog && materialProperties.fog !== fog ) {
  15017. initMaterial( material, scene, object );
  15018. } else if ( materialProperties.environment !== environment ) {
  15019. initMaterial( material, scene, object );
  15020. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15021. initMaterial( material, scene, object );
  15022. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15023. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15024. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15025. initMaterial( material, scene, object );
  15026. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  15027. initMaterial( material, scene, object );
  15028. }
  15029. } else {
  15030. initMaterial( material, scene, object );
  15031. materialProperties.__version = material.version;
  15032. }
  15033. var refreshProgram = false;
  15034. var refreshMaterial = false;
  15035. var refreshLights = false;
  15036. var program = materialProperties.program,
  15037. p_uniforms = program.getUniforms(),
  15038. m_uniforms = materialProperties.uniforms;
  15039. if ( state.useProgram( program.program ) ) {
  15040. refreshProgram = true;
  15041. refreshMaterial = true;
  15042. refreshLights = true;
  15043. }
  15044. if ( material.id !== _currentMaterialId ) {
  15045. _currentMaterialId = material.id;
  15046. refreshMaterial = true;
  15047. }
  15048. if ( refreshProgram || _currentCamera !== camera ) {
  15049. if ( program.numMultiviewViews > 0 ) {
  15050. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  15051. } else {
  15052. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15053. }
  15054. if ( capabilities.logarithmicDepthBuffer ) {
  15055. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15056. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15057. }
  15058. if ( _currentCamera !== camera ) {
  15059. _currentCamera = camera;
  15060. // lighting uniforms depend on the camera so enforce an update
  15061. // now, in case this material supports lights - or later, when
  15062. // the next material that does gets activated:
  15063. refreshMaterial = true; // set to true on material change
  15064. refreshLights = true; // remains set until update done
  15065. }
  15066. // load material specific uniforms
  15067. // (shader material also gets them for the sake of genericity)
  15068. if ( material.isShaderMaterial ||
  15069. material.isMeshPhongMaterial ||
  15070. material.isMeshToonMaterial ||
  15071. material.isMeshStandardMaterial ||
  15072. material.envMap ) {
  15073. var uCamPos = p_uniforms.map.cameraPosition;
  15074. if ( uCamPos !== undefined ) {
  15075. uCamPos.setValue( _gl,
  15076. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15077. }
  15078. }
  15079. if ( material.isMeshPhongMaterial ||
  15080. material.isMeshToonMaterial ||
  15081. material.isMeshLambertMaterial ||
  15082. material.isMeshBasicMaterial ||
  15083. material.isMeshStandardMaterial ||
  15084. material.isShaderMaterial ) {
  15085. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15086. }
  15087. if ( material.isMeshPhongMaterial ||
  15088. material.isMeshToonMaterial ||
  15089. material.isMeshLambertMaterial ||
  15090. material.isMeshBasicMaterial ||
  15091. material.isMeshStandardMaterial ||
  15092. material.isShaderMaterial ||
  15093. material.skinning ) {
  15094. if ( program.numMultiviewViews > 0 ) {
  15095. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  15096. } else {
  15097. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15098. }
  15099. }
  15100. }
  15101. // skinning uniforms must be set even if material didn't change
  15102. // auto-setting of texture unit for bone texture must go before other textures
  15103. // not sure why, but otherwise weird things happen
  15104. if ( material.skinning ) {
  15105. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15106. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15107. var skeleton = object.skeleton;
  15108. if ( skeleton ) {
  15109. var bones = skeleton.bones;
  15110. if ( capabilities.floatVertexTextures ) {
  15111. if ( skeleton.boneTexture === undefined ) {
  15112. // layout (1 matrix = 4 pixels)
  15113. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15114. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15115. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15116. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15117. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15118. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15119. size = MathUtils.ceilPowerOfTwo( size );
  15120. size = Math.max( size, 4 );
  15121. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15122. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15123. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15124. skeleton.boneMatrices = boneMatrices;
  15125. skeleton.boneTexture = boneTexture;
  15126. skeleton.boneTextureSize = size;
  15127. }
  15128. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15129. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15130. } else {
  15131. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15132. }
  15133. }
  15134. }
  15135. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15136. materialProperties.receiveShadow = object.receiveShadow;
  15137. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15138. }
  15139. if ( refreshMaterial ) {
  15140. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15141. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15142. if ( materialProperties.needsLights ) {
  15143. // the current material requires lighting info
  15144. // note: all lighting uniforms are always set correctly
  15145. // they simply reference the renderer's state for their
  15146. // values
  15147. //
  15148. // use the current material's .needsUpdate flags to set
  15149. // the GL state when required
  15150. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15151. }
  15152. // refresh uniforms common to several materials
  15153. if ( fog && material.fog ) {
  15154. refreshUniformsFog( m_uniforms, fog );
  15155. }
  15156. if ( material.isMeshBasicMaterial ) {
  15157. refreshUniformsCommon( m_uniforms, material );
  15158. } else if ( material.isMeshLambertMaterial ) {
  15159. refreshUniformsCommon( m_uniforms, material );
  15160. refreshUniformsLambert( m_uniforms, material );
  15161. } else if ( material.isMeshToonMaterial ) {
  15162. refreshUniformsCommon( m_uniforms, material );
  15163. refreshUniformsToon( m_uniforms, material );
  15164. } else if ( material.isMeshPhongMaterial ) {
  15165. refreshUniformsCommon( m_uniforms, material );
  15166. refreshUniformsPhong( m_uniforms, material );
  15167. } else if ( material.isMeshStandardMaterial ) {
  15168. refreshUniformsCommon( m_uniforms, material, environment );
  15169. if ( material.isMeshPhysicalMaterial ) {
  15170. refreshUniformsPhysical( m_uniforms, material, environment );
  15171. } else {
  15172. refreshUniformsStandard( m_uniforms, material, environment );
  15173. }
  15174. } else if ( material.isMeshMatcapMaterial ) {
  15175. refreshUniformsCommon( m_uniforms, material );
  15176. refreshUniformsMatcap( m_uniforms, material );
  15177. } else if ( material.isMeshDepthMaterial ) {
  15178. refreshUniformsCommon( m_uniforms, material );
  15179. refreshUniformsDepth( m_uniforms, material );
  15180. } else if ( material.isMeshDistanceMaterial ) {
  15181. refreshUniformsCommon( m_uniforms, material );
  15182. refreshUniformsDistance( m_uniforms, material );
  15183. } else if ( material.isMeshNormalMaterial ) {
  15184. refreshUniformsCommon( m_uniforms, material );
  15185. refreshUniformsNormal( m_uniforms, material );
  15186. } else if ( material.isLineBasicMaterial ) {
  15187. refreshUniformsLine( m_uniforms, material );
  15188. if ( material.isLineDashedMaterial ) {
  15189. refreshUniformsDash( m_uniforms, material );
  15190. }
  15191. } else if ( material.isPointsMaterial ) {
  15192. refreshUniformsPoints( m_uniforms, material );
  15193. } else if ( material.isSpriteMaterial ) {
  15194. refreshUniformsSprites( m_uniforms, material );
  15195. } else if ( material.isShadowMaterial ) {
  15196. m_uniforms.color.value.copy( material.color );
  15197. m_uniforms.opacity.value = material.opacity;
  15198. }
  15199. // RectAreaLight Texture
  15200. // TODO (mrdoob): Find a nicer implementation
  15201. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15202. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15203. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15204. if ( material.isShaderMaterial ) {
  15205. material.uniformsNeedUpdate = false; // #15581
  15206. }
  15207. }
  15208. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15209. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15210. material.uniformsNeedUpdate = false;
  15211. }
  15212. if ( material.isSpriteMaterial ) {
  15213. p_uniforms.setValue( _gl, 'center', object.center );
  15214. }
  15215. // common matrices
  15216. if ( program.numMultiviewViews > 0 ) {
  15217. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15218. } else {
  15219. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15220. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15221. }
  15222. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15223. return program;
  15224. }
  15225. // Uniforms (refresh uniforms objects)
  15226. function refreshUniformsCommon( uniforms, material, environment ) {
  15227. uniforms.opacity.value = material.opacity;
  15228. if ( material.color ) {
  15229. uniforms.diffuse.value.copy( material.color );
  15230. }
  15231. if ( material.emissive ) {
  15232. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15233. }
  15234. if ( material.map ) {
  15235. uniforms.map.value = material.map;
  15236. }
  15237. if ( material.alphaMap ) {
  15238. uniforms.alphaMap.value = material.alphaMap;
  15239. }
  15240. if ( material.specularMap ) {
  15241. uniforms.specularMap.value = material.specularMap;
  15242. }
  15243. var envMap = material.envMap || environment;
  15244. if ( envMap ) {
  15245. uniforms.envMap.value = envMap;
  15246. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15247. uniforms.reflectivity.value = material.reflectivity;
  15248. uniforms.refractionRatio.value = material.refractionRatio;
  15249. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15250. }
  15251. if ( material.lightMap ) {
  15252. uniforms.lightMap.value = material.lightMap;
  15253. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15254. }
  15255. if ( material.aoMap ) {
  15256. uniforms.aoMap.value = material.aoMap;
  15257. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15258. }
  15259. // uv repeat and offset setting priorities
  15260. // 1. color map
  15261. // 2. specular map
  15262. // 3. normal map
  15263. // 4. bump map
  15264. // 5. alpha map
  15265. // 6. emissive map
  15266. var uvScaleMap;
  15267. if ( material.map ) {
  15268. uvScaleMap = material.map;
  15269. } else if ( material.specularMap ) {
  15270. uvScaleMap = material.specularMap;
  15271. } else if ( material.displacementMap ) {
  15272. uvScaleMap = material.displacementMap;
  15273. } else if ( material.normalMap ) {
  15274. uvScaleMap = material.normalMap;
  15275. } else if ( material.bumpMap ) {
  15276. uvScaleMap = material.bumpMap;
  15277. } else if ( material.roughnessMap ) {
  15278. uvScaleMap = material.roughnessMap;
  15279. } else if ( material.metalnessMap ) {
  15280. uvScaleMap = material.metalnessMap;
  15281. } else if ( material.alphaMap ) {
  15282. uvScaleMap = material.alphaMap;
  15283. } else if ( material.emissiveMap ) {
  15284. uvScaleMap = material.emissiveMap;
  15285. }
  15286. if ( uvScaleMap !== undefined ) {
  15287. // backwards compatibility
  15288. if ( uvScaleMap.isWebGLRenderTarget ) {
  15289. uvScaleMap = uvScaleMap.texture;
  15290. }
  15291. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15292. uvScaleMap.updateMatrix();
  15293. }
  15294. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15295. }
  15296. // uv repeat and offset setting priorities for uv2
  15297. // 1. ao map
  15298. // 2. light map
  15299. var uv2ScaleMap;
  15300. if ( material.aoMap ) {
  15301. uv2ScaleMap = material.aoMap;
  15302. } else if ( material.lightMap ) {
  15303. uv2ScaleMap = material.lightMap;
  15304. }
  15305. if ( uv2ScaleMap !== undefined ) {
  15306. // backwards compatibility
  15307. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15308. uv2ScaleMap = uv2ScaleMap.texture;
  15309. }
  15310. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15311. uv2ScaleMap.updateMatrix();
  15312. }
  15313. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15314. }
  15315. }
  15316. function refreshUniformsLine( uniforms, material ) {
  15317. uniforms.diffuse.value.copy( material.color );
  15318. uniforms.opacity.value = material.opacity;
  15319. }
  15320. function refreshUniformsDash( uniforms, material ) {
  15321. uniforms.dashSize.value = material.dashSize;
  15322. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15323. uniforms.scale.value = material.scale;
  15324. }
  15325. function refreshUniformsPoints( uniforms, material ) {
  15326. uniforms.diffuse.value.copy( material.color );
  15327. uniforms.opacity.value = material.opacity;
  15328. uniforms.size.value = material.size * _pixelRatio;
  15329. uniforms.scale.value = _height * 0.5;
  15330. if ( material.map ) {
  15331. uniforms.map.value = material.map;
  15332. }
  15333. if ( material.alphaMap ) {
  15334. uniforms.alphaMap.value = material.alphaMap;
  15335. }
  15336. // uv repeat and offset setting priorities
  15337. // 1. color map
  15338. // 2. alpha map
  15339. var uvScaleMap;
  15340. if ( material.map ) {
  15341. uvScaleMap = material.map;
  15342. } else if ( material.alphaMap ) {
  15343. uvScaleMap = material.alphaMap;
  15344. }
  15345. if ( uvScaleMap !== undefined ) {
  15346. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15347. uvScaleMap.updateMatrix();
  15348. }
  15349. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15350. }
  15351. }
  15352. function refreshUniformsSprites( uniforms, material ) {
  15353. uniforms.diffuse.value.copy( material.color );
  15354. uniforms.opacity.value = material.opacity;
  15355. uniforms.rotation.value = material.rotation;
  15356. if ( material.map ) {
  15357. uniforms.map.value = material.map;
  15358. }
  15359. if ( material.alphaMap ) {
  15360. uniforms.alphaMap.value = material.alphaMap;
  15361. }
  15362. // uv repeat and offset setting priorities
  15363. // 1. color map
  15364. // 2. alpha map
  15365. var uvScaleMap;
  15366. if ( material.map ) {
  15367. uvScaleMap = material.map;
  15368. } else if ( material.alphaMap ) {
  15369. uvScaleMap = material.alphaMap;
  15370. }
  15371. if ( uvScaleMap !== undefined ) {
  15372. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15373. uvScaleMap.updateMatrix();
  15374. }
  15375. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15376. }
  15377. }
  15378. function refreshUniformsFog( uniforms, fog ) {
  15379. uniforms.fogColor.value.copy( fog.color );
  15380. if ( fog.isFog ) {
  15381. uniforms.fogNear.value = fog.near;
  15382. uniforms.fogFar.value = fog.far;
  15383. } else if ( fog.isFogExp2 ) {
  15384. uniforms.fogDensity.value = fog.density;
  15385. }
  15386. }
  15387. function refreshUniformsLambert( uniforms, material ) {
  15388. if ( material.emissiveMap ) {
  15389. uniforms.emissiveMap.value = material.emissiveMap;
  15390. }
  15391. }
  15392. function refreshUniformsPhong( uniforms, material ) {
  15393. uniforms.specular.value.copy( material.specular );
  15394. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15395. if ( material.emissiveMap ) {
  15396. uniforms.emissiveMap.value = material.emissiveMap;
  15397. }
  15398. if ( material.bumpMap ) {
  15399. uniforms.bumpMap.value = material.bumpMap;
  15400. uniforms.bumpScale.value = material.bumpScale;
  15401. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15402. }
  15403. if ( material.normalMap ) {
  15404. uniforms.normalMap.value = material.normalMap;
  15405. uniforms.normalScale.value.copy( material.normalScale );
  15406. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15407. }
  15408. if ( material.displacementMap ) {
  15409. uniforms.displacementMap.value = material.displacementMap;
  15410. uniforms.displacementScale.value = material.displacementScale;
  15411. uniforms.displacementBias.value = material.displacementBias;
  15412. }
  15413. }
  15414. function refreshUniformsToon( uniforms, material ) {
  15415. uniforms.specular.value.copy( material.specular );
  15416. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15417. if ( material.gradientMap ) {
  15418. uniforms.gradientMap.value = material.gradientMap;
  15419. }
  15420. if ( material.emissiveMap ) {
  15421. uniforms.emissiveMap.value = material.emissiveMap;
  15422. }
  15423. if ( material.bumpMap ) {
  15424. uniforms.bumpMap.value = material.bumpMap;
  15425. uniforms.bumpScale.value = material.bumpScale;
  15426. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15427. }
  15428. if ( material.normalMap ) {
  15429. uniforms.normalMap.value = material.normalMap;
  15430. uniforms.normalScale.value.copy( material.normalScale );
  15431. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15432. }
  15433. if ( material.displacementMap ) {
  15434. uniforms.displacementMap.value = material.displacementMap;
  15435. uniforms.displacementScale.value = material.displacementScale;
  15436. uniforms.displacementBias.value = material.displacementBias;
  15437. }
  15438. }
  15439. function refreshUniformsStandard( uniforms, material, environment ) {
  15440. uniforms.roughness.value = material.roughness;
  15441. uniforms.metalness.value = material.metalness;
  15442. if ( material.roughnessMap ) {
  15443. uniforms.roughnessMap.value = material.roughnessMap;
  15444. }
  15445. if ( material.metalnessMap ) {
  15446. uniforms.metalnessMap.value = material.metalnessMap;
  15447. }
  15448. if ( material.emissiveMap ) {
  15449. uniforms.emissiveMap.value = material.emissiveMap;
  15450. }
  15451. if ( material.bumpMap ) {
  15452. uniforms.bumpMap.value = material.bumpMap;
  15453. uniforms.bumpScale.value = material.bumpScale;
  15454. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15455. }
  15456. if ( material.normalMap ) {
  15457. uniforms.normalMap.value = material.normalMap;
  15458. uniforms.normalScale.value.copy( material.normalScale );
  15459. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15460. }
  15461. if ( material.displacementMap ) {
  15462. uniforms.displacementMap.value = material.displacementMap;
  15463. uniforms.displacementScale.value = material.displacementScale;
  15464. uniforms.displacementBias.value = material.displacementBias;
  15465. }
  15466. if ( material.envMap || environment ) {
  15467. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15468. uniforms.envMapIntensity.value = material.envMapIntensity;
  15469. }
  15470. }
  15471. function refreshUniformsPhysical( uniforms, material, environment ) {
  15472. refreshUniformsStandard( uniforms, material, environment );
  15473. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15474. uniforms.clearcoat.value = material.clearcoat;
  15475. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15476. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15477. if ( material.clearcoatNormalMap ) {
  15478. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15479. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15480. if ( material.side === BackSide ) {
  15481. uniforms.clearcoatNormalScale.value.negate();
  15482. }
  15483. }
  15484. uniforms.transparency.value = material.transparency;
  15485. }
  15486. function refreshUniformsMatcap( uniforms, material ) {
  15487. if ( material.matcap ) {
  15488. uniforms.matcap.value = material.matcap;
  15489. }
  15490. if ( material.bumpMap ) {
  15491. uniforms.bumpMap.value = material.bumpMap;
  15492. uniforms.bumpScale.value = material.bumpScale;
  15493. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15494. }
  15495. if ( material.normalMap ) {
  15496. uniforms.normalMap.value = material.normalMap;
  15497. uniforms.normalScale.value.copy( material.normalScale );
  15498. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15499. }
  15500. if ( material.displacementMap ) {
  15501. uniforms.displacementMap.value = material.displacementMap;
  15502. uniforms.displacementScale.value = material.displacementScale;
  15503. uniforms.displacementBias.value = material.displacementBias;
  15504. }
  15505. }
  15506. function refreshUniformsDepth( uniforms, material ) {
  15507. if ( material.displacementMap ) {
  15508. uniforms.displacementMap.value = material.displacementMap;
  15509. uniforms.displacementScale.value = material.displacementScale;
  15510. uniforms.displacementBias.value = material.displacementBias;
  15511. }
  15512. }
  15513. function refreshUniformsDistance( uniforms, material ) {
  15514. if ( material.displacementMap ) {
  15515. uniforms.displacementMap.value = material.displacementMap;
  15516. uniforms.displacementScale.value = material.displacementScale;
  15517. uniforms.displacementBias.value = material.displacementBias;
  15518. }
  15519. uniforms.referencePosition.value.copy( material.referencePosition );
  15520. uniforms.nearDistance.value = material.nearDistance;
  15521. uniforms.farDistance.value = material.farDistance;
  15522. }
  15523. function refreshUniformsNormal( uniforms, material ) {
  15524. if ( material.bumpMap ) {
  15525. uniforms.bumpMap.value = material.bumpMap;
  15526. uniforms.bumpScale.value = material.bumpScale;
  15527. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15528. }
  15529. if ( material.normalMap ) {
  15530. uniforms.normalMap.value = material.normalMap;
  15531. uniforms.normalScale.value.copy( material.normalScale );
  15532. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15533. }
  15534. if ( material.displacementMap ) {
  15535. uniforms.displacementMap.value = material.displacementMap;
  15536. uniforms.displacementScale.value = material.displacementScale;
  15537. uniforms.displacementBias.value = material.displacementBias;
  15538. }
  15539. }
  15540. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15541. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15542. uniforms.ambientLightColor.needsUpdate = value;
  15543. uniforms.lightProbe.needsUpdate = value;
  15544. uniforms.directionalLights.needsUpdate = value;
  15545. uniforms.pointLights.needsUpdate = value;
  15546. uniforms.spotLights.needsUpdate = value;
  15547. uniforms.rectAreaLights.needsUpdate = value;
  15548. uniforms.hemisphereLights.needsUpdate = value;
  15549. }
  15550. function materialNeedsLights( material ) {
  15551. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15552. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15553. ( material.isShaderMaterial && material.lights === true );
  15554. }
  15555. //
  15556. this.setFramebuffer = function ( value ) {
  15557. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15558. _framebuffer = value;
  15559. };
  15560. this.getActiveCubeFace = function () {
  15561. return _currentActiveCubeFace;
  15562. };
  15563. this.getActiveMipmapLevel = function () {
  15564. return _currentActiveMipmapLevel;
  15565. };
  15566. this.getRenderTarget = function () {
  15567. return _currentRenderTarget;
  15568. };
  15569. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15570. _currentRenderTarget = renderTarget;
  15571. _currentActiveCubeFace = activeCubeFace;
  15572. _currentActiveMipmapLevel = activeMipmapLevel;
  15573. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15574. textures.setupRenderTarget( renderTarget );
  15575. }
  15576. var framebuffer = _framebuffer;
  15577. var isCube = false;
  15578. if ( renderTarget ) {
  15579. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15580. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15581. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15582. isCube = true;
  15583. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15584. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15585. } else {
  15586. framebuffer = __webglFramebuffer;
  15587. }
  15588. _currentViewport.copy( renderTarget.viewport );
  15589. _currentScissor.copy( renderTarget.scissor );
  15590. _currentScissorTest = renderTarget.scissorTest;
  15591. } else {
  15592. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15593. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15594. _currentScissorTest = _scissorTest;
  15595. }
  15596. if ( _currentFramebuffer !== framebuffer ) {
  15597. _gl.bindFramebuffer( 36160, framebuffer );
  15598. _currentFramebuffer = framebuffer;
  15599. }
  15600. state.viewport( _currentViewport );
  15601. state.scissor( _currentScissor );
  15602. state.setScissorTest( _currentScissorTest );
  15603. if ( isCube ) {
  15604. var textureProperties = properties.get( renderTarget.texture );
  15605. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15606. }
  15607. };
  15608. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15609. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15610. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15611. return;
  15612. }
  15613. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15614. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15615. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15616. }
  15617. if ( framebuffer ) {
  15618. var restore = false;
  15619. if ( framebuffer !== _currentFramebuffer ) {
  15620. _gl.bindFramebuffer( 36160, framebuffer );
  15621. restore = true;
  15622. }
  15623. try {
  15624. var texture = renderTarget.texture;
  15625. var textureFormat = texture.format;
  15626. var textureType = texture.type;
  15627. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15628. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15629. return;
  15630. }
  15631. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15632. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15633. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15634. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15635. return;
  15636. }
  15637. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15638. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15639. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15640. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15641. }
  15642. } else {
  15643. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15644. }
  15645. } finally {
  15646. if ( restore ) {
  15647. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15648. }
  15649. }
  15650. }
  15651. };
  15652. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15653. if ( level === undefined ) { level = 0; }
  15654. var levelScale = Math.pow( 2, - level );
  15655. var width = Math.floor( texture.image.width * levelScale );
  15656. var height = Math.floor( texture.image.height * levelScale );
  15657. var glFormat = utils.convert( texture.format );
  15658. textures.setTexture2D( texture, 0 );
  15659. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15660. state.unbindTexture();
  15661. };
  15662. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15663. var width = srcTexture.image.width;
  15664. var height = srcTexture.image.height;
  15665. var glFormat = utils.convert( dstTexture.format );
  15666. var glType = utils.convert( dstTexture.type );
  15667. textures.setTexture2D( dstTexture, 0 );
  15668. if ( srcTexture.isDataTexture ) {
  15669. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15670. } else {
  15671. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15672. }
  15673. state.unbindTexture();
  15674. };
  15675. this.initTexture = function ( texture ) {
  15676. textures.setTexture2D( texture, 0 );
  15677. state.unbindTexture();
  15678. };
  15679. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15680. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15681. }
  15682. }
  15683. /**
  15684. * @author mrdoob / http://mrdoob.com/
  15685. * @author alteredq / http://alteredqualia.com/
  15686. */
  15687. function FogExp2( color, density ) {
  15688. this.name = '';
  15689. this.color = new Color( color );
  15690. this.density = ( density !== undefined ) ? density : 0.00025;
  15691. }
  15692. Object.assign( FogExp2.prototype, {
  15693. isFogExp2: true,
  15694. clone: function () {
  15695. return new FogExp2( this.color, this.density );
  15696. },
  15697. toJSON: function ( /* meta */ ) {
  15698. return {
  15699. type: 'FogExp2',
  15700. color: this.color.getHex(),
  15701. density: this.density
  15702. };
  15703. }
  15704. } );
  15705. /**
  15706. * @author mrdoob / http://mrdoob.com/
  15707. * @author alteredq / http://alteredqualia.com/
  15708. */
  15709. function Fog( color, near, far ) {
  15710. this.name = '';
  15711. this.color = new Color( color );
  15712. this.near = ( near !== undefined ) ? near : 1;
  15713. this.far = ( far !== undefined ) ? far : 1000;
  15714. }
  15715. Object.assign( Fog.prototype, {
  15716. isFog: true,
  15717. clone: function () {
  15718. return new Fog( this.color, this.near, this.far );
  15719. },
  15720. toJSON: function ( /* meta */ ) {
  15721. return {
  15722. type: 'Fog',
  15723. color: this.color.getHex(),
  15724. near: this.near,
  15725. far: this.far
  15726. };
  15727. }
  15728. } );
  15729. /**
  15730. * @author benaadams / https://twitter.com/ben_a_adams
  15731. */
  15732. function InterleavedBuffer( array, stride ) {
  15733. this.array = array;
  15734. this.stride = stride;
  15735. this.count = array !== undefined ? array.length / stride : 0;
  15736. this.usage = StaticDrawUsage;
  15737. this.updateRange = { offset: 0, count: - 1 };
  15738. this.version = 0;
  15739. }
  15740. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15741. set: function ( value ) {
  15742. if ( value === true ) { this.version ++; }
  15743. }
  15744. } );
  15745. Object.assign( InterleavedBuffer.prototype, {
  15746. isInterleavedBuffer: true,
  15747. onUploadCallback: function () {},
  15748. setUsage: function ( value ) {
  15749. this.usage = value;
  15750. return this;
  15751. },
  15752. copy: function ( source ) {
  15753. this.array = new source.array.constructor( source.array );
  15754. this.count = source.count;
  15755. this.stride = source.stride;
  15756. this.usage = source.usage;
  15757. return this;
  15758. },
  15759. copyAt: function ( index1, attribute, index2 ) {
  15760. index1 *= this.stride;
  15761. index2 *= attribute.stride;
  15762. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15763. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15764. }
  15765. return this;
  15766. },
  15767. set: function ( value, offset ) {
  15768. if ( offset === undefined ) { offset = 0; }
  15769. this.array.set( value, offset );
  15770. return this;
  15771. },
  15772. clone: function () {
  15773. return new this.constructor().copy( this );
  15774. },
  15775. onUpload: function ( callback ) {
  15776. this.onUploadCallback = callback;
  15777. return this;
  15778. }
  15779. } );
  15780. /**
  15781. * @author benaadams / https://twitter.com/ben_a_adams
  15782. */
  15783. var _vector$6 = new Vector3();
  15784. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15785. this.data = interleavedBuffer;
  15786. this.itemSize = itemSize;
  15787. this.offset = offset;
  15788. this.normalized = normalized === true;
  15789. }
  15790. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15791. count: {
  15792. get: function () {
  15793. return this.data.count;
  15794. }
  15795. },
  15796. array: {
  15797. get: function () {
  15798. return this.data.array;
  15799. }
  15800. }
  15801. } );
  15802. Object.assign( InterleavedBufferAttribute.prototype, {
  15803. isInterleavedBufferAttribute: true,
  15804. applyMatrix4: function ( m ) {
  15805. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15806. _vector$6.x = this.getX( i );
  15807. _vector$6.y = this.getY( i );
  15808. _vector$6.z = this.getZ( i );
  15809. _vector$6.applyMatrix4( m );
  15810. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15811. }
  15812. return this;
  15813. },
  15814. setX: function ( index, x ) {
  15815. this.data.array[ index * this.data.stride + this.offset ] = x;
  15816. return this;
  15817. },
  15818. setY: function ( index, y ) {
  15819. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15820. return this;
  15821. },
  15822. setZ: function ( index, z ) {
  15823. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15824. return this;
  15825. },
  15826. setW: function ( index, w ) {
  15827. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15828. return this;
  15829. },
  15830. getX: function ( index ) {
  15831. return this.data.array[ index * this.data.stride + this.offset ];
  15832. },
  15833. getY: function ( index ) {
  15834. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15835. },
  15836. getZ: function ( index ) {
  15837. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15838. },
  15839. getW: function ( index ) {
  15840. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15841. },
  15842. setXY: function ( index, x, y ) {
  15843. index = index * this.data.stride + this.offset;
  15844. this.data.array[ index + 0 ] = x;
  15845. this.data.array[ index + 1 ] = y;
  15846. return this;
  15847. },
  15848. setXYZ: function ( index, x, y, z ) {
  15849. index = index * this.data.stride + this.offset;
  15850. this.data.array[ index + 0 ] = x;
  15851. this.data.array[ index + 1 ] = y;
  15852. this.data.array[ index + 2 ] = z;
  15853. return this;
  15854. },
  15855. setXYZW: function ( index, x, y, z, w ) {
  15856. index = index * this.data.stride + this.offset;
  15857. this.data.array[ index + 0 ] = x;
  15858. this.data.array[ index + 1 ] = y;
  15859. this.data.array[ index + 2 ] = z;
  15860. this.data.array[ index + 3 ] = w;
  15861. return this;
  15862. }
  15863. } );
  15864. /**
  15865. * @author alteredq / http://alteredqualia.com/
  15866. *
  15867. * parameters = {
  15868. * color: <hex>,
  15869. * map: new THREE.Texture( <Image> ),
  15870. * alphaMap: new THREE.Texture( <Image> ),
  15871. * rotation: <float>,
  15872. * sizeAttenuation: <bool>
  15873. * }
  15874. */
  15875. function SpriteMaterial( parameters ) {
  15876. Material.call( this );
  15877. this.type = 'SpriteMaterial';
  15878. this.color = new Color( 0xffffff );
  15879. this.map = null;
  15880. this.alphaMap = null;
  15881. this.rotation = 0;
  15882. this.sizeAttenuation = true;
  15883. this.transparent = true;
  15884. this.setValues( parameters );
  15885. }
  15886. SpriteMaterial.prototype = Object.create( Material.prototype );
  15887. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15888. SpriteMaterial.prototype.isSpriteMaterial = true;
  15889. SpriteMaterial.prototype.copy = function ( source ) {
  15890. Material.prototype.copy.call( this, source );
  15891. this.color.copy( source.color );
  15892. this.map = source.map;
  15893. this.alphaMap = source.alphaMap;
  15894. this.rotation = source.rotation;
  15895. this.sizeAttenuation = source.sizeAttenuation;
  15896. return this;
  15897. };
  15898. /**
  15899. * @author mikael emtinger / http://gomo.se/
  15900. * @author alteredq / http://alteredqualia.com/
  15901. */
  15902. var _geometry;
  15903. var _intersectPoint = new Vector3();
  15904. var _worldScale = new Vector3();
  15905. var _mvPosition = new Vector3();
  15906. var _alignedPosition = new Vector2();
  15907. var _rotatedPosition = new Vector2();
  15908. var _viewWorldMatrix = new Matrix4();
  15909. var _vA$1 = new Vector3();
  15910. var _vB$1 = new Vector3();
  15911. var _vC$1 = new Vector3();
  15912. var _uvA$1 = new Vector2();
  15913. var _uvB$1 = new Vector2();
  15914. var _uvC$1 = new Vector2();
  15915. function Sprite( material ) {
  15916. Object3D.call( this );
  15917. this.type = 'Sprite';
  15918. if ( _geometry === undefined ) {
  15919. _geometry = new BufferGeometry();
  15920. var float32Array = new Float32Array( [
  15921. - 0.5, - 0.5, 0, 0, 0,
  15922. 0.5, - 0.5, 0, 1, 0,
  15923. 0.5, 0.5, 0, 1, 1,
  15924. - 0.5, 0.5, 0, 0, 1
  15925. ] );
  15926. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15927. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15928. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15929. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15930. }
  15931. this.geometry = _geometry;
  15932. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15933. this.center = new Vector2( 0.5, 0.5 );
  15934. }
  15935. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15936. constructor: Sprite,
  15937. isSprite: true,
  15938. raycast: function ( raycaster, intersects ) {
  15939. if ( raycaster.camera === null ) {
  15940. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15941. }
  15942. _worldScale.setFromMatrixScale( this.matrixWorld );
  15943. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15944. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15945. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15946. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15947. _worldScale.multiplyScalar( - _mvPosition.z );
  15948. }
  15949. var rotation = this.material.rotation;
  15950. var sin, cos;
  15951. if ( rotation !== 0 ) {
  15952. cos = Math.cos( rotation );
  15953. sin = Math.sin( rotation );
  15954. }
  15955. var center = this.center;
  15956. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15957. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15958. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15959. _uvA$1.set( 0, 0 );
  15960. _uvB$1.set( 1, 0 );
  15961. _uvC$1.set( 1, 1 );
  15962. // check first triangle
  15963. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15964. if ( intersect === null ) {
  15965. // check second triangle
  15966. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15967. _uvB$1.set( 0, 1 );
  15968. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15969. if ( intersect === null ) {
  15970. return;
  15971. }
  15972. }
  15973. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15974. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15975. intersects.push( {
  15976. distance: distance,
  15977. point: _intersectPoint.clone(),
  15978. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15979. face: null,
  15980. object: this
  15981. } );
  15982. },
  15983. clone: function () {
  15984. return new this.constructor( this.material ).copy( this );
  15985. },
  15986. copy: function ( source ) {
  15987. Object3D.prototype.copy.call( this, source );
  15988. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15989. return this;
  15990. }
  15991. } );
  15992. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15993. // compute position in camera space
  15994. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15995. // to check if rotation is not zero
  15996. if ( sin !== undefined ) {
  15997. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15998. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15999. } else {
  16000. _rotatedPosition.copy( _alignedPosition );
  16001. }
  16002. vertexPosition.copy( mvPosition );
  16003. vertexPosition.x += _rotatedPosition.x;
  16004. vertexPosition.y += _rotatedPosition.y;
  16005. // transform to world space
  16006. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16007. }
  16008. /**
  16009. * @author mikael emtinger / http://gomo.se/
  16010. * @author alteredq / http://alteredqualia.com/
  16011. * @author mrdoob / http://mrdoob.com/
  16012. */
  16013. var _v1$4 = new Vector3();
  16014. var _v2$2 = new Vector3();
  16015. function LOD() {
  16016. Object3D.call( this );
  16017. this.type = 'LOD';
  16018. Object.defineProperties( this, {
  16019. levels: {
  16020. enumerable: true,
  16021. value: []
  16022. }
  16023. } );
  16024. this.autoUpdate = true;
  16025. }
  16026. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16027. constructor: LOD,
  16028. isLOD: true,
  16029. copy: function ( source ) {
  16030. Object3D.prototype.copy.call( this, source, false );
  16031. var levels = source.levels;
  16032. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16033. var level = levels[ i ];
  16034. this.addLevel( level.object.clone(), level.distance );
  16035. }
  16036. this.autoUpdate = source.autoUpdate;
  16037. return this;
  16038. },
  16039. addLevel: function ( object, distance ) {
  16040. if ( distance === undefined ) { distance = 0; }
  16041. distance = Math.abs( distance );
  16042. var levels = this.levels;
  16043. for ( var l = 0; l < levels.length; l ++ ) {
  16044. if ( distance < levels[ l ].distance ) {
  16045. break;
  16046. }
  16047. }
  16048. levels.splice( l, 0, { distance: distance, object: object } );
  16049. this.add( object );
  16050. return this;
  16051. },
  16052. getObjectForDistance: function ( distance ) {
  16053. var levels = this.levels;
  16054. if ( levels.length > 0 ) {
  16055. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16056. if ( distance < levels[ i ].distance ) {
  16057. break;
  16058. }
  16059. }
  16060. return levels[ i - 1 ].object;
  16061. }
  16062. return null;
  16063. },
  16064. raycast: function ( raycaster, intersects ) {
  16065. var levels = this.levels;
  16066. if ( levels.length > 0 ) {
  16067. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16068. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16069. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16070. }
  16071. },
  16072. update: function ( camera ) {
  16073. var levels = this.levels;
  16074. if ( levels.length > 1 ) {
  16075. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16076. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16077. var distance = _v1$4.distanceTo( _v2$2 );
  16078. levels[ 0 ].object.visible = true;
  16079. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16080. if ( distance >= levels[ i ].distance ) {
  16081. levels[ i - 1 ].object.visible = false;
  16082. levels[ i ].object.visible = true;
  16083. } else {
  16084. break;
  16085. }
  16086. }
  16087. for ( ; i < l; i ++ ) {
  16088. levels[ i ].object.visible = false;
  16089. }
  16090. }
  16091. },
  16092. toJSON: function ( meta ) {
  16093. var data = Object3D.prototype.toJSON.call( this, meta );
  16094. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16095. data.object.levels = [];
  16096. var levels = this.levels;
  16097. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16098. var level = levels[ i ];
  16099. data.object.levels.push( {
  16100. object: level.object.uuid,
  16101. distance: level.distance
  16102. } );
  16103. }
  16104. return data;
  16105. }
  16106. } );
  16107. /**
  16108. * @author mikael emtinger / http://gomo.se/
  16109. * @author alteredq / http://alteredqualia.com/
  16110. * @author ikerr / http://verold.com
  16111. */
  16112. function SkinnedMesh( geometry, material ) {
  16113. if ( geometry && geometry.isGeometry ) {
  16114. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16115. }
  16116. Mesh.call( this, geometry, material );
  16117. this.type = 'SkinnedMesh';
  16118. this.bindMode = 'attached';
  16119. this.bindMatrix = new Matrix4();
  16120. this.bindMatrixInverse = new Matrix4();
  16121. }
  16122. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16123. constructor: SkinnedMesh,
  16124. isSkinnedMesh: true,
  16125. bind: function ( skeleton, bindMatrix ) {
  16126. this.skeleton = skeleton;
  16127. if ( bindMatrix === undefined ) {
  16128. this.updateMatrixWorld( true );
  16129. this.skeleton.calculateInverses();
  16130. bindMatrix = this.matrixWorld;
  16131. }
  16132. this.bindMatrix.copy( bindMatrix );
  16133. this.bindMatrixInverse.getInverse( bindMatrix );
  16134. },
  16135. pose: function () {
  16136. this.skeleton.pose();
  16137. },
  16138. normalizeSkinWeights: function () {
  16139. var vector = new Vector4();
  16140. var skinWeight = this.geometry.attributes.skinWeight;
  16141. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16142. vector.x = skinWeight.getX( i );
  16143. vector.y = skinWeight.getY( i );
  16144. vector.z = skinWeight.getZ( i );
  16145. vector.w = skinWeight.getW( i );
  16146. var scale = 1.0 / vector.manhattanLength();
  16147. if ( scale !== Infinity ) {
  16148. vector.multiplyScalar( scale );
  16149. } else {
  16150. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16151. }
  16152. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16153. }
  16154. },
  16155. updateMatrixWorld: function ( force ) {
  16156. Mesh.prototype.updateMatrixWorld.call( this, force );
  16157. if ( this.bindMode === 'attached' ) {
  16158. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16159. } else if ( this.bindMode === 'detached' ) {
  16160. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16161. } else {
  16162. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16163. }
  16164. },
  16165. clone: function () {
  16166. return new this.constructor( this.geometry, this.material ).copy( this );
  16167. }
  16168. } );
  16169. /**
  16170. * @author mikael emtinger / http://gomo.se/
  16171. * @author alteredq / http://alteredqualia.com/
  16172. * @author michael guerrero / http://realitymeltdown.com
  16173. * @author ikerr / http://verold.com
  16174. */
  16175. var _offsetMatrix = new Matrix4();
  16176. var _identityMatrix = new Matrix4();
  16177. function Skeleton( bones, boneInverses ) {
  16178. // copy the bone array
  16179. bones = bones || [];
  16180. this.bones = bones.slice( 0 );
  16181. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16182. this.frame = - 1;
  16183. // use the supplied bone inverses or calculate the inverses
  16184. if ( boneInverses === undefined ) {
  16185. this.calculateInverses();
  16186. } else {
  16187. if ( this.bones.length === boneInverses.length ) {
  16188. this.boneInverses = boneInverses.slice( 0 );
  16189. } else {
  16190. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16191. this.boneInverses = [];
  16192. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16193. this.boneInverses.push( new Matrix4() );
  16194. }
  16195. }
  16196. }
  16197. }
  16198. Object.assign( Skeleton.prototype, {
  16199. calculateInverses: function () {
  16200. this.boneInverses = [];
  16201. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16202. var inverse = new Matrix4();
  16203. if ( this.bones[ i ] ) {
  16204. inverse.getInverse( this.bones[ i ].matrixWorld );
  16205. }
  16206. this.boneInverses.push( inverse );
  16207. }
  16208. },
  16209. pose: function () {
  16210. var bone, i, il;
  16211. // recover the bind-time world matrices
  16212. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16213. bone = this.bones[ i ];
  16214. if ( bone ) {
  16215. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16216. }
  16217. }
  16218. // compute the local matrices, positions, rotations and scales
  16219. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16220. bone = this.bones[ i ];
  16221. if ( bone ) {
  16222. if ( bone.parent && bone.parent.isBone ) {
  16223. bone.matrix.getInverse( bone.parent.matrixWorld );
  16224. bone.matrix.multiply( bone.matrixWorld );
  16225. } else {
  16226. bone.matrix.copy( bone.matrixWorld );
  16227. }
  16228. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16229. }
  16230. }
  16231. },
  16232. update: function () {
  16233. var bones = this.bones;
  16234. var boneInverses = this.boneInverses;
  16235. var boneMatrices = this.boneMatrices;
  16236. var boneTexture = this.boneTexture;
  16237. // flatten bone matrices to array
  16238. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16239. // compute the offset between the current and the original transform
  16240. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16241. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16242. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16243. }
  16244. if ( boneTexture !== undefined ) {
  16245. boneTexture.needsUpdate = true;
  16246. }
  16247. },
  16248. clone: function () {
  16249. return new Skeleton( this.bones, this.boneInverses );
  16250. },
  16251. getBoneByName: function ( name ) {
  16252. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16253. var bone = this.bones[ i ];
  16254. if ( bone.name === name ) {
  16255. return bone;
  16256. }
  16257. }
  16258. return undefined;
  16259. }
  16260. } );
  16261. /**
  16262. * @author mikael emtinger / http://gomo.se/
  16263. * @author alteredq / http://alteredqualia.com/
  16264. * @author ikerr / http://verold.com
  16265. */
  16266. function Bone() {
  16267. Object3D.call( this );
  16268. this.type = 'Bone';
  16269. }
  16270. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16271. constructor: Bone,
  16272. isBone: true
  16273. } );
  16274. /**
  16275. * @author mrdoob / http://mrdoob.com/
  16276. */
  16277. var _instanceLocalMatrix = new Matrix4();
  16278. var _instanceWorldMatrix = new Matrix4();
  16279. var _instanceIntersects = [];
  16280. var _mesh = new Mesh();
  16281. function InstancedMesh( geometry, material, count ) {
  16282. Mesh.call( this, geometry, material );
  16283. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16284. this.count = count;
  16285. this.frustumCulled = false;
  16286. }
  16287. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16288. constructor: InstancedMesh,
  16289. isInstancedMesh: true,
  16290. getMatrixAt: function ( index, matrix ) {
  16291. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16292. },
  16293. raycast: function ( raycaster, intersects ) {
  16294. var matrixWorld = this.matrixWorld;
  16295. var raycastTimes = this.count;
  16296. _mesh.geometry = this.geometry;
  16297. _mesh.material = this.material;
  16298. if ( _mesh.material === undefined ) { return; }
  16299. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16300. // calculate the world matrix for each instance
  16301. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16302. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16303. // the mesh represents this single instance
  16304. _mesh.matrixWorld = _instanceWorldMatrix;
  16305. _mesh.raycast( raycaster, _instanceIntersects );
  16306. // process the result of raycast
  16307. if ( _instanceIntersects.length > 0 ) {
  16308. _instanceIntersects[ 0 ].instanceId = instanceId;
  16309. _instanceIntersects[ 0 ].object = this;
  16310. intersects.push( _instanceIntersects[ 0 ] );
  16311. _instanceIntersects.length = 0;
  16312. }
  16313. }
  16314. },
  16315. setMatrixAt: function ( index, matrix ) {
  16316. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16317. },
  16318. updateMorphTargets: function () {
  16319. }
  16320. } );
  16321. /**
  16322. * @author mrdoob / http://mrdoob.com/
  16323. * @author alteredq / http://alteredqualia.com/
  16324. *
  16325. * parameters = {
  16326. * color: <hex>,
  16327. * opacity: <float>,
  16328. *
  16329. * linewidth: <float>,
  16330. * linecap: "round",
  16331. * linejoin: "round"
  16332. * }
  16333. */
  16334. function LineBasicMaterial( parameters ) {
  16335. Material.call( this );
  16336. this.type = 'LineBasicMaterial';
  16337. this.color = new Color( 0xffffff );
  16338. this.linewidth = 1;
  16339. this.linecap = 'round';
  16340. this.linejoin = 'round';
  16341. this.setValues( parameters );
  16342. }
  16343. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16344. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16345. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16346. LineBasicMaterial.prototype.copy = function ( source ) {
  16347. Material.prototype.copy.call( this, source );
  16348. this.color.copy( source.color );
  16349. this.linewidth = source.linewidth;
  16350. this.linecap = source.linecap;
  16351. this.linejoin = source.linejoin;
  16352. return this;
  16353. };
  16354. /**
  16355. * @author mrdoob / http://mrdoob.com/
  16356. */
  16357. var _start = new Vector3();
  16358. var _end = new Vector3();
  16359. var _inverseMatrix$1 = new Matrix4();
  16360. var _ray$1 = new Ray();
  16361. var _sphere$2 = new Sphere();
  16362. function Line( geometry, material, mode ) {
  16363. if ( mode === 1 ) {
  16364. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16365. }
  16366. Object3D.call( this );
  16367. this.type = 'Line';
  16368. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16369. this.material = material !== undefined ? material : new LineBasicMaterial();
  16370. }
  16371. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16372. constructor: Line,
  16373. isLine: true,
  16374. computeLineDistances: function () {
  16375. var geometry = this.geometry;
  16376. if ( geometry.isBufferGeometry ) {
  16377. // we assume non-indexed geometry
  16378. if ( geometry.index === null ) {
  16379. var positionAttribute = geometry.attributes.position;
  16380. var lineDistances = [ 0 ];
  16381. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16382. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16383. _end.fromBufferAttribute( positionAttribute, i );
  16384. lineDistances[ i ] = lineDistances[ i - 1 ];
  16385. lineDistances[ i ] += _start.distanceTo( _end );
  16386. }
  16387. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16388. } else {
  16389. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16390. }
  16391. } else if ( geometry.isGeometry ) {
  16392. var vertices = geometry.vertices;
  16393. var lineDistances = geometry.lineDistances;
  16394. lineDistances[ 0 ] = 0;
  16395. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16396. lineDistances[ i ] = lineDistances[ i - 1 ];
  16397. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16398. }
  16399. }
  16400. return this;
  16401. },
  16402. raycast: function ( raycaster, intersects ) {
  16403. var precision = raycaster.linePrecision;
  16404. var geometry = this.geometry;
  16405. var matrixWorld = this.matrixWorld;
  16406. // Checking boundingSphere distance to ray
  16407. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16408. _sphere$2.copy( geometry.boundingSphere );
  16409. _sphere$2.applyMatrix4( matrixWorld );
  16410. _sphere$2.radius += precision;
  16411. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16412. //
  16413. _inverseMatrix$1.getInverse( matrixWorld );
  16414. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16415. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16416. var localPrecisionSq = localPrecision * localPrecision;
  16417. var vStart = new Vector3();
  16418. var vEnd = new Vector3();
  16419. var interSegment = new Vector3();
  16420. var interRay = new Vector3();
  16421. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16422. if ( geometry.isBufferGeometry ) {
  16423. var index = geometry.index;
  16424. var attributes = geometry.attributes;
  16425. var positions = attributes.position.array;
  16426. if ( index !== null ) {
  16427. var indices = index.array;
  16428. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16429. var a = indices[ i ];
  16430. var b = indices[ i + 1 ];
  16431. vStart.fromArray( positions, a * 3 );
  16432. vEnd.fromArray( positions, b * 3 );
  16433. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16434. if ( distSq > localPrecisionSq ) { continue; }
  16435. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16436. var distance = raycaster.ray.origin.distanceTo( interRay );
  16437. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16438. intersects.push( {
  16439. distance: distance,
  16440. // What do we want? intersection point on the ray or on the segment??
  16441. // point: raycaster.ray.at( distance ),
  16442. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16443. index: i,
  16444. face: null,
  16445. faceIndex: null,
  16446. object: this
  16447. } );
  16448. }
  16449. } else {
  16450. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16451. vStart.fromArray( positions, 3 * i );
  16452. vEnd.fromArray( positions, 3 * i + 3 );
  16453. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16454. if ( distSq > localPrecisionSq ) { continue; }
  16455. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16456. var distance = raycaster.ray.origin.distanceTo( interRay );
  16457. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16458. intersects.push( {
  16459. distance: distance,
  16460. // What do we want? intersection point on the ray or on the segment??
  16461. // point: raycaster.ray.at( distance ),
  16462. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16463. index: i,
  16464. face: null,
  16465. faceIndex: null,
  16466. object: this
  16467. } );
  16468. }
  16469. }
  16470. } else if ( geometry.isGeometry ) {
  16471. var vertices = geometry.vertices;
  16472. var nbVertices = vertices.length;
  16473. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16474. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16475. if ( distSq > localPrecisionSq ) { continue; }
  16476. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16477. var distance = raycaster.ray.origin.distanceTo( interRay );
  16478. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16479. intersects.push( {
  16480. distance: distance,
  16481. // What do we want? intersection point on the ray or on the segment??
  16482. // point: raycaster.ray.at( distance ),
  16483. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16484. index: i,
  16485. face: null,
  16486. faceIndex: null,
  16487. object: this
  16488. } );
  16489. }
  16490. }
  16491. },
  16492. clone: function () {
  16493. return new this.constructor( this.geometry, this.material ).copy( this );
  16494. }
  16495. } );
  16496. /**
  16497. * @author mrdoob / http://mrdoob.com/
  16498. */
  16499. var _start$1 = new Vector3();
  16500. var _end$1 = new Vector3();
  16501. function LineSegments( geometry, material ) {
  16502. Line.call( this, geometry, material );
  16503. this.type = 'LineSegments';
  16504. }
  16505. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16506. constructor: LineSegments,
  16507. isLineSegments: true,
  16508. computeLineDistances: function () {
  16509. var geometry = this.geometry;
  16510. if ( geometry.isBufferGeometry ) {
  16511. // we assume non-indexed geometry
  16512. if ( geometry.index === null ) {
  16513. var positionAttribute = geometry.attributes.position;
  16514. var lineDistances = [];
  16515. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16516. _start$1.fromBufferAttribute( positionAttribute, i );
  16517. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16518. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16519. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16520. }
  16521. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16522. } else {
  16523. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16524. }
  16525. } else if ( geometry.isGeometry ) {
  16526. var vertices = geometry.vertices;
  16527. var lineDistances = geometry.lineDistances;
  16528. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16529. _start$1.copy( vertices[ i ] );
  16530. _end$1.copy( vertices[ i + 1 ] );
  16531. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16532. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16533. }
  16534. }
  16535. return this;
  16536. }
  16537. } );
  16538. /**
  16539. * @author mgreter / http://github.com/mgreter
  16540. */
  16541. function LineLoop( geometry, material ) {
  16542. Line.call( this, geometry, material );
  16543. this.type = 'LineLoop';
  16544. }
  16545. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16546. constructor: LineLoop,
  16547. isLineLoop: true,
  16548. } );
  16549. /**
  16550. * @author mrdoob / http://mrdoob.com/
  16551. * @author alteredq / http://alteredqualia.com/
  16552. *
  16553. * parameters = {
  16554. * color: <hex>,
  16555. * opacity: <float>,
  16556. * map: new THREE.Texture( <Image> ),
  16557. * alphaMap: new THREE.Texture( <Image> ),
  16558. *
  16559. * size: <float>,
  16560. * sizeAttenuation: <bool>
  16561. *
  16562. * morphTargets: <bool>
  16563. * }
  16564. */
  16565. function PointsMaterial( parameters ) {
  16566. Material.call( this );
  16567. this.type = 'PointsMaterial';
  16568. this.color = new Color( 0xffffff );
  16569. this.map = null;
  16570. this.alphaMap = null;
  16571. this.size = 1;
  16572. this.sizeAttenuation = true;
  16573. this.morphTargets = false;
  16574. this.setValues( parameters );
  16575. }
  16576. PointsMaterial.prototype = Object.create( Material.prototype );
  16577. PointsMaterial.prototype.constructor = PointsMaterial;
  16578. PointsMaterial.prototype.isPointsMaterial = true;
  16579. PointsMaterial.prototype.copy = function ( source ) {
  16580. Material.prototype.copy.call( this, source );
  16581. this.color.copy( source.color );
  16582. this.map = source.map;
  16583. this.alphaMap = source.alphaMap;
  16584. this.size = source.size;
  16585. this.sizeAttenuation = source.sizeAttenuation;
  16586. this.morphTargets = source.morphTargets;
  16587. return this;
  16588. };
  16589. /**
  16590. * @author alteredq / http://alteredqualia.com/
  16591. */
  16592. var _inverseMatrix$2 = new Matrix4();
  16593. var _ray$2 = new Ray();
  16594. var _sphere$3 = new Sphere();
  16595. var _position$1 = new Vector3();
  16596. function Points( geometry, material ) {
  16597. Object3D.call( this );
  16598. this.type = 'Points';
  16599. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16600. this.material = material !== undefined ? material : new PointsMaterial();
  16601. this.updateMorphTargets();
  16602. }
  16603. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16604. constructor: Points,
  16605. isPoints: true,
  16606. raycast: function ( raycaster, intersects ) {
  16607. var geometry = this.geometry;
  16608. var matrixWorld = this.matrixWorld;
  16609. var threshold = raycaster.params.Points.threshold;
  16610. // Checking boundingSphere distance to ray
  16611. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16612. _sphere$3.copy( geometry.boundingSphere );
  16613. _sphere$3.applyMatrix4( matrixWorld );
  16614. _sphere$3.radius += threshold;
  16615. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16616. //
  16617. _inverseMatrix$2.getInverse( matrixWorld );
  16618. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16619. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16620. var localThresholdSq = localThreshold * localThreshold;
  16621. if ( geometry.isBufferGeometry ) {
  16622. var index = geometry.index;
  16623. var attributes = geometry.attributes;
  16624. var positions = attributes.position.array;
  16625. if ( index !== null ) {
  16626. var indices = index.array;
  16627. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16628. var a = indices[ i ];
  16629. _position$1.fromArray( positions, a * 3 );
  16630. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16631. }
  16632. } else {
  16633. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16634. _position$1.fromArray( positions, i * 3 );
  16635. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16636. }
  16637. }
  16638. } else {
  16639. var vertices = geometry.vertices;
  16640. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16641. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16642. }
  16643. }
  16644. },
  16645. updateMorphTargets: function () {
  16646. var geometry = this.geometry;
  16647. var m, ml, name;
  16648. if ( geometry.isBufferGeometry ) {
  16649. var morphAttributes = geometry.morphAttributes;
  16650. var keys = Object.keys( morphAttributes );
  16651. if ( keys.length > 0 ) {
  16652. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16653. if ( morphAttribute !== undefined ) {
  16654. this.morphTargetInfluences = [];
  16655. this.morphTargetDictionary = {};
  16656. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16657. name = morphAttribute[ m ].name || String( m );
  16658. this.morphTargetInfluences.push( 0 );
  16659. this.morphTargetDictionary[ name ] = m;
  16660. }
  16661. }
  16662. }
  16663. } else {
  16664. var morphTargets = geometry.morphTargets;
  16665. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16666. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16667. }
  16668. }
  16669. },
  16670. clone: function () {
  16671. return new this.constructor( this.geometry, this.material ).copy( this );
  16672. }
  16673. } );
  16674. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16675. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16676. if ( rayPointDistanceSq < localThresholdSq ) {
  16677. var intersectPoint = new Vector3();
  16678. _ray$2.closestPointToPoint( point, intersectPoint );
  16679. intersectPoint.applyMatrix4( matrixWorld );
  16680. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16681. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16682. intersects.push( {
  16683. distance: distance,
  16684. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16685. point: intersectPoint,
  16686. index: index,
  16687. face: null,
  16688. object: object
  16689. } );
  16690. }
  16691. }
  16692. /**
  16693. * @author mrdoob / http://mrdoob.com/
  16694. */
  16695. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16696. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16697. this.format = format !== undefined ? format : RGBFormat;
  16698. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16699. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16700. this.generateMipmaps = false;
  16701. }
  16702. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16703. constructor: VideoTexture,
  16704. isVideoTexture: true,
  16705. update: function () {
  16706. var video = this.image;
  16707. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16708. this.needsUpdate = true;
  16709. }
  16710. }
  16711. } );
  16712. /**
  16713. * @author alteredq / http://alteredqualia.com/
  16714. */
  16715. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16716. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16717. this.image = { width: width, height: height };
  16718. this.mipmaps = mipmaps;
  16719. // no flipping for cube textures
  16720. // (also flipping doesn't work for compressed textures )
  16721. this.flipY = false;
  16722. // can't generate mipmaps for compressed textures
  16723. // mips must be embedded in DDS files
  16724. this.generateMipmaps = false;
  16725. }
  16726. CompressedTexture.prototype = Object.create( Texture.prototype );
  16727. CompressedTexture.prototype.constructor = CompressedTexture;
  16728. CompressedTexture.prototype.isCompressedTexture = true;
  16729. /**
  16730. * @author mrdoob / http://mrdoob.com/
  16731. */
  16732. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16733. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16734. this.needsUpdate = true;
  16735. }
  16736. CanvasTexture.prototype = Object.create( Texture.prototype );
  16737. CanvasTexture.prototype.constructor = CanvasTexture;
  16738. CanvasTexture.prototype.isCanvasTexture = true;
  16739. /**
  16740. * @author Matt DesLauriers / @mattdesl
  16741. * @author atix / arthursilber.de
  16742. */
  16743. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16744. format = format !== undefined ? format : DepthFormat;
  16745. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16746. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16747. }
  16748. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16749. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16750. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16751. this.image = { width: width, height: height };
  16752. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16753. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16754. this.flipY = false;
  16755. this.generateMipmaps = false;
  16756. }
  16757. DepthTexture.prototype = Object.create( Texture.prototype );
  16758. DepthTexture.prototype.constructor = DepthTexture;
  16759. DepthTexture.prototype.isDepthTexture = true;
  16760. /**
  16761. * @author mrdoob / http://mrdoob.com/
  16762. * @author Mugen87 / https://github.com/Mugen87
  16763. */
  16764. function WireframeGeometry( geometry ) {
  16765. BufferGeometry.call( this );
  16766. this.type = 'WireframeGeometry';
  16767. // buffer
  16768. var vertices = [];
  16769. // helper variables
  16770. var i, j, l, o, ol;
  16771. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16772. var key, keys = [ 'a', 'b', 'c' ];
  16773. var vertex;
  16774. // different logic for Geometry and BufferGeometry
  16775. if ( geometry && geometry.isGeometry ) {
  16776. // create a data structure that contains all edges without duplicates
  16777. var faces = geometry.faces;
  16778. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16779. var face = faces[ i ];
  16780. for ( j = 0; j < 3; j ++ ) {
  16781. edge1 = face[ keys[ j ] ];
  16782. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16783. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16784. edge[ 1 ] = Math.max( edge1, edge2 );
  16785. key = edge[ 0 ] + ',' + edge[ 1 ];
  16786. if ( edges[ key ] === undefined ) {
  16787. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16788. }
  16789. }
  16790. }
  16791. // generate vertices
  16792. for ( key in edges ) {
  16793. e = edges[ key ];
  16794. vertex = geometry.vertices[ e.index1 ];
  16795. vertices.push( vertex.x, vertex.y, vertex.z );
  16796. vertex = geometry.vertices[ e.index2 ];
  16797. vertices.push( vertex.x, vertex.y, vertex.z );
  16798. }
  16799. } else if ( geometry && geometry.isBufferGeometry ) {
  16800. var position, indices, groups;
  16801. var group, start, count;
  16802. var index1, index2;
  16803. vertex = new Vector3();
  16804. if ( geometry.index !== null ) {
  16805. // indexed BufferGeometry
  16806. position = geometry.attributes.position;
  16807. indices = geometry.index;
  16808. groups = geometry.groups;
  16809. if ( groups.length === 0 ) {
  16810. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16811. }
  16812. // create a data structure that contains all eges without duplicates
  16813. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16814. group = groups[ o ];
  16815. start = group.start;
  16816. count = group.count;
  16817. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16818. for ( j = 0; j < 3; j ++ ) {
  16819. edge1 = indices.getX( i + j );
  16820. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16821. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16822. edge[ 1 ] = Math.max( edge1, edge2 );
  16823. key = edge[ 0 ] + ',' + edge[ 1 ];
  16824. if ( edges[ key ] === undefined ) {
  16825. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16826. }
  16827. }
  16828. }
  16829. }
  16830. // generate vertices
  16831. for ( key in edges ) {
  16832. e = edges[ key ];
  16833. vertex.fromBufferAttribute( position, e.index1 );
  16834. vertices.push( vertex.x, vertex.y, vertex.z );
  16835. vertex.fromBufferAttribute( position, e.index2 );
  16836. vertices.push( vertex.x, vertex.y, vertex.z );
  16837. }
  16838. } else {
  16839. // non-indexed BufferGeometry
  16840. position = geometry.attributes.position;
  16841. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16842. for ( j = 0; j < 3; j ++ ) {
  16843. // three edges per triangle, an edge is represented as (index1, index2)
  16844. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16845. index1 = 3 * i + j;
  16846. vertex.fromBufferAttribute( position, index1 );
  16847. vertices.push( vertex.x, vertex.y, vertex.z );
  16848. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16849. vertex.fromBufferAttribute( position, index2 );
  16850. vertices.push( vertex.x, vertex.y, vertex.z );
  16851. }
  16852. }
  16853. }
  16854. }
  16855. // build geometry
  16856. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16857. }
  16858. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16859. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16860. /**
  16861. * @author zz85 / https://github.com/zz85
  16862. * @author Mugen87 / https://github.com/Mugen87
  16863. *
  16864. * Parametric Surfaces Geometry
  16865. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16866. */
  16867. // ParametricGeometry
  16868. function ParametricGeometry( func, slices, stacks ) {
  16869. Geometry.call( this );
  16870. this.type = 'ParametricGeometry';
  16871. this.parameters = {
  16872. func: func,
  16873. slices: slices,
  16874. stacks: stacks
  16875. };
  16876. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16877. this.mergeVertices();
  16878. }
  16879. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16880. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16881. // ParametricBufferGeometry
  16882. function ParametricBufferGeometry( func, slices, stacks ) {
  16883. BufferGeometry.call( this );
  16884. this.type = 'ParametricBufferGeometry';
  16885. this.parameters = {
  16886. func: func,
  16887. slices: slices,
  16888. stacks: stacks
  16889. };
  16890. // buffers
  16891. var indices = [];
  16892. var vertices = [];
  16893. var normals = [];
  16894. var uvs = [];
  16895. var EPS = 0.00001;
  16896. var normal = new Vector3();
  16897. var p0 = new Vector3(), p1 = new Vector3();
  16898. var pu = new Vector3(), pv = new Vector3();
  16899. var i, j;
  16900. if ( func.length < 3 ) {
  16901. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16902. }
  16903. // generate vertices, normals and uvs
  16904. var sliceCount = slices + 1;
  16905. for ( i = 0; i <= stacks; i ++ ) {
  16906. var v = i / stacks;
  16907. for ( j = 0; j <= slices; j ++ ) {
  16908. var u = j / slices;
  16909. // vertex
  16910. func( u, v, p0 );
  16911. vertices.push( p0.x, p0.y, p0.z );
  16912. // normal
  16913. // approximate tangent vectors via finite differences
  16914. if ( u - EPS >= 0 ) {
  16915. func( u - EPS, v, p1 );
  16916. pu.subVectors( p0, p1 );
  16917. } else {
  16918. func( u + EPS, v, p1 );
  16919. pu.subVectors( p1, p0 );
  16920. }
  16921. if ( v - EPS >= 0 ) {
  16922. func( u, v - EPS, p1 );
  16923. pv.subVectors( p0, p1 );
  16924. } else {
  16925. func( u, v + EPS, p1 );
  16926. pv.subVectors( p1, p0 );
  16927. }
  16928. // cross product of tangent vectors returns surface normal
  16929. normal.crossVectors( pu, pv ).normalize();
  16930. normals.push( normal.x, normal.y, normal.z );
  16931. // uv
  16932. uvs.push( u, v );
  16933. }
  16934. }
  16935. // generate indices
  16936. for ( i = 0; i < stacks; i ++ ) {
  16937. for ( j = 0; j < slices; j ++ ) {
  16938. var a = i * sliceCount + j;
  16939. var b = i * sliceCount + j + 1;
  16940. var c = ( i + 1 ) * sliceCount + j + 1;
  16941. var d = ( i + 1 ) * sliceCount + j;
  16942. // faces one and two
  16943. indices.push( a, b, d );
  16944. indices.push( b, c, d );
  16945. }
  16946. }
  16947. // build geometry
  16948. this.setIndex( indices );
  16949. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16950. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16951. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16952. }
  16953. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16954. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16955. /**
  16956. * @author clockworkgeek / https://github.com/clockworkgeek
  16957. * @author timothypratley / https://github.com/timothypratley
  16958. * @author WestLangley / http://github.com/WestLangley
  16959. * @author Mugen87 / https://github.com/Mugen87
  16960. */
  16961. // PolyhedronGeometry
  16962. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16963. Geometry.call( this );
  16964. this.type = 'PolyhedronGeometry';
  16965. this.parameters = {
  16966. vertices: vertices,
  16967. indices: indices,
  16968. radius: radius,
  16969. detail: detail
  16970. };
  16971. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16972. this.mergeVertices();
  16973. }
  16974. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16975. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16976. // PolyhedronBufferGeometry
  16977. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16978. BufferGeometry.call( this );
  16979. this.type = 'PolyhedronBufferGeometry';
  16980. this.parameters = {
  16981. vertices: vertices,
  16982. indices: indices,
  16983. radius: radius,
  16984. detail: detail
  16985. };
  16986. radius = radius || 1;
  16987. detail = detail || 0;
  16988. // default buffer data
  16989. var vertexBuffer = [];
  16990. var uvBuffer = [];
  16991. // the subdivision creates the vertex buffer data
  16992. subdivide( detail );
  16993. // all vertices should lie on a conceptual sphere with a given radius
  16994. applyRadius( radius );
  16995. // finally, create the uv data
  16996. generateUVs();
  16997. // build non-indexed geometry
  16998. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16999. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17000. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17001. if ( detail === 0 ) {
  17002. this.computeVertexNormals(); // flat normals
  17003. } else {
  17004. this.normalizeNormals(); // smooth normals
  17005. }
  17006. // helper functions
  17007. function subdivide( detail ) {
  17008. var a = new Vector3();
  17009. var b = new Vector3();
  17010. var c = new Vector3();
  17011. // iterate over all faces and apply a subdivison with the given detail value
  17012. for ( var i = 0; i < indices.length; i += 3 ) {
  17013. // get the vertices of the face
  17014. getVertexByIndex( indices[ i + 0 ], a );
  17015. getVertexByIndex( indices[ i + 1 ], b );
  17016. getVertexByIndex( indices[ i + 2 ], c );
  17017. // perform subdivision
  17018. subdivideFace( a, b, c, detail );
  17019. }
  17020. }
  17021. function subdivideFace( a, b, c, detail ) {
  17022. var cols = Math.pow( 2, detail );
  17023. // we use this multidimensional array as a data structure for creating the subdivision
  17024. var v = [];
  17025. var i, j;
  17026. // construct all of the vertices for this subdivision
  17027. for ( i = 0; i <= cols; i ++ ) {
  17028. v[ i ] = [];
  17029. var aj = a.clone().lerp( c, i / cols );
  17030. var bj = b.clone().lerp( c, i / cols );
  17031. var rows = cols - i;
  17032. for ( j = 0; j <= rows; j ++ ) {
  17033. if ( j === 0 && i === cols ) {
  17034. v[ i ][ j ] = aj;
  17035. } else {
  17036. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17037. }
  17038. }
  17039. }
  17040. // construct all of the faces
  17041. for ( i = 0; i < cols; i ++ ) {
  17042. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  17043. var k = Math.floor( j / 2 );
  17044. if ( j % 2 === 0 ) {
  17045. pushVertex( v[ i ][ k + 1 ] );
  17046. pushVertex( v[ i + 1 ][ k ] );
  17047. pushVertex( v[ i ][ k ] );
  17048. } else {
  17049. pushVertex( v[ i ][ k + 1 ] );
  17050. pushVertex( v[ i + 1 ][ k + 1 ] );
  17051. pushVertex( v[ i + 1 ][ k ] );
  17052. }
  17053. }
  17054. }
  17055. }
  17056. function applyRadius( radius ) {
  17057. var vertex = new Vector3();
  17058. // iterate over the entire buffer and apply the radius to each vertex
  17059. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17060. vertex.x = vertexBuffer[ i + 0 ];
  17061. vertex.y = vertexBuffer[ i + 1 ];
  17062. vertex.z = vertexBuffer[ i + 2 ];
  17063. vertex.normalize().multiplyScalar( radius );
  17064. vertexBuffer[ i + 0 ] = vertex.x;
  17065. vertexBuffer[ i + 1 ] = vertex.y;
  17066. vertexBuffer[ i + 2 ] = vertex.z;
  17067. }
  17068. }
  17069. function generateUVs() {
  17070. var vertex = new Vector3();
  17071. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17072. vertex.x = vertexBuffer[ i + 0 ];
  17073. vertex.y = vertexBuffer[ i + 1 ];
  17074. vertex.z = vertexBuffer[ i + 2 ];
  17075. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17076. var v = inclination( vertex ) / Math.PI + 0.5;
  17077. uvBuffer.push( u, 1 - v );
  17078. }
  17079. correctUVs();
  17080. correctSeam();
  17081. }
  17082. function correctSeam() {
  17083. // handle case when face straddles the seam, see #3269
  17084. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17085. // uv data of a single face
  17086. var x0 = uvBuffer[ i + 0 ];
  17087. var x1 = uvBuffer[ i + 2 ];
  17088. var x2 = uvBuffer[ i + 4 ];
  17089. var max = Math.max( x0, x1, x2 );
  17090. var min = Math.min( x0, x1, x2 );
  17091. // 0.9 is somewhat arbitrary
  17092. if ( max > 0.9 && min < 0.1 ) {
  17093. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17094. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17095. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17096. }
  17097. }
  17098. }
  17099. function pushVertex( vertex ) {
  17100. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17101. }
  17102. function getVertexByIndex( index, vertex ) {
  17103. var stride = index * 3;
  17104. vertex.x = vertices[ stride + 0 ];
  17105. vertex.y = vertices[ stride + 1 ];
  17106. vertex.z = vertices[ stride + 2 ];
  17107. }
  17108. function correctUVs() {
  17109. var a = new Vector3();
  17110. var b = new Vector3();
  17111. var c = new Vector3();
  17112. var centroid = new Vector3();
  17113. var uvA = new Vector2();
  17114. var uvB = new Vector2();
  17115. var uvC = new Vector2();
  17116. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17117. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17118. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17119. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17120. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17121. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17122. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17123. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17124. var azi = azimuth( centroid );
  17125. correctUV( uvA, j + 0, a, azi );
  17126. correctUV( uvB, j + 2, b, azi );
  17127. correctUV( uvC, j + 4, c, azi );
  17128. }
  17129. }
  17130. function correctUV( uv, stride, vector, azimuth ) {
  17131. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17132. uvBuffer[ stride ] = uv.x - 1;
  17133. }
  17134. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17135. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17136. }
  17137. }
  17138. // Angle around the Y axis, counter-clockwise when looking from above.
  17139. function azimuth( vector ) {
  17140. return Math.atan2( vector.z, - vector.x );
  17141. }
  17142. // Angle above the XZ plane.
  17143. function inclination( vector ) {
  17144. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17145. }
  17146. }
  17147. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17148. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17149. /**
  17150. * @author timothypratley / https://github.com/timothypratley
  17151. * @author Mugen87 / https://github.com/Mugen87
  17152. */
  17153. // TetrahedronGeometry
  17154. function TetrahedronGeometry( radius, detail ) {
  17155. Geometry.call( this );
  17156. this.type = 'TetrahedronGeometry';
  17157. this.parameters = {
  17158. radius: radius,
  17159. detail: detail
  17160. };
  17161. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17162. this.mergeVertices();
  17163. }
  17164. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17165. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17166. // TetrahedronBufferGeometry
  17167. function TetrahedronBufferGeometry( radius, detail ) {
  17168. var vertices = [
  17169. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17170. ];
  17171. var indices = [
  17172. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17173. ];
  17174. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17175. this.type = 'TetrahedronBufferGeometry';
  17176. this.parameters = {
  17177. radius: radius,
  17178. detail: detail
  17179. };
  17180. }
  17181. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17182. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17183. /**
  17184. * @author timothypratley / https://github.com/timothypratley
  17185. * @author Mugen87 / https://github.com/Mugen87
  17186. */
  17187. // OctahedronGeometry
  17188. function OctahedronGeometry( radius, detail ) {
  17189. Geometry.call( this );
  17190. this.type = 'OctahedronGeometry';
  17191. this.parameters = {
  17192. radius: radius,
  17193. detail: detail
  17194. };
  17195. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17196. this.mergeVertices();
  17197. }
  17198. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17199. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17200. // OctahedronBufferGeometry
  17201. function OctahedronBufferGeometry( radius, detail ) {
  17202. var vertices = [
  17203. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17204. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17205. ];
  17206. var indices = [
  17207. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17208. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17209. 1, 3, 4, 1, 4, 2
  17210. ];
  17211. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17212. this.type = 'OctahedronBufferGeometry';
  17213. this.parameters = {
  17214. radius: radius,
  17215. detail: detail
  17216. };
  17217. }
  17218. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17219. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17220. /**
  17221. * @author timothypratley / https://github.com/timothypratley
  17222. * @author Mugen87 / https://github.com/Mugen87
  17223. */
  17224. // IcosahedronGeometry
  17225. function IcosahedronGeometry( radius, detail ) {
  17226. Geometry.call( this );
  17227. this.type = 'IcosahedronGeometry';
  17228. this.parameters = {
  17229. radius: radius,
  17230. detail: detail
  17231. };
  17232. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17233. this.mergeVertices();
  17234. }
  17235. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17236. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17237. // IcosahedronBufferGeometry
  17238. function IcosahedronBufferGeometry( radius, detail ) {
  17239. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17240. var vertices = [
  17241. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17242. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17243. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17244. ];
  17245. var indices = [
  17246. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17247. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17248. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17249. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17250. ];
  17251. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17252. this.type = 'IcosahedronBufferGeometry';
  17253. this.parameters = {
  17254. radius: radius,
  17255. detail: detail
  17256. };
  17257. }
  17258. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17259. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17260. /**
  17261. * @author Abe Pazos / https://hamoid.com
  17262. * @author Mugen87 / https://github.com/Mugen87
  17263. */
  17264. // DodecahedronGeometry
  17265. function DodecahedronGeometry( radius, detail ) {
  17266. Geometry.call( this );
  17267. this.type = 'DodecahedronGeometry';
  17268. this.parameters = {
  17269. radius: radius,
  17270. detail: detail
  17271. };
  17272. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17273. this.mergeVertices();
  17274. }
  17275. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17276. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17277. // DodecahedronBufferGeometry
  17278. function DodecahedronBufferGeometry( radius, detail ) {
  17279. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17280. var r = 1 / t;
  17281. var vertices = [
  17282. // (±1, ±1, ±1)
  17283. - 1, - 1, - 1, - 1, - 1, 1,
  17284. - 1, 1, - 1, - 1, 1, 1,
  17285. 1, - 1, - 1, 1, - 1, 1,
  17286. 1, 1, - 1, 1, 1, 1,
  17287. // (0, ±1/φ, ±φ)
  17288. 0, - r, - t, 0, - r, t,
  17289. 0, r, - t, 0, r, t,
  17290. // (±1/φ, ±φ, 0)
  17291. - r, - t, 0, - r, t, 0,
  17292. r, - t, 0, r, t, 0,
  17293. // (±φ, 0, ±1/φ)
  17294. - t, 0, - r, t, 0, - r,
  17295. - t, 0, r, t, 0, r
  17296. ];
  17297. var indices = [
  17298. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17299. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17300. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17301. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17302. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17303. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17304. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17305. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17306. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17307. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17308. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17309. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17310. ];
  17311. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17312. this.type = 'DodecahedronBufferGeometry';
  17313. this.parameters = {
  17314. radius: radius,
  17315. detail: detail
  17316. };
  17317. }
  17318. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17319. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17320. /**
  17321. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17322. * @author WestLangley / https://github.com/WestLangley
  17323. * @author zz85 / https://github.com/zz85
  17324. * @author miningold / https://github.com/miningold
  17325. * @author jonobr1 / https://github.com/jonobr1
  17326. * @author Mugen87 / https://github.com/Mugen87
  17327. *
  17328. */
  17329. // TubeGeometry
  17330. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17331. Geometry.call( this );
  17332. this.type = 'TubeGeometry';
  17333. this.parameters = {
  17334. path: path,
  17335. tubularSegments: tubularSegments,
  17336. radius: radius,
  17337. radialSegments: radialSegments,
  17338. closed: closed
  17339. };
  17340. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17341. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17342. // expose internals
  17343. this.tangents = bufferGeometry.tangents;
  17344. this.normals = bufferGeometry.normals;
  17345. this.binormals = bufferGeometry.binormals;
  17346. // create geometry
  17347. this.fromBufferGeometry( bufferGeometry );
  17348. this.mergeVertices();
  17349. }
  17350. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17351. TubeGeometry.prototype.constructor = TubeGeometry;
  17352. // TubeBufferGeometry
  17353. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17354. BufferGeometry.call( this );
  17355. this.type = 'TubeBufferGeometry';
  17356. this.parameters = {
  17357. path: path,
  17358. tubularSegments: tubularSegments,
  17359. radius: radius,
  17360. radialSegments: radialSegments,
  17361. closed: closed
  17362. };
  17363. tubularSegments = tubularSegments || 64;
  17364. radius = radius || 1;
  17365. radialSegments = radialSegments || 8;
  17366. closed = closed || false;
  17367. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17368. // expose internals
  17369. this.tangents = frames.tangents;
  17370. this.normals = frames.normals;
  17371. this.binormals = frames.binormals;
  17372. // helper variables
  17373. var vertex = new Vector3();
  17374. var normal = new Vector3();
  17375. var uv = new Vector2();
  17376. var P = new Vector3();
  17377. var i, j;
  17378. // buffer
  17379. var vertices = [];
  17380. var normals = [];
  17381. var uvs = [];
  17382. var indices = [];
  17383. // create buffer data
  17384. generateBufferData();
  17385. // build geometry
  17386. this.setIndex( indices );
  17387. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17388. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17389. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17390. // functions
  17391. function generateBufferData() {
  17392. for ( i = 0; i < tubularSegments; i ++ ) {
  17393. generateSegment( i );
  17394. }
  17395. // if the geometry is not closed, generate the last row of vertices and normals
  17396. // at the regular position on the given path
  17397. //
  17398. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17399. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17400. // uvs are generated in a separate function.
  17401. // this makes it easy compute correct values for closed geometries
  17402. generateUVs();
  17403. // finally create faces
  17404. generateIndices();
  17405. }
  17406. function generateSegment( i ) {
  17407. // we use getPointAt to sample evenly distributed points from the given path
  17408. P = path.getPointAt( i / tubularSegments, P );
  17409. // retrieve corresponding normal and binormal
  17410. var N = frames.normals[ i ];
  17411. var B = frames.binormals[ i ];
  17412. // generate normals and vertices for the current segment
  17413. for ( j = 0; j <= radialSegments; j ++ ) {
  17414. var v = j / radialSegments * Math.PI * 2;
  17415. var sin = Math.sin( v );
  17416. var cos = - Math.cos( v );
  17417. // normal
  17418. normal.x = ( cos * N.x + sin * B.x );
  17419. normal.y = ( cos * N.y + sin * B.y );
  17420. normal.z = ( cos * N.z + sin * B.z );
  17421. normal.normalize();
  17422. normals.push( normal.x, normal.y, normal.z );
  17423. // vertex
  17424. vertex.x = P.x + radius * normal.x;
  17425. vertex.y = P.y + radius * normal.y;
  17426. vertex.z = P.z + radius * normal.z;
  17427. vertices.push( vertex.x, vertex.y, vertex.z );
  17428. }
  17429. }
  17430. function generateIndices() {
  17431. for ( j = 1; j <= tubularSegments; j ++ ) {
  17432. for ( i = 1; i <= radialSegments; i ++ ) {
  17433. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17434. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17435. var c = ( radialSegments + 1 ) * j + i;
  17436. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17437. // faces
  17438. indices.push( a, b, d );
  17439. indices.push( b, c, d );
  17440. }
  17441. }
  17442. }
  17443. function generateUVs() {
  17444. for ( i = 0; i <= tubularSegments; i ++ ) {
  17445. for ( j = 0; j <= radialSegments; j ++ ) {
  17446. uv.x = i / tubularSegments;
  17447. uv.y = j / radialSegments;
  17448. uvs.push( uv.x, uv.y );
  17449. }
  17450. }
  17451. }
  17452. }
  17453. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17454. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17455. TubeBufferGeometry.prototype.toJSON = function () {
  17456. var data = BufferGeometry.prototype.toJSON.call( this );
  17457. data.path = this.parameters.path.toJSON();
  17458. return data;
  17459. };
  17460. /**
  17461. * @author oosmoxiecode
  17462. * @author Mugen87 / https://github.com/Mugen87
  17463. *
  17464. * based on http://www.blackpawn.com/texts/pqtorus/
  17465. */
  17466. // TorusKnotGeometry
  17467. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17468. Geometry.call( this );
  17469. this.type = 'TorusKnotGeometry';
  17470. this.parameters = {
  17471. radius: radius,
  17472. tube: tube,
  17473. tubularSegments: tubularSegments,
  17474. radialSegments: radialSegments,
  17475. p: p,
  17476. q: q
  17477. };
  17478. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17479. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17480. this.mergeVertices();
  17481. }
  17482. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17483. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17484. // TorusKnotBufferGeometry
  17485. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17486. BufferGeometry.call( this );
  17487. this.type = 'TorusKnotBufferGeometry';
  17488. this.parameters = {
  17489. radius: radius,
  17490. tube: tube,
  17491. tubularSegments: tubularSegments,
  17492. radialSegments: radialSegments,
  17493. p: p,
  17494. q: q
  17495. };
  17496. radius = radius || 1;
  17497. tube = tube || 0.4;
  17498. tubularSegments = Math.floor( tubularSegments ) || 64;
  17499. radialSegments = Math.floor( radialSegments ) || 8;
  17500. p = p || 2;
  17501. q = q || 3;
  17502. // buffers
  17503. var indices = [];
  17504. var vertices = [];
  17505. var normals = [];
  17506. var uvs = [];
  17507. // helper variables
  17508. var i, j;
  17509. var vertex = new Vector3();
  17510. var normal = new Vector3();
  17511. var P1 = new Vector3();
  17512. var P2 = new Vector3();
  17513. var B = new Vector3();
  17514. var T = new Vector3();
  17515. var N = new Vector3();
  17516. // generate vertices, normals and uvs
  17517. for ( i = 0; i <= tubularSegments; ++ i ) {
  17518. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17519. var u = i / tubularSegments * p * Math.PI * 2;
  17520. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17521. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17522. calculatePositionOnCurve( u, p, q, radius, P1 );
  17523. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17524. // calculate orthonormal basis
  17525. T.subVectors( P2, P1 );
  17526. N.addVectors( P2, P1 );
  17527. B.crossVectors( T, N );
  17528. N.crossVectors( B, T );
  17529. // normalize B, N. T can be ignored, we don't use it
  17530. B.normalize();
  17531. N.normalize();
  17532. for ( j = 0; j <= radialSegments; ++ j ) {
  17533. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17534. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17535. var v = j / radialSegments * Math.PI * 2;
  17536. var cx = - tube * Math.cos( v );
  17537. var cy = tube * Math.sin( v );
  17538. // now calculate the final vertex position.
  17539. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17540. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17541. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17542. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17543. vertices.push( vertex.x, vertex.y, vertex.z );
  17544. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17545. normal.subVectors( vertex, P1 ).normalize();
  17546. normals.push( normal.x, normal.y, normal.z );
  17547. // uv
  17548. uvs.push( i / tubularSegments );
  17549. uvs.push( j / radialSegments );
  17550. }
  17551. }
  17552. // generate indices
  17553. for ( j = 1; j <= tubularSegments; j ++ ) {
  17554. for ( i = 1; i <= radialSegments; i ++ ) {
  17555. // indices
  17556. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17557. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17558. var c = ( radialSegments + 1 ) * j + i;
  17559. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17560. // faces
  17561. indices.push( a, b, d );
  17562. indices.push( b, c, d );
  17563. }
  17564. }
  17565. // build geometry
  17566. this.setIndex( indices );
  17567. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17568. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17569. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17570. // this function calculates the current position on the torus curve
  17571. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17572. var cu = Math.cos( u );
  17573. var su = Math.sin( u );
  17574. var quOverP = q / p * u;
  17575. var cs = Math.cos( quOverP );
  17576. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17577. position.y = radius * ( 2 + cs ) * su * 0.5;
  17578. position.z = radius * Math.sin( quOverP ) * 0.5;
  17579. }
  17580. }
  17581. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17582. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17583. /**
  17584. * @author oosmoxiecode
  17585. * @author mrdoob / http://mrdoob.com/
  17586. * @author Mugen87 / https://github.com/Mugen87
  17587. */
  17588. // TorusGeometry
  17589. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17590. Geometry.call( this );
  17591. this.type = 'TorusGeometry';
  17592. this.parameters = {
  17593. radius: radius,
  17594. tube: tube,
  17595. radialSegments: radialSegments,
  17596. tubularSegments: tubularSegments,
  17597. arc: arc
  17598. };
  17599. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17600. this.mergeVertices();
  17601. }
  17602. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17603. TorusGeometry.prototype.constructor = TorusGeometry;
  17604. // TorusBufferGeometry
  17605. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17606. BufferGeometry.call( this );
  17607. this.type = 'TorusBufferGeometry';
  17608. this.parameters = {
  17609. radius: radius,
  17610. tube: tube,
  17611. radialSegments: radialSegments,
  17612. tubularSegments: tubularSegments,
  17613. arc: arc
  17614. };
  17615. radius = radius || 1;
  17616. tube = tube || 0.4;
  17617. radialSegments = Math.floor( radialSegments ) || 8;
  17618. tubularSegments = Math.floor( tubularSegments ) || 6;
  17619. arc = arc || Math.PI * 2;
  17620. // buffers
  17621. var indices = [];
  17622. var vertices = [];
  17623. var normals = [];
  17624. var uvs = [];
  17625. // helper variables
  17626. var center = new Vector3();
  17627. var vertex = new Vector3();
  17628. var normal = new Vector3();
  17629. var j, i;
  17630. // generate vertices, normals and uvs
  17631. for ( j = 0; j <= radialSegments; j ++ ) {
  17632. for ( i = 0; i <= tubularSegments; i ++ ) {
  17633. var u = i / tubularSegments * arc;
  17634. var v = j / radialSegments * Math.PI * 2;
  17635. // vertex
  17636. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17637. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17638. vertex.z = tube * Math.sin( v );
  17639. vertices.push( vertex.x, vertex.y, vertex.z );
  17640. // normal
  17641. center.x = radius * Math.cos( u );
  17642. center.y = radius * Math.sin( u );
  17643. normal.subVectors( vertex, center ).normalize();
  17644. normals.push( normal.x, normal.y, normal.z );
  17645. // uv
  17646. uvs.push( i / tubularSegments );
  17647. uvs.push( j / radialSegments );
  17648. }
  17649. }
  17650. // generate indices
  17651. for ( j = 1; j <= radialSegments; j ++ ) {
  17652. for ( i = 1; i <= tubularSegments; i ++ ) {
  17653. // indices
  17654. var a = ( tubularSegments + 1 ) * j + i - 1;
  17655. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17656. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17657. var d = ( tubularSegments + 1 ) * j + i;
  17658. // faces
  17659. indices.push( a, b, d );
  17660. indices.push( b, c, d );
  17661. }
  17662. }
  17663. // build geometry
  17664. this.setIndex( indices );
  17665. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17666. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17667. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17668. }
  17669. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17670. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17671. /**
  17672. * @author Mugen87 / https://github.com/Mugen87
  17673. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17674. */
  17675. var Earcut = {
  17676. triangulate: function ( data, holeIndices, dim ) {
  17677. dim = dim || 2;
  17678. var hasHoles = holeIndices && holeIndices.length,
  17679. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17680. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17681. triangles = [];
  17682. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17683. var minX, minY, maxX, maxY, x, y, invSize;
  17684. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17685. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17686. if ( data.length > 80 * dim ) {
  17687. minX = maxX = data[ 0 ];
  17688. minY = maxY = data[ 1 ];
  17689. for ( var i = dim; i < outerLen; i += dim ) {
  17690. x = data[ i ];
  17691. y = data[ i + 1 ];
  17692. if ( x < minX ) { minX = x; }
  17693. if ( y < minY ) { minY = y; }
  17694. if ( x > maxX ) { maxX = x; }
  17695. if ( y > maxY ) { maxY = y; }
  17696. }
  17697. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17698. invSize = Math.max( maxX - minX, maxY - minY );
  17699. invSize = invSize !== 0 ? 1 / invSize : 0;
  17700. }
  17701. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17702. return triangles;
  17703. }
  17704. };
  17705. // create a circular doubly linked list from polygon points in the specified winding order
  17706. function linkedList( data, start, end, dim, clockwise ) {
  17707. var i, last;
  17708. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17709. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17710. } else {
  17711. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17712. }
  17713. if ( last && equals( last, last.next ) ) {
  17714. removeNode( last );
  17715. last = last.next;
  17716. }
  17717. return last;
  17718. }
  17719. // eliminate colinear or duplicate points
  17720. function filterPoints( start, end ) {
  17721. if ( ! start ) { return start; }
  17722. if ( ! end ) { end = start; }
  17723. var p = start,
  17724. again;
  17725. do {
  17726. again = false;
  17727. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17728. removeNode( p );
  17729. p = end = p.prev;
  17730. if ( p === p.next ) { break; }
  17731. again = true;
  17732. } else {
  17733. p = p.next;
  17734. }
  17735. } while ( again || p !== end );
  17736. return end;
  17737. }
  17738. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17739. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17740. if ( ! ear ) { return; }
  17741. // interlink polygon nodes in z-order
  17742. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17743. var stop = ear,
  17744. prev, next;
  17745. // iterate through ears, slicing them one by one
  17746. while ( ear.prev !== ear.next ) {
  17747. prev = ear.prev;
  17748. next = ear.next;
  17749. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17750. // cut off the triangle
  17751. triangles.push( prev.i / dim );
  17752. triangles.push( ear.i / dim );
  17753. triangles.push( next.i / dim );
  17754. removeNode( ear );
  17755. // skipping the next vertex leads to less sliver triangles
  17756. ear = next.next;
  17757. stop = next.next;
  17758. continue;
  17759. }
  17760. ear = next;
  17761. // if we looped through the whole remaining polygon and can't find any more ears
  17762. if ( ear === stop ) {
  17763. // try filtering points and slicing again
  17764. if ( ! pass ) {
  17765. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17766. // if this didn't work, try curing all small self-intersections locally
  17767. } else if ( pass === 1 ) {
  17768. ear = cureLocalIntersections( ear, triangles, dim );
  17769. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17770. // as a last resort, try splitting the remaining polygon into two
  17771. } else if ( pass === 2 ) {
  17772. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17773. }
  17774. break;
  17775. }
  17776. }
  17777. }
  17778. // check whether a polygon node forms a valid ear with adjacent nodes
  17779. function isEar( ear ) {
  17780. var a = ear.prev,
  17781. b = ear,
  17782. c = ear.next;
  17783. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17784. // now make sure we don't have other points inside the potential ear
  17785. var p = ear.next.next;
  17786. while ( p !== ear.prev ) {
  17787. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17788. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17789. p = p.next;
  17790. }
  17791. return true;
  17792. }
  17793. function isEarHashed( ear, minX, minY, invSize ) {
  17794. var a = ear.prev,
  17795. b = ear,
  17796. c = ear.next;
  17797. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17798. // triangle bbox; min & max are calculated like this for speed
  17799. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17800. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17801. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17802. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17803. // z-order range for the current triangle bbox;
  17804. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17805. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17806. var p = ear.prevZ,
  17807. n = ear.nextZ;
  17808. // look for points inside the triangle in both directions
  17809. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17810. if ( p !== ear.prev && p !== ear.next &&
  17811. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17812. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17813. p = p.prevZ;
  17814. if ( n !== ear.prev && n !== ear.next &&
  17815. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17816. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17817. n = n.nextZ;
  17818. }
  17819. // look for remaining points in decreasing z-order
  17820. while ( p && p.z >= minZ ) {
  17821. if ( p !== ear.prev && p !== ear.next &&
  17822. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17823. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17824. p = p.prevZ;
  17825. }
  17826. // look for remaining points in increasing z-order
  17827. while ( n && n.z <= maxZ ) {
  17828. if ( n !== ear.prev && n !== ear.next &&
  17829. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17830. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17831. n = n.nextZ;
  17832. }
  17833. return true;
  17834. }
  17835. // go through all polygon nodes and cure small local self-intersections
  17836. function cureLocalIntersections( start, triangles, dim ) {
  17837. var p = start;
  17838. do {
  17839. var a = p.prev,
  17840. b = p.next.next;
  17841. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17842. triangles.push( a.i / dim );
  17843. triangles.push( p.i / dim );
  17844. triangles.push( b.i / dim );
  17845. // remove two nodes involved
  17846. removeNode( p );
  17847. removeNode( p.next );
  17848. p = start = b;
  17849. }
  17850. p = p.next;
  17851. } while ( p !== start );
  17852. return p;
  17853. }
  17854. // try splitting polygon into two and triangulate them independently
  17855. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17856. // look for a valid diagonal that divides the polygon into two
  17857. var a = start;
  17858. do {
  17859. var b = a.next.next;
  17860. while ( b !== a.prev ) {
  17861. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17862. // split the polygon in two by the diagonal
  17863. var c = splitPolygon( a, b );
  17864. // filter colinear points around the cuts
  17865. a = filterPoints( a, a.next );
  17866. c = filterPoints( c, c.next );
  17867. // run earcut on each half
  17868. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17869. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17870. return;
  17871. }
  17872. b = b.next;
  17873. }
  17874. a = a.next;
  17875. } while ( a !== start );
  17876. }
  17877. // link every hole into the outer loop, producing a single-ring polygon without holes
  17878. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17879. var queue = [],
  17880. i, len, start, end, list;
  17881. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17882. start = holeIndices[ i ] * dim;
  17883. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17884. list = linkedList( data, start, end, dim, false );
  17885. if ( list === list.next ) { list.steiner = true; }
  17886. queue.push( getLeftmost( list ) );
  17887. }
  17888. queue.sort( compareX );
  17889. // process holes from left to right
  17890. for ( i = 0; i < queue.length; i ++ ) {
  17891. eliminateHole( queue[ i ], outerNode );
  17892. outerNode = filterPoints( outerNode, outerNode.next );
  17893. }
  17894. return outerNode;
  17895. }
  17896. function compareX( a, b ) {
  17897. return a.x - b.x;
  17898. }
  17899. // find a bridge between vertices that connects hole with an outer ring and and link it
  17900. function eliminateHole( hole, outerNode ) {
  17901. outerNode = findHoleBridge( hole, outerNode );
  17902. if ( outerNode ) {
  17903. var b = splitPolygon( outerNode, hole );
  17904. filterPoints( b, b.next );
  17905. }
  17906. }
  17907. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17908. function findHoleBridge( hole, outerNode ) {
  17909. var p = outerNode,
  17910. hx = hole.x,
  17911. hy = hole.y,
  17912. qx = - Infinity,
  17913. m;
  17914. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17915. // segment's endpoint with lesser x will be potential connection point
  17916. do {
  17917. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17918. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17919. if ( x <= hx && x > qx ) {
  17920. qx = x;
  17921. if ( x === hx ) {
  17922. if ( hy === p.y ) { return p; }
  17923. if ( hy === p.next.y ) { return p.next; }
  17924. }
  17925. m = p.x < p.next.x ? p : p.next;
  17926. }
  17927. }
  17928. p = p.next;
  17929. } while ( p !== outerNode );
  17930. if ( ! m ) { return null; }
  17931. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17932. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17933. // if there are no points found, we have a valid connection;
  17934. // otherwise choose the point of the minimum angle with the ray as connection point
  17935. var stop = m,
  17936. mx = m.x,
  17937. my = m.y,
  17938. tanMin = Infinity,
  17939. tan;
  17940. p = m.next;
  17941. while ( p !== stop ) {
  17942. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17943. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17944. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17945. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17946. m = p;
  17947. tanMin = tan;
  17948. }
  17949. }
  17950. p = p.next;
  17951. }
  17952. return m;
  17953. }
  17954. // interlink polygon nodes in z-order
  17955. function indexCurve( start, minX, minY, invSize ) {
  17956. var p = start;
  17957. do {
  17958. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17959. p.prevZ = p.prev;
  17960. p.nextZ = p.next;
  17961. p = p.next;
  17962. } while ( p !== start );
  17963. p.prevZ.nextZ = null;
  17964. p.prevZ = null;
  17965. sortLinked( p );
  17966. }
  17967. // Simon Tatham's linked list merge sort algorithm
  17968. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17969. function sortLinked( list ) {
  17970. var i, p, q, e, tail, numMerges, pSize, qSize,
  17971. inSize = 1;
  17972. do {
  17973. p = list;
  17974. list = null;
  17975. tail = null;
  17976. numMerges = 0;
  17977. while ( p ) {
  17978. numMerges ++;
  17979. q = p;
  17980. pSize = 0;
  17981. for ( i = 0; i < inSize; i ++ ) {
  17982. pSize ++;
  17983. q = q.nextZ;
  17984. if ( ! q ) { break; }
  17985. }
  17986. qSize = inSize;
  17987. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17988. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17989. e = p;
  17990. p = p.nextZ;
  17991. pSize --;
  17992. } else {
  17993. e = q;
  17994. q = q.nextZ;
  17995. qSize --;
  17996. }
  17997. if ( tail ) { tail.nextZ = e; }
  17998. else { list = e; }
  17999. e.prevZ = tail;
  18000. tail = e;
  18001. }
  18002. p = q;
  18003. }
  18004. tail.nextZ = null;
  18005. inSize *= 2;
  18006. } while ( numMerges > 1 );
  18007. return list;
  18008. }
  18009. // z-order of a point given coords and inverse of the longer side of data bbox
  18010. function zOrder( x, y, minX, minY, invSize ) {
  18011. // coords are transformed into non-negative 15-bit integer range
  18012. x = 32767 * ( x - minX ) * invSize;
  18013. y = 32767 * ( y - minY ) * invSize;
  18014. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18015. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18016. x = ( x | ( x << 2 ) ) & 0x33333333;
  18017. x = ( x | ( x << 1 ) ) & 0x55555555;
  18018. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18019. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18020. y = ( y | ( y << 2 ) ) & 0x33333333;
  18021. y = ( y | ( y << 1 ) ) & 0x55555555;
  18022. return x | ( y << 1 );
  18023. }
  18024. // find the leftmost node of a polygon ring
  18025. function getLeftmost( start ) {
  18026. var p = start,
  18027. leftmost = start;
  18028. do {
  18029. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18030. p = p.next;
  18031. } while ( p !== start );
  18032. return leftmost;
  18033. }
  18034. // check if a point lies within a convex triangle
  18035. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18036. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18037. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18038. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18039. }
  18040. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18041. function isValidDiagonal( a, b ) {
  18042. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  18043. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  18044. }
  18045. // signed area of a triangle
  18046. function area( p, q, r ) {
  18047. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18048. }
  18049. // check if two points are equal
  18050. function equals( p1, p2 ) {
  18051. return p1.x === p2.x && p1.y === p2.y;
  18052. }
  18053. // check if two segments intersect
  18054. function intersects( p1, q1, p2, q2 ) {
  18055. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  18056. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  18057. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  18058. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  18059. }
  18060. // check if a polygon diagonal intersects any polygon segments
  18061. function intersectsPolygon( a, b ) {
  18062. var p = a;
  18063. do {
  18064. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18065. intersects( p, p.next, a, b ) ) { return true; }
  18066. p = p.next;
  18067. } while ( p !== a );
  18068. return false;
  18069. }
  18070. // check if a polygon diagonal is locally inside the polygon
  18071. function locallyInside( a, b ) {
  18072. return area( a.prev, a, a.next ) < 0 ?
  18073. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18074. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18075. }
  18076. // check if the middle point of a polygon diagonal is inside the polygon
  18077. function middleInside( a, b ) {
  18078. var p = a,
  18079. inside = false,
  18080. px = ( a.x + b.x ) / 2,
  18081. py = ( a.y + b.y ) / 2;
  18082. do {
  18083. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18084. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18085. { inside = ! inside; }
  18086. p = p.next;
  18087. } while ( p !== a );
  18088. return inside;
  18089. }
  18090. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18091. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18092. function splitPolygon( a, b ) {
  18093. var a2 = new Node( a.i, a.x, a.y ),
  18094. b2 = new Node( b.i, b.x, b.y ),
  18095. an = a.next,
  18096. bp = b.prev;
  18097. a.next = b;
  18098. b.prev = a;
  18099. a2.next = an;
  18100. an.prev = a2;
  18101. b2.next = a2;
  18102. a2.prev = b2;
  18103. bp.next = b2;
  18104. b2.prev = bp;
  18105. return b2;
  18106. }
  18107. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18108. function insertNode( i, x, y, last ) {
  18109. var p = new Node( i, x, y );
  18110. if ( ! last ) {
  18111. p.prev = p;
  18112. p.next = p;
  18113. } else {
  18114. p.next = last.next;
  18115. p.prev = last;
  18116. last.next.prev = p;
  18117. last.next = p;
  18118. }
  18119. return p;
  18120. }
  18121. function removeNode( p ) {
  18122. p.next.prev = p.prev;
  18123. p.prev.next = p.next;
  18124. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18125. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18126. }
  18127. function Node( i, x, y ) {
  18128. // vertex index in coordinates array
  18129. this.i = i;
  18130. // vertex coordinates
  18131. this.x = x;
  18132. this.y = y;
  18133. // previous and next vertex nodes in a polygon ring
  18134. this.prev = null;
  18135. this.next = null;
  18136. // z-order curve value
  18137. this.z = null;
  18138. // previous and next nodes in z-order
  18139. this.prevZ = null;
  18140. this.nextZ = null;
  18141. // indicates whether this is a steiner point
  18142. this.steiner = false;
  18143. }
  18144. function signedArea( data, start, end, dim ) {
  18145. var sum = 0;
  18146. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18147. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18148. j = i;
  18149. }
  18150. return sum;
  18151. }
  18152. /**
  18153. * @author zz85 / http://www.lab4games.net/zz85/blog
  18154. */
  18155. var ShapeUtils = {
  18156. // calculate area of the contour polygon
  18157. area: function ( contour ) {
  18158. var n = contour.length;
  18159. var a = 0.0;
  18160. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18161. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18162. }
  18163. return a * 0.5;
  18164. },
  18165. isClockWise: function ( pts ) {
  18166. return ShapeUtils.area( pts ) < 0;
  18167. },
  18168. triangulateShape: function ( contour, holes ) {
  18169. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18170. var holeIndices = []; // array of hole indices
  18171. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18172. removeDupEndPts( contour );
  18173. addContour( vertices, contour );
  18174. //
  18175. var holeIndex = contour.length;
  18176. holes.forEach( removeDupEndPts );
  18177. for ( var i = 0; i < holes.length; i ++ ) {
  18178. holeIndices.push( holeIndex );
  18179. holeIndex += holes[ i ].length;
  18180. addContour( vertices, holes[ i ] );
  18181. }
  18182. //
  18183. var triangles = Earcut.triangulate( vertices, holeIndices );
  18184. //
  18185. for ( var i = 0; i < triangles.length; i += 3 ) {
  18186. faces.push( triangles.slice( i, i + 3 ) );
  18187. }
  18188. return faces;
  18189. }
  18190. };
  18191. function removeDupEndPts( points ) {
  18192. var l = points.length;
  18193. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18194. points.pop();
  18195. }
  18196. }
  18197. function addContour( vertices, contour ) {
  18198. for ( var i = 0; i < contour.length; i ++ ) {
  18199. vertices.push( contour[ i ].x );
  18200. vertices.push( contour[ i ].y );
  18201. }
  18202. }
  18203. /**
  18204. * @author zz85 / http://www.lab4games.net/zz85/blog
  18205. *
  18206. * Creates extruded geometry from a path shape.
  18207. *
  18208. * parameters = {
  18209. *
  18210. * curveSegments: <int>, // number of points on the curves
  18211. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18212. * depth: <float>, // Depth to extrude the shape
  18213. *
  18214. * bevelEnabled: <bool>, // turn on bevel
  18215. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18216. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18217. * bevelOffset: <float>, // how far from shape outline does bevel start
  18218. * bevelSegments: <int>, // number of bevel layers
  18219. *
  18220. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18221. *
  18222. * UVGenerator: <Object> // object that provides UV generator functions
  18223. *
  18224. * }
  18225. */
  18226. // ExtrudeGeometry
  18227. function ExtrudeGeometry( shapes, options ) {
  18228. Geometry.call( this );
  18229. this.type = 'ExtrudeGeometry';
  18230. this.parameters = {
  18231. shapes: shapes,
  18232. options: options
  18233. };
  18234. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18235. this.mergeVertices();
  18236. }
  18237. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18238. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18239. ExtrudeGeometry.prototype.toJSON = function () {
  18240. var data = Geometry.prototype.toJSON.call( this );
  18241. var shapes = this.parameters.shapes;
  18242. var options = this.parameters.options;
  18243. return toJSON( shapes, options, data );
  18244. };
  18245. // ExtrudeBufferGeometry
  18246. function ExtrudeBufferGeometry( shapes, options ) {
  18247. BufferGeometry.call( this );
  18248. this.type = 'ExtrudeBufferGeometry';
  18249. this.parameters = {
  18250. shapes: shapes,
  18251. options: options
  18252. };
  18253. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18254. var scope = this;
  18255. var verticesArray = [];
  18256. var uvArray = [];
  18257. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18258. var shape = shapes[ i ];
  18259. addShape( shape );
  18260. }
  18261. // build geometry
  18262. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18263. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18264. this.computeVertexNormals();
  18265. // functions
  18266. function addShape( shape ) {
  18267. var placeholder = [];
  18268. // options
  18269. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18270. var steps = options.steps !== undefined ? options.steps : 1;
  18271. var depth = options.depth !== undefined ? options.depth : 100;
  18272. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18273. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18274. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18275. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18276. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18277. var extrudePath = options.extrudePath;
  18278. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18279. // deprecated options
  18280. if ( options.amount !== undefined ) {
  18281. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18282. depth = options.amount;
  18283. }
  18284. //
  18285. var extrudePts, extrudeByPath = false;
  18286. var splineTube, binormal, normal, position2;
  18287. if ( extrudePath ) {
  18288. extrudePts = extrudePath.getSpacedPoints( steps );
  18289. extrudeByPath = true;
  18290. bevelEnabled = false; // bevels not supported for path extrusion
  18291. // SETUP TNB variables
  18292. // TODO1 - have a .isClosed in spline?
  18293. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18294. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18295. binormal = new Vector3();
  18296. normal = new Vector3();
  18297. position2 = new Vector3();
  18298. }
  18299. // Safeguards if bevels are not enabled
  18300. if ( ! bevelEnabled ) {
  18301. bevelSegments = 0;
  18302. bevelThickness = 0;
  18303. bevelSize = 0;
  18304. bevelOffset = 0;
  18305. }
  18306. // Variables initialization
  18307. var ahole, h, hl; // looping of holes
  18308. var shapePoints = shape.extractPoints( curveSegments );
  18309. var vertices = shapePoints.shape;
  18310. var holes = shapePoints.holes;
  18311. var reverse = ! ShapeUtils.isClockWise( vertices );
  18312. if ( reverse ) {
  18313. vertices = vertices.reverse();
  18314. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18315. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18316. ahole = holes[ h ];
  18317. if ( ShapeUtils.isClockWise( ahole ) ) {
  18318. holes[ h ] = ahole.reverse();
  18319. }
  18320. }
  18321. }
  18322. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18323. /* Vertices */
  18324. var contour = vertices; // vertices has all points but contour has only points of circumference
  18325. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18326. ahole = holes[ h ];
  18327. vertices = vertices.concat( ahole );
  18328. }
  18329. function scalePt2( pt, vec, size ) {
  18330. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18331. return vec.clone().multiplyScalar( size ).add( pt );
  18332. }
  18333. var b, bs, t, z,
  18334. vert, vlen = vertices.length,
  18335. face, flen = faces.length;
  18336. // Find directions for point movement
  18337. function getBevelVec( inPt, inPrev, inNext ) {
  18338. // computes for inPt the corresponding point inPt' on a new contour
  18339. // shifted by 1 unit (length of normalized vector) to the left
  18340. // if we walk along contour clockwise, this new contour is outside the old one
  18341. //
  18342. // inPt' is the intersection of the two lines parallel to the two
  18343. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18344. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18345. // good reading for geometry algorithms (here: line-line intersection)
  18346. // http://geomalgorithms.com/a05-_intersect-1.html
  18347. var v_prev_x = inPt.x - inPrev.x,
  18348. v_prev_y = inPt.y - inPrev.y;
  18349. var v_next_x = inNext.x - inPt.x,
  18350. v_next_y = inNext.y - inPt.y;
  18351. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18352. // check for collinear edges
  18353. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18354. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18355. // not collinear
  18356. // length of vectors for normalizing
  18357. var v_prev_len = Math.sqrt( v_prev_lensq );
  18358. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18359. // shift adjacent points by unit vectors to the left
  18360. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18361. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18362. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18363. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18364. // scaling factor for v_prev to intersection point
  18365. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18366. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18367. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18368. // vector from inPt to intersection point
  18369. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18370. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18371. // Don't normalize!, otherwise sharp corners become ugly
  18372. // but prevent crazy spikes
  18373. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18374. if ( v_trans_lensq <= 2 ) {
  18375. return new Vector2( v_trans_x, v_trans_y );
  18376. } else {
  18377. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18378. }
  18379. } else {
  18380. // handle special case of collinear edges
  18381. var direction_eq = false; // assumes: opposite
  18382. if ( v_prev_x > Number.EPSILON ) {
  18383. if ( v_next_x > Number.EPSILON ) {
  18384. direction_eq = true;
  18385. }
  18386. } else {
  18387. if ( v_prev_x < - Number.EPSILON ) {
  18388. if ( v_next_x < - Number.EPSILON ) {
  18389. direction_eq = true;
  18390. }
  18391. } else {
  18392. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18393. direction_eq = true;
  18394. }
  18395. }
  18396. }
  18397. if ( direction_eq ) {
  18398. // console.log("Warning: lines are a straight sequence");
  18399. v_trans_x = - v_prev_y;
  18400. v_trans_y = v_prev_x;
  18401. shrink_by = Math.sqrt( v_prev_lensq );
  18402. } else {
  18403. // console.log("Warning: lines are a straight spike");
  18404. v_trans_x = v_prev_x;
  18405. v_trans_y = v_prev_y;
  18406. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18407. }
  18408. }
  18409. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18410. }
  18411. var contourMovements = [];
  18412. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18413. if ( j === il ) { j = 0; }
  18414. if ( k === il ) { k = 0; }
  18415. // (j)---(i)---(k)
  18416. // console.log('i,j,k', i, j , k)
  18417. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18418. }
  18419. var holesMovements = [],
  18420. oneHoleMovements, verticesMovements = contourMovements.concat();
  18421. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18422. ahole = holes[ h ];
  18423. oneHoleMovements = [];
  18424. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18425. if ( j === il ) { j = 0; }
  18426. if ( k === il ) { k = 0; }
  18427. // (j)---(i)---(k)
  18428. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18429. }
  18430. holesMovements.push( oneHoleMovements );
  18431. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18432. }
  18433. // Loop bevelSegments, 1 for the front, 1 for the back
  18434. for ( b = 0; b < bevelSegments; b ++ ) {
  18435. //for ( b = bevelSegments; b > 0; b -- ) {
  18436. t = b / bevelSegments;
  18437. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18438. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18439. // contract shape
  18440. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18441. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18442. v( vert.x, vert.y, - z );
  18443. }
  18444. // expand holes
  18445. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18446. ahole = holes[ h ];
  18447. oneHoleMovements = holesMovements[ h ];
  18448. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18449. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18450. v( vert.x, vert.y, - z );
  18451. }
  18452. }
  18453. }
  18454. bs = bevelSize + bevelOffset;
  18455. // Back facing vertices
  18456. for ( i = 0; i < vlen; i ++ ) {
  18457. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18458. if ( ! extrudeByPath ) {
  18459. v( vert.x, vert.y, 0 );
  18460. } else {
  18461. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18462. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18463. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18464. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18465. v( position2.x, position2.y, position2.z );
  18466. }
  18467. }
  18468. // Add stepped vertices...
  18469. // Including front facing vertices
  18470. var s;
  18471. for ( s = 1; s <= steps; s ++ ) {
  18472. for ( i = 0; i < vlen; i ++ ) {
  18473. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18474. if ( ! extrudeByPath ) {
  18475. v( vert.x, vert.y, depth / steps * s );
  18476. } else {
  18477. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18478. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18479. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18480. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18481. v( position2.x, position2.y, position2.z );
  18482. }
  18483. }
  18484. }
  18485. // Add bevel segments planes
  18486. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18487. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18488. t = b / bevelSegments;
  18489. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18490. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18491. // contract shape
  18492. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18493. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18494. v( vert.x, vert.y, depth + z );
  18495. }
  18496. // expand holes
  18497. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18498. ahole = holes[ h ];
  18499. oneHoleMovements = holesMovements[ h ];
  18500. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18501. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18502. if ( ! extrudeByPath ) {
  18503. v( vert.x, vert.y, depth + z );
  18504. } else {
  18505. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18506. }
  18507. }
  18508. }
  18509. }
  18510. /* Faces */
  18511. // Top and bottom faces
  18512. buildLidFaces();
  18513. // Sides faces
  18514. buildSideFaces();
  18515. ///// Internal functions
  18516. function buildLidFaces() {
  18517. var start = verticesArray.length / 3;
  18518. if ( bevelEnabled ) {
  18519. var layer = 0; // steps + 1
  18520. var offset = vlen * layer;
  18521. // Bottom faces
  18522. for ( i = 0; i < flen; i ++ ) {
  18523. face = faces[ i ];
  18524. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18525. }
  18526. layer = steps + bevelSegments * 2;
  18527. offset = vlen * layer;
  18528. // Top faces
  18529. for ( i = 0; i < flen; i ++ ) {
  18530. face = faces[ i ];
  18531. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18532. }
  18533. } else {
  18534. // Bottom faces
  18535. for ( i = 0; i < flen; i ++ ) {
  18536. face = faces[ i ];
  18537. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18538. }
  18539. // Top faces
  18540. for ( i = 0; i < flen; i ++ ) {
  18541. face = faces[ i ];
  18542. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18543. }
  18544. }
  18545. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18546. }
  18547. // Create faces for the z-sides of the shape
  18548. function buildSideFaces() {
  18549. var start = verticesArray.length / 3;
  18550. var layeroffset = 0;
  18551. sidewalls( contour, layeroffset );
  18552. layeroffset += contour.length;
  18553. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18554. ahole = holes[ h ];
  18555. sidewalls( ahole, layeroffset );
  18556. //, true
  18557. layeroffset += ahole.length;
  18558. }
  18559. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18560. }
  18561. function sidewalls( contour, layeroffset ) {
  18562. var j, k;
  18563. i = contour.length;
  18564. while ( -- i >= 0 ) {
  18565. j = i;
  18566. k = i - 1;
  18567. if ( k < 0 ) { k = contour.length - 1; }
  18568. //console.log('b', i,j, i-1, k,vertices.length);
  18569. var s = 0,
  18570. sl = steps + bevelSegments * 2;
  18571. for ( s = 0; s < sl; s ++ ) {
  18572. var slen1 = vlen * s;
  18573. var slen2 = vlen * ( s + 1 );
  18574. var a = layeroffset + j + slen1,
  18575. b = layeroffset + k + slen1,
  18576. c = layeroffset + k + slen2,
  18577. d = layeroffset + j + slen2;
  18578. f4( a, b, c, d );
  18579. }
  18580. }
  18581. }
  18582. function v( x, y, z ) {
  18583. placeholder.push( x );
  18584. placeholder.push( y );
  18585. placeholder.push( z );
  18586. }
  18587. function f3( a, b, c ) {
  18588. addVertex( a );
  18589. addVertex( b );
  18590. addVertex( c );
  18591. var nextIndex = verticesArray.length / 3;
  18592. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18593. addUV( uvs[ 0 ] );
  18594. addUV( uvs[ 1 ] );
  18595. addUV( uvs[ 2 ] );
  18596. }
  18597. function f4( a, b, c, d ) {
  18598. addVertex( a );
  18599. addVertex( b );
  18600. addVertex( d );
  18601. addVertex( b );
  18602. addVertex( c );
  18603. addVertex( d );
  18604. var nextIndex = verticesArray.length / 3;
  18605. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18606. addUV( uvs[ 0 ] );
  18607. addUV( uvs[ 1 ] );
  18608. addUV( uvs[ 3 ] );
  18609. addUV( uvs[ 1 ] );
  18610. addUV( uvs[ 2 ] );
  18611. addUV( uvs[ 3 ] );
  18612. }
  18613. function addVertex( index ) {
  18614. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18615. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18616. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18617. }
  18618. function addUV( vector2 ) {
  18619. uvArray.push( vector2.x );
  18620. uvArray.push( vector2.y );
  18621. }
  18622. }
  18623. }
  18624. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18625. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18626. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18627. var data = BufferGeometry.prototype.toJSON.call( this );
  18628. var shapes = this.parameters.shapes;
  18629. var options = this.parameters.options;
  18630. return toJSON( shapes, options, data );
  18631. };
  18632. //
  18633. var WorldUVGenerator = {
  18634. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18635. var a_x = vertices[ indexA * 3 ];
  18636. var a_y = vertices[ indexA * 3 + 1 ];
  18637. var b_x = vertices[ indexB * 3 ];
  18638. var b_y = vertices[ indexB * 3 + 1 ];
  18639. var c_x = vertices[ indexC * 3 ];
  18640. var c_y = vertices[ indexC * 3 + 1 ];
  18641. return [
  18642. new Vector2( a_x, a_y ),
  18643. new Vector2( b_x, b_y ),
  18644. new Vector2( c_x, c_y )
  18645. ];
  18646. },
  18647. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18648. var a_x = vertices[ indexA * 3 ];
  18649. var a_y = vertices[ indexA * 3 + 1 ];
  18650. var a_z = vertices[ indexA * 3 + 2 ];
  18651. var b_x = vertices[ indexB * 3 ];
  18652. var b_y = vertices[ indexB * 3 + 1 ];
  18653. var b_z = vertices[ indexB * 3 + 2 ];
  18654. var c_x = vertices[ indexC * 3 ];
  18655. var c_y = vertices[ indexC * 3 + 1 ];
  18656. var c_z = vertices[ indexC * 3 + 2 ];
  18657. var d_x = vertices[ indexD * 3 ];
  18658. var d_y = vertices[ indexD * 3 + 1 ];
  18659. var d_z = vertices[ indexD * 3 + 2 ];
  18660. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18661. return [
  18662. new Vector2( a_x, 1 - a_z ),
  18663. new Vector2( b_x, 1 - b_z ),
  18664. new Vector2( c_x, 1 - c_z ),
  18665. new Vector2( d_x, 1 - d_z )
  18666. ];
  18667. } else {
  18668. return [
  18669. new Vector2( a_y, 1 - a_z ),
  18670. new Vector2( b_y, 1 - b_z ),
  18671. new Vector2( c_y, 1 - c_z ),
  18672. new Vector2( d_y, 1 - d_z )
  18673. ];
  18674. }
  18675. }
  18676. };
  18677. function toJSON( shapes, options, data ) {
  18678. //
  18679. data.shapes = [];
  18680. if ( Array.isArray( shapes ) ) {
  18681. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18682. var shape = shapes[ i ];
  18683. data.shapes.push( shape.uuid );
  18684. }
  18685. } else {
  18686. data.shapes.push( shapes.uuid );
  18687. }
  18688. //
  18689. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18690. return data;
  18691. }
  18692. /**
  18693. * @author zz85 / http://www.lab4games.net/zz85/blog
  18694. * @author alteredq / http://alteredqualia.com/
  18695. *
  18696. * Text = 3D Text
  18697. *
  18698. * parameters = {
  18699. * font: <THREE.Font>, // font
  18700. *
  18701. * size: <float>, // size of the text
  18702. * height: <float>, // thickness to extrude text
  18703. * curveSegments: <int>, // number of points on the curves
  18704. *
  18705. * bevelEnabled: <bool>, // turn on bevel
  18706. * bevelThickness: <float>, // how deep into text bevel goes
  18707. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18708. * bevelOffset: <float> // how far from text outline does bevel start
  18709. * }
  18710. */
  18711. // TextGeometry
  18712. function TextGeometry( text, parameters ) {
  18713. Geometry.call( this );
  18714. this.type = 'TextGeometry';
  18715. this.parameters = {
  18716. text: text,
  18717. parameters: parameters
  18718. };
  18719. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18720. this.mergeVertices();
  18721. }
  18722. TextGeometry.prototype = Object.create( Geometry.prototype );
  18723. TextGeometry.prototype.constructor = TextGeometry;
  18724. // TextBufferGeometry
  18725. function TextBufferGeometry( text, parameters ) {
  18726. parameters = parameters || {};
  18727. var font = parameters.font;
  18728. if ( ! ( font && font.isFont ) ) {
  18729. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18730. return new Geometry();
  18731. }
  18732. var shapes = font.generateShapes( text, parameters.size );
  18733. // translate parameters to ExtrudeGeometry API
  18734. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18735. // defaults
  18736. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18737. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18738. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18739. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18740. this.type = 'TextBufferGeometry';
  18741. }
  18742. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18743. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18744. /**
  18745. * @author mrdoob / http://mrdoob.com/
  18746. * @author benaadams / https://twitter.com/ben_a_adams
  18747. * @author Mugen87 / https://github.com/Mugen87
  18748. */
  18749. // SphereGeometry
  18750. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18751. Geometry.call( this );
  18752. this.type = 'SphereGeometry';
  18753. this.parameters = {
  18754. radius: radius,
  18755. widthSegments: widthSegments,
  18756. heightSegments: heightSegments,
  18757. phiStart: phiStart,
  18758. phiLength: phiLength,
  18759. thetaStart: thetaStart,
  18760. thetaLength: thetaLength
  18761. };
  18762. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18763. this.mergeVertices();
  18764. }
  18765. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18766. SphereGeometry.prototype.constructor = SphereGeometry;
  18767. // SphereBufferGeometry
  18768. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18769. BufferGeometry.call( this );
  18770. this.type = 'SphereBufferGeometry';
  18771. this.parameters = {
  18772. radius: radius,
  18773. widthSegments: widthSegments,
  18774. heightSegments: heightSegments,
  18775. phiStart: phiStart,
  18776. phiLength: phiLength,
  18777. thetaStart: thetaStart,
  18778. thetaLength: thetaLength
  18779. };
  18780. radius = radius || 1;
  18781. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18782. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18783. phiStart = phiStart !== undefined ? phiStart : 0;
  18784. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18785. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18786. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18787. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18788. var ix, iy;
  18789. var index = 0;
  18790. var grid = [];
  18791. var vertex = new Vector3();
  18792. var normal = new Vector3();
  18793. // buffers
  18794. var indices = [];
  18795. var vertices = [];
  18796. var normals = [];
  18797. var uvs = [];
  18798. // generate vertices, normals and uvs
  18799. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18800. var verticesRow = [];
  18801. var v = iy / heightSegments;
  18802. // special case for the poles
  18803. var uOffset = 0;
  18804. if ( iy == 0 && thetaStart == 0 ) {
  18805. uOffset = 0.5 / widthSegments;
  18806. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18807. uOffset = - 0.5 / widthSegments;
  18808. }
  18809. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18810. var u = ix / widthSegments;
  18811. // vertex
  18812. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18813. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18814. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18815. vertices.push( vertex.x, vertex.y, vertex.z );
  18816. // normal
  18817. normal.copy( vertex ).normalize();
  18818. normals.push( normal.x, normal.y, normal.z );
  18819. // uv
  18820. uvs.push( u + uOffset, 1 - v );
  18821. verticesRow.push( index ++ );
  18822. }
  18823. grid.push( verticesRow );
  18824. }
  18825. // indices
  18826. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18827. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18828. var a = grid[ iy ][ ix + 1 ];
  18829. var b = grid[ iy ][ ix ];
  18830. var c = grid[ iy + 1 ][ ix ];
  18831. var d = grid[ iy + 1 ][ ix + 1 ];
  18832. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18833. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18834. }
  18835. }
  18836. // build geometry
  18837. this.setIndex( indices );
  18838. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18839. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18840. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18841. }
  18842. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18843. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18844. /**
  18845. * @author Kaleb Murphy
  18846. * @author Mugen87 / https://github.com/Mugen87
  18847. */
  18848. // RingGeometry
  18849. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18850. Geometry.call( this );
  18851. this.type = 'RingGeometry';
  18852. this.parameters = {
  18853. innerRadius: innerRadius,
  18854. outerRadius: outerRadius,
  18855. thetaSegments: thetaSegments,
  18856. phiSegments: phiSegments,
  18857. thetaStart: thetaStart,
  18858. thetaLength: thetaLength
  18859. };
  18860. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18861. this.mergeVertices();
  18862. }
  18863. RingGeometry.prototype = Object.create( Geometry.prototype );
  18864. RingGeometry.prototype.constructor = RingGeometry;
  18865. // RingBufferGeometry
  18866. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18867. BufferGeometry.call( this );
  18868. this.type = 'RingBufferGeometry';
  18869. this.parameters = {
  18870. innerRadius: innerRadius,
  18871. outerRadius: outerRadius,
  18872. thetaSegments: thetaSegments,
  18873. phiSegments: phiSegments,
  18874. thetaStart: thetaStart,
  18875. thetaLength: thetaLength
  18876. };
  18877. innerRadius = innerRadius || 0.5;
  18878. outerRadius = outerRadius || 1;
  18879. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18880. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18881. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18882. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18883. // buffers
  18884. var indices = [];
  18885. var vertices = [];
  18886. var normals = [];
  18887. var uvs = [];
  18888. // some helper variables
  18889. var segment;
  18890. var radius = innerRadius;
  18891. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18892. var vertex = new Vector3();
  18893. var uv = new Vector2();
  18894. var j, i;
  18895. // generate vertices, normals and uvs
  18896. for ( j = 0; j <= phiSegments; j ++ ) {
  18897. for ( i = 0; i <= thetaSegments; i ++ ) {
  18898. // values are generate from the inside of the ring to the outside
  18899. segment = thetaStart + i / thetaSegments * thetaLength;
  18900. // vertex
  18901. vertex.x = radius * Math.cos( segment );
  18902. vertex.y = radius * Math.sin( segment );
  18903. vertices.push( vertex.x, vertex.y, vertex.z );
  18904. // normal
  18905. normals.push( 0, 0, 1 );
  18906. // uv
  18907. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18908. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18909. uvs.push( uv.x, uv.y );
  18910. }
  18911. // increase the radius for next row of vertices
  18912. radius += radiusStep;
  18913. }
  18914. // indices
  18915. for ( j = 0; j < phiSegments; j ++ ) {
  18916. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18917. for ( i = 0; i < thetaSegments; i ++ ) {
  18918. segment = i + thetaSegmentLevel;
  18919. var a = segment;
  18920. var b = segment + thetaSegments + 1;
  18921. var c = segment + thetaSegments + 2;
  18922. var d = segment + 1;
  18923. // faces
  18924. indices.push( a, b, d );
  18925. indices.push( b, c, d );
  18926. }
  18927. }
  18928. // build geometry
  18929. this.setIndex( indices );
  18930. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18931. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18932. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18933. }
  18934. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18935. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18936. /**
  18937. * @author zz85 / https://github.com/zz85
  18938. * @author bhouston / http://clara.io
  18939. * @author Mugen87 / https://github.com/Mugen87
  18940. */
  18941. // LatheGeometry
  18942. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18943. Geometry.call( this );
  18944. this.type = 'LatheGeometry';
  18945. this.parameters = {
  18946. points: points,
  18947. segments: segments,
  18948. phiStart: phiStart,
  18949. phiLength: phiLength
  18950. };
  18951. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18952. this.mergeVertices();
  18953. }
  18954. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18955. LatheGeometry.prototype.constructor = LatheGeometry;
  18956. // LatheBufferGeometry
  18957. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18958. BufferGeometry.call( this );
  18959. this.type = 'LatheBufferGeometry';
  18960. this.parameters = {
  18961. points: points,
  18962. segments: segments,
  18963. phiStart: phiStart,
  18964. phiLength: phiLength
  18965. };
  18966. segments = Math.floor( segments ) || 12;
  18967. phiStart = phiStart || 0;
  18968. phiLength = phiLength || Math.PI * 2;
  18969. // clamp phiLength so it's in range of [ 0, 2PI ]
  18970. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  18971. // buffers
  18972. var indices = [];
  18973. var vertices = [];
  18974. var uvs = [];
  18975. // helper variables
  18976. var base;
  18977. var inverseSegments = 1.0 / segments;
  18978. var vertex = new Vector3();
  18979. var uv = new Vector2();
  18980. var i, j;
  18981. // generate vertices and uvs
  18982. for ( i = 0; i <= segments; i ++ ) {
  18983. var phi = phiStart + i * inverseSegments * phiLength;
  18984. var sin = Math.sin( phi );
  18985. var cos = Math.cos( phi );
  18986. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18987. // vertex
  18988. vertex.x = points[ j ].x * sin;
  18989. vertex.y = points[ j ].y;
  18990. vertex.z = points[ j ].x * cos;
  18991. vertices.push( vertex.x, vertex.y, vertex.z );
  18992. // uv
  18993. uv.x = i / segments;
  18994. uv.y = j / ( points.length - 1 );
  18995. uvs.push( uv.x, uv.y );
  18996. }
  18997. }
  18998. // indices
  18999. for ( i = 0; i < segments; i ++ ) {
  19000. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  19001. base = j + i * points.length;
  19002. var a = base;
  19003. var b = base + points.length;
  19004. var c = base + points.length + 1;
  19005. var d = base + 1;
  19006. // faces
  19007. indices.push( a, b, d );
  19008. indices.push( b, c, d );
  19009. }
  19010. }
  19011. // build geometry
  19012. this.setIndex( indices );
  19013. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19014. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19015. // generate normals
  19016. this.computeVertexNormals();
  19017. // if the geometry is closed, we need to average the normals along the seam.
  19018. // because the corresponding vertices are identical (but still have different UVs).
  19019. if ( phiLength === Math.PI * 2 ) {
  19020. var normals = this.attributes.normal.array;
  19021. var n1 = new Vector3();
  19022. var n2 = new Vector3();
  19023. var n = new Vector3();
  19024. // this is the buffer offset for the last line of vertices
  19025. base = segments * points.length * 3;
  19026. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  19027. // select the normal of the vertex in the first line
  19028. n1.x = normals[ j + 0 ];
  19029. n1.y = normals[ j + 1 ];
  19030. n1.z = normals[ j + 2 ];
  19031. // select the normal of the vertex in the last line
  19032. n2.x = normals[ base + j + 0 ];
  19033. n2.y = normals[ base + j + 1 ];
  19034. n2.z = normals[ base + j + 2 ];
  19035. // average normals
  19036. n.addVectors( n1, n2 ).normalize();
  19037. // assign the new values to both normals
  19038. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  19039. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  19040. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  19041. }
  19042. }
  19043. }
  19044. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19045. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19046. /**
  19047. * @author jonobr1 / http://jonobr1.com
  19048. * @author Mugen87 / https://github.com/Mugen87
  19049. */
  19050. // ShapeGeometry
  19051. function ShapeGeometry( shapes, curveSegments ) {
  19052. Geometry.call( this );
  19053. this.type = 'ShapeGeometry';
  19054. if ( typeof curveSegments === 'object' ) {
  19055. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19056. curveSegments = curveSegments.curveSegments;
  19057. }
  19058. this.parameters = {
  19059. shapes: shapes,
  19060. curveSegments: curveSegments
  19061. };
  19062. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19063. this.mergeVertices();
  19064. }
  19065. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19066. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19067. ShapeGeometry.prototype.toJSON = function () {
  19068. var data = Geometry.prototype.toJSON.call( this );
  19069. var shapes = this.parameters.shapes;
  19070. return toJSON$1( shapes, data );
  19071. };
  19072. // ShapeBufferGeometry
  19073. function ShapeBufferGeometry( shapes, curveSegments ) {
  19074. BufferGeometry.call( this );
  19075. this.type = 'ShapeBufferGeometry';
  19076. this.parameters = {
  19077. shapes: shapes,
  19078. curveSegments: curveSegments
  19079. };
  19080. curveSegments = curveSegments || 12;
  19081. // buffers
  19082. var indices = [];
  19083. var vertices = [];
  19084. var normals = [];
  19085. var uvs = [];
  19086. // helper variables
  19087. var groupStart = 0;
  19088. var groupCount = 0;
  19089. // allow single and array values for "shapes" parameter
  19090. if ( Array.isArray( shapes ) === false ) {
  19091. addShape( shapes );
  19092. } else {
  19093. for ( var i = 0; i < shapes.length; i ++ ) {
  19094. addShape( shapes[ i ] );
  19095. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19096. groupStart += groupCount;
  19097. groupCount = 0;
  19098. }
  19099. }
  19100. // build geometry
  19101. this.setIndex( indices );
  19102. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19103. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19104. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19105. // helper functions
  19106. function addShape( shape ) {
  19107. var i, l, shapeHole;
  19108. var indexOffset = vertices.length / 3;
  19109. var points = shape.extractPoints( curveSegments );
  19110. var shapeVertices = points.shape;
  19111. var shapeHoles = points.holes;
  19112. // check direction of vertices
  19113. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19114. shapeVertices = shapeVertices.reverse();
  19115. }
  19116. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19117. shapeHole = shapeHoles[ i ];
  19118. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19119. shapeHoles[ i ] = shapeHole.reverse();
  19120. }
  19121. }
  19122. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19123. // join vertices of inner and outer paths to a single array
  19124. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19125. shapeHole = shapeHoles[ i ];
  19126. shapeVertices = shapeVertices.concat( shapeHole );
  19127. }
  19128. // vertices, normals, uvs
  19129. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19130. var vertex = shapeVertices[ i ];
  19131. vertices.push( vertex.x, vertex.y, 0 );
  19132. normals.push( 0, 0, 1 );
  19133. uvs.push( vertex.x, vertex.y ); // world uvs
  19134. }
  19135. // incides
  19136. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19137. var face = faces[ i ];
  19138. var a = face[ 0 ] + indexOffset;
  19139. var b = face[ 1 ] + indexOffset;
  19140. var c = face[ 2 ] + indexOffset;
  19141. indices.push( a, b, c );
  19142. groupCount += 3;
  19143. }
  19144. }
  19145. }
  19146. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19147. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19148. ShapeBufferGeometry.prototype.toJSON = function () {
  19149. var data = BufferGeometry.prototype.toJSON.call( this );
  19150. var shapes = this.parameters.shapes;
  19151. return toJSON$1( shapes, data );
  19152. };
  19153. //
  19154. function toJSON$1( shapes, data ) {
  19155. data.shapes = [];
  19156. if ( Array.isArray( shapes ) ) {
  19157. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19158. var shape = shapes[ i ];
  19159. data.shapes.push( shape.uuid );
  19160. }
  19161. } else {
  19162. data.shapes.push( shapes.uuid );
  19163. }
  19164. return data;
  19165. }
  19166. /**
  19167. * @author WestLangley / http://github.com/WestLangley
  19168. * @author Mugen87 / https://github.com/Mugen87
  19169. */
  19170. function EdgesGeometry( geometry, thresholdAngle ) {
  19171. BufferGeometry.call( this );
  19172. this.type = 'EdgesGeometry';
  19173. this.parameters = {
  19174. thresholdAngle: thresholdAngle
  19175. };
  19176. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19177. // buffer
  19178. var vertices = [];
  19179. // helper variables
  19180. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19181. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19182. var key, keys = [ 'a', 'b', 'c' ];
  19183. // prepare source geometry
  19184. var geometry2;
  19185. if ( geometry.isBufferGeometry ) {
  19186. geometry2 = new Geometry();
  19187. geometry2.fromBufferGeometry( geometry );
  19188. } else {
  19189. geometry2 = geometry.clone();
  19190. }
  19191. geometry2.mergeVertices();
  19192. geometry2.computeFaceNormals();
  19193. var sourceVertices = geometry2.vertices;
  19194. var faces = geometry2.faces;
  19195. // now create a data structure where each entry represents an edge with its adjoining faces
  19196. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19197. var face = faces[ i ];
  19198. for ( var j = 0; j < 3; j ++ ) {
  19199. edge1 = face[ keys[ j ] ];
  19200. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19201. edge[ 0 ] = Math.min( edge1, edge2 );
  19202. edge[ 1 ] = Math.max( edge1, edge2 );
  19203. key = edge[ 0 ] + ',' + edge[ 1 ];
  19204. if ( edges[ key ] === undefined ) {
  19205. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19206. } else {
  19207. edges[ key ].face2 = i;
  19208. }
  19209. }
  19210. }
  19211. // generate vertices
  19212. for ( key in edges ) {
  19213. var e = edges[ key ];
  19214. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19215. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19216. var vertex = sourceVertices[ e.index1 ];
  19217. vertices.push( vertex.x, vertex.y, vertex.z );
  19218. vertex = sourceVertices[ e.index2 ];
  19219. vertices.push( vertex.x, vertex.y, vertex.z );
  19220. }
  19221. }
  19222. // build geometry
  19223. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19224. }
  19225. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19226. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19227. /**
  19228. * @author mrdoob / http://mrdoob.com/
  19229. * @author Mugen87 / https://github.com/Mugen87
  19230. */
  19231. // CylinderGeometry
  19232. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19233. Geometry.call( this );
  19234. this.type = 'CylinderGeometry';
  19235. this.parameters = {
  19236. radiusTop: radiusTop,
  19237. radiusBottom: radiusBottom,
  19238. height: height,
  19239. radialSegments: radialSegments,
  19240. heightSegments: heightSegments,
  19241. openEnded: openEnded,
  19242. thetaStart: thetaStart,
  19243. thetaLength: thetaLength
  19244. };
  19245. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19246. this.mergeVertices();
  19247. }
  19248. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19249. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19250. // CylinderBufferGeometry
  19251. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19252. BufferGeometry.call( this );
  19253. this.type = 'CylinderBufferGeometry';
  19254. this.parameters = {
  19255. radiusTop: radiusTop,
  19256. radiusBottom: radiusBottom,
  19257. height: height,
  19258. radialSegments: radialSegments,
  19259. heightSegments: heightSegments,
  19260. openEnded: openEnded,
  19261. thetaStart: thetaStart,
  19262. thetaLength: thetaLength
  19263. };
  19264. var scope = this;
  19265. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19266. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19267. height = height || 1;
  19268. radialSegments = Math.floor( radialSegments ) || 8;
  19269. heightSegments = Math.floor( heightSegments ) || 1;
  19270. openEnded = openEnded !== undefined ? openEnded : false;
  19271. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19272. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19273. // buffers
  19274. var indices = [];
  19275. var vertices = [];
  19276. var normals = [];
  19277. var uvs = [];
  19278. // helper variables
  19279. var index = 0;
  19280. var indexArray = [];
  19281. var halfHeight = height / 2;
  19282. var groupStart = 0;
  19283. // generate geometry
  19284. generateTorso();
  19285. if ( openEnded === false ) {
  19286. if ( radiusTop > 0 ) { generateCap( true ); }
  19287. if ( radiusBottom > 0 ) { generateCap( false ); }
  19288. }
  19289. // build geometry
  19290. this.setIndex( indices );
  19291. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19292. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19293. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19294. function generateTorso() {
  19295. var x, y;
  19296. var normal = new Vector3();
  19297. var vertex = new Vector3();
  19298. var groupCount = 0;
  19299. // this will be used to calculate the normal
  19300. var slope = ( radiusBottom - radiusTop ) / height;
  19301. // generate vertices, normals and uvs
  19302. for ( y = 0; y <= heightSegments; y ++ ) {
  19303. var indexRow = [];
  19304. var v = y / heightSegments;
  19305. // calculate the radius of the current row
  19306. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19307. for ( x = 0; x <= radialSegments; x ++ ) {
  19308. var u = x / radialSegments;
  19309. var theta = u * thetaLength + thetaStart;
  19310. var sinTheta = Math.sin( theta );
  19311. var cosTheta = Math.cos( theta );
  19312. // vertex
  19313. vertex.x = radius * sinTheta;
  19314. vertex.y = - v * height + halfHeight;
  19315. vertex.z = radius * cosTheta;
  19316. vertices.push( vertex.x, vertex.y, vertex.z );
  19317. // normal
  19318. normal.set( sinTheta, slope, cosTheta ).normalize();
  19319. normals.push( normal.x, normal.y, normal.z );
  19320. // uv
  19321. uvs.push( u, 1 - v );
  19322. // save index of vertex in respective row
  19323. indexRow.push( index ++ );
  19324. }
  19325. // now save vertices of the row in our index array
  19326. indexArray.push( indexRow );
  19327. }
  19328. // generate indices
  19329. for ( x = 0; x < radialSegments; x ++ ) {
  19330. for ( y = 0; y < heightSegments; y ++ ) {
  19331. // we use the index array to access the correct indices
  19332. var a = indexArray[ y ][ x ];
  19333. var b = indexArray[ y + 1 ][ x ];
  19334. var c = indexArray[ y + 1 ][ x + 1 ];
  19335. var d = indexArray[ y ][ x + 1 ];
  19336. // faces
  19337. indices.push( a, b, d );
  19338. indices.push( b, c, d );
  19339. // update group counter
  19340. groupCount += 6;
  19341. }
  19342. }
  19343. // add a group to the geometry. this will ensure multi material support
  19344. scope.addGroup( groupStart, groupCount, 0 );
  19345. // calculate new start value for groups
  19346. groupStart += groupCount;
  19347. }
  19348. function generateCap( top ) {
  19349. var x, centerIndexStart, centerIndexEnd;
  19350. var uv = new Vector2();
  19351. var vertex = new Vector3();
  19352. var groupCount = 0;
  19353. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19354. var sign = ( top === true ) ? 1 : - 1;
  19355. // save the index of the first center vertex
  19356. centerIndexStart = index;
  19357. // first we generate the center vertex data of the cap.
  19358. // because the geometry needs one set of uvs per face,
  19359. // we must generate a center vertex per face/segment
  19360. for ( x = 1; x <= radialSegments; x ++ ) {
  19361. // vertex
  19362. vertices.push( 0, halfHeight * sign, 0 );
  19363. // normal
  19364. normals.push( 0, sign, 0 );
  19365. // uv
  19366. uvs.push( 0.5, 0.5 );
  19367. // increase index
  19368. index ++;
  19369. }
  19370. // save the index of the last center vertex
  19371. centerIndexEnd = index;
  19372. // now we generate the surrounding vertices, normals and uvs
  19373. for ( x = 0; x <= radialSegments; x ++ ) {
  19374. var u = x / radialSegments;
  19375. var theta = u * thetaLength + thetaStart;
  19376. var cosTheta = Math.cos( theta );
  19377. var sinTheta = Math.sin( theta );
  19378. // vertex
  19379. vertex.x = radius * sinTheta;
  19380. vertex.y = halfHeight * sign;
  19381. vertex.z = radius * cosTheta;
  19382. vertices.push( vertex.x, vertex.y, vertex.z );
  19383. // normal
  19384. normals.push( 0, sign, 0 );
  19385. // uv
  19386. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19387. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19388. uvs.push( uv.x, uv.y );
  19389. // increase index
  19390. index ++;
  19391. }
  19392. // generate indices
  19393. for ( x = 0; x < radialSegments; x ++ ) {
  19394. var c = centerIndexStart + x;
  19395. var i = centerIndexEnd + x;
  19396. if ( top === true ) {
  19397. // face top
  19398. indices.push( i, i + 1, c );
  19399. } else {
  19400. // face bottom
  19401. indices.push( i + 1, i, c );
  19402. }
  19403. groupCount += 3;
  19404. }
  19405. // add a group to the geometry. this will ensure multi material support
  19406. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19407. // calculate new start value for groups
  19408. groupStart += groupCount;
  19409. }
  19410. }
  19411. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19412. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19413. /**
  19414. * @author abelnation / http://github.com/abelnation
  19415. */
  19416. // ConeGeometry
  19417. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19418. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19419. this.type = 'ConeGeometry';
  19420. this.parameters = {
  19421. radius: radius,
  19422. height: height,
  19423. radialSegments: radialSegments,
  19424. heightSegments: heightSegments,
  19425. openEnded: openEnded,
  19426. thetaStart: thetaStart,
  19427. thetaLength: thetaLength
  19428. };
  19429. }
  19430. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19431. ConeGeometry.prototype.constructor = ConeGeometry;
  19432. // ConeBufferGeometry
  19433. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19434. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19435. this.type = 'ConeBufferGeometry';
  19436. this.parameters = {
  19437. radius: radius,
  19438. height: height,
  19439. radialSegments: radialSegments,
  19440. heightSegments: heightSegments,
  19441. openEnded: openEnded,
  19442. thetaStart: thetaStart,
  19443. thetaLength: thetaLength
  19444. };
  19445. }
  19446. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19447. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19448. /**
  19449. * @author benaadams / https://twitter.com/ben_a_adams
  19450. * @author Mugen87 / https://github.com/Mugen87
  19451. * @author hughes
  19452. */
  19453. // CircleGeometry
  19454. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19455. Geometry.call( this );
  19456. this.type = 'CircleGeometry';
  19457. this.parameters = {
  19458. radius: radius,
  19459. segments: segments,
  19460. thetaStart: thetaStart,
  19461. thetaLength: thetaLength
  19462. };
  19463. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19464. this.mergeVertices();
  19465. }
  19466. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19467. CircleGeometry.prototype.constructor = CircleGeometry;
  19468. // CircleBufferGeometry
  19469. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19470. BufferGeometry.call( this );
  19471. this.type = 'CircleBufferGeometry';
  19472. this.parameters = {
  19473. radius: radius,
  19474. segments: segments,
  19475. thetaStart: thetaStart,
  19476. thetaLength: thetaLength
  19477. };
  19478. radius = radius || 1;
  19479. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19480. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19481. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19482. // buffers
  19483. var indices = [];
  19484. var vertices = [];
  19485. var normals = [];
  19486. var uvs = [];
  19487. // helper variables
  19488. var i, s;
  19489. var vertex = new Vector3();
  19490. var uv = new Vector2();
  19491. // center point
  19492. vertices.push( 0, 0, 0 );
  19493. normals.push( 0, 0, 1 );
  19494. uvs.push( 0.5, 0.5 );
  19495. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19496. var segment = thetaStart + s / segments * thetaLength;
  19497. // vertex
  19498. vertex.x = radius * Math.cos( segment );
  19499. vertex.y = radius * Math.sin( segment );
  19500. vertices.push( vertex.x, vertex.y, vertex.z );
  19501. // normal
  19502. normals.push( 0, 0, 1 );
  19503. // uvs
  19504. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19505. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19506. uvs.push( uv.x, uv.y );
  19507. }
  19508. // indices
  19509. for ( i = 1; i <= segments; i ++ ) {
  19510. indices.push( i, i + 1, 0 );
  19511. }
  19512. // build geometry
  19513. this.setIndex( indices );
  19514. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19515. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19516. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19517. }
  19518. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19519. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19520. var Geometries = /*#__PURE__*/Object.freeze({
  19521. __proto__: null,
  19522. WireframeGeometry: WireframeGeometry,
  19523. ParametricGeometry: ParametricGeometry,
  19524. ParametricBufferGeometry: ParametricBufferGeometry,
  19525. TetrahedronGeometry: TetrahedronGeometry,
  19526. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19527. OctahedronGeometry: OctahedronGeometry,
  19528. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19529. IcosahedronGeometry: IcosahedronGeometry,
  19530. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19531. DodecahedronGeometry: DodecahedronGeometry,
  19532. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19533. PolyhedronGeometry: PolyhedronGeometry,
  19534. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19535. TubeGeometry: TubeGeometry,
  19536. TubeBufferGeometry: TubeBufferGeometry,
  19537. TorusKnotGeometry: TorusKnotGeometry,
  19538. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19539. TorusGeometry: TorusGeometry,
  19540. TorusBufferGeometry: TorusBufferGeometry,
  19541. TextGeometry: TextGeometry,
  19542. TextBufferGeometry: TextBufferGeometry,
  19543. SphereGeometry: SphereGeometry,
  19544. SphereBufferGeometry: SphereBufferGeometry,
  19545. RingGeometry: RingGeometry,
  19546. RingBufferGeometry: RingBufferGeometry,
  19547. PlaneGeometry: PlaneGeometry,
  19548. PlaneBufferGeometry: PlaneBufferGeometry,
  19549. LatheGeometry: LatheGeometry,
  19550. LatheBufferGeometry: LatheBufferGeometry,
  19551. ShapeGeometry: ShapeGeometry,
  19552. ShapeBufferGeometry: ShapeBufferGeometry,
  19553. ExtrudeGeometry: ExtrudeGeometry,
  19554. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19555. EdgesGeometry: EdgesGeometry,
  19556. ConeGeometry: ConeGeometry,
  19557. ConeBufferGeometry: ConeBufferGeometry,
  19558. CylinderGeometry: CylinderGeometry,
  19559. CylinderBufferGeometry: CylinderBufferGeometry,
  19560. CircleGeometry: CircleGeometry,
  19561. CircleBufferGeometry: CircleBufferGeometry,
  19562. BoxGeometry: BoxGeometry,
  19563. BoxBufferGeometry: BoxBufferGeometry
  19564. });
  19565. /**
  19566. * @author mrdoob / http://mrdoob.com/
  19567. *
  19568. * parameters = {
  19569. * color: <THREE.Color>
  19570. * }
  19571. */
  19572. function ShadowMaterial( parameters ) {
  19573. Material.call( this );
  19574. this.type = 'ShadowMaterial';
  19575. this.color = new Color( 0x000000 );
  19576. this.transparent = true;
  19577. this.setValues( parameters );
  19578. }
  19579. ShadowMaterial.prototype = Object.create( Material.prototype );
  19580. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19581. ShadowMaterial.prototype.isShadowMaterial = true;
  19582. ShadowMaterial.prototype.copy = function ( source ) {
  19583. Material.prototype.copy.call( this, source );
  19584. this.color.copy( source.color );
  19585. return this;
  19586. };
  19587. /**
  19588. * @author mrdoob / http://mrdoob.com/
  19589. */
  19590. function RawShaderMaterial( parameters ) {
  19591. ShaderMaterial.call( this, parameters );
  19592. this.type = 'RawShaderMaterial';
  19593. }
  19594. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19595. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19596. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19597. /**
  19598. * @author WestLangley / http://github.com/WestLangley
  19599. *
  19600. * parameters = {
  19601. * color: <hex>,
  19602. * roughness: <float>,
  19603. * metalness: <float>,
  19604. * opacity: <float>,
  19605. *
  19606. * map: new THREE.Texture( <Image> ),
  19607. *
  19608. * lightMap: new THREE.Texture( <Image> ),
  19609. * lightMapIntensity: <float>
  19610. *
  19611. * aoMap: new THREE.Texture( <Image> ),
  19612. * aoMapIntensity: <float>
  19613. *
  19614. * emissive: <hex>,
  19615. * emissiveIntensity: <float>
  19616. * emissiveMap: new THREE.Texture( <Image> ),
  19617. *
  19618. * bumpMap: new THREE.Texture( <Image> ),
  19619. * bumpScale: <float>,
  19620. *
  19621. * normalMap: new THREE.Texture( <Image> ),
  19622. * normalMapType: THREE.TangentSpaceNormalMap,
  19623. * normalScale: <Vector2>,
  19624. *
  19625. * displacementMap: new THREE.Texture( <Image> ),
  19626. * displacementScale: <float>,
  19627. * displacementBias: <float>,
  19628. *
  19629. * roughnessMap: new THREE.Texture( <Image> ),
  19630. *
  19631. * metalnessMap: new THREE.Texture( <Image> ),
  19632. *
  19633. * alphaMap: new THREE.Texture( <Image> ),
  19634. *
  19635. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19636. * envMapIntensity: <float>
  19637. *
  19638. * refractionRatio: <float>,
  19639. *
  19640. * wireframe: <boolean>,
  19641. * wireframeLinewidth: <float>,
  19642. *
  19643. * skinning: <bool>,
  19644. * morphTargets: <bool>,
  19645. * morphNormals: <bool>
  19646. * }
  19647. */
  19648. function MeshStandardMaterial( parameters ) {
  19649. Material.call( this );
  19650. this.defines = { 'STANDARD': '' };
  19651. this.type = 'MeshStandardMaterial';
  19652. this.color = new Color( 0xffffff ); // diffuse
  19653. this.roughness = 1.0;
  19654. this.metalness = 0.0;
  19655. this.map = null;
  19656. this.lightMap = null;
  19657. this.lightMapIntensity = 1.0;
  19658. this.aoMap = null;
  19659. this.aoMapIntensity = 1.0;
  19660. this.emissive = new Color( 0x000000 );
  19661. this.emissiveIntensity = 1.0;
  19662. this.emissiveMap = null;
  19663. this.bumpMap = null;
  19664. this.bumpScale = 1;
  19665. this.normalMap = null;
  19666. this.normalMapType = TangentSpaceNormalMap;
  19667. this.normalScale = new Vector2( 1, 1 );
  19668. this.displacementMap = null;
  19669. this.displacementScale = 1;
  19670. this.displacementBias = 0;
  19671. this.roughnessMap = null;
  19672. this.metalnessMap = null;
  19673. this.alphaMap = null;
  19674. this.envMap = null;
  19675. this.envMapIntensity = 1.0;
  19676. this.refractionRatio = 0.98;
  19677. this.wireframe = false;
  19678. this.wireframeLinewidth = 1;
  19679. this.wireframeLinecap = 'round';
  19680. this.wireframeLinejoin = 'round';
  19681. this.skinning = false;
  19682. this.morphTargets = false;
  19683. this.morphNormals = false;
  19684. this.setValues( parameters );
  19685. }
  19686. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19687. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19688. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19689. MeshStandardMaterial.prototype.copy = function ( source ) {
  19690. Material.prototype.copy.call( this, source );
  19691. this.defines = { 'STANDARD': '' };
  19692. this.color.copy( source.color );
  19693. this.roughness = source.roughness;
  19694. this.metalness = source.metalness;
  19695. this.map = source.map;
  19696. this.lightMap = source.lightMap;
  19697. this.lightMapIntensity = source.lightMapIntensity;
  19698. this.aoMap = source.aoMap;
  19699. this.aoMapIntensity = source.aoMapIntensity;
  19700. this.emissive.copy( source.emissive );
  19701. this.emissiveMap = source.emissiveMap;
  19702. this.emissiveIntensity = source.emissiveIntensity;
  19703. this.bumpMap = source.bumpMap;
  19704. this.bumpScale = source.bumpScale;
  19705. this.normalMap = source.normalMap;
  19706. this.normalMapType = source.normalMapType;
  19707. this.normalScale.copy( source.normalScale );
  19708. this.displacementMap = source.displacementMap;
  19709. this.displacementScale = source.displacementScale;
  19710. this.displacementBias = source.displacementBias;
  19711. this.roughnessMap = source.roughnessMap;
  19712. this.metalnessMap = source.metalnessMap;
  19713. this.alphaMap = source.alphaMap;
  19714. this.envMap = source.envMap;
  19715. this.envMapIntensity = source.envMapIntensity;
  19716. this.refractionRatio = source.refractionRatio;
  19717. this.wireframe = source.wireframe;
  19718. this.wireframeLinewidth = source.wireframeLinewidth;
  19719. this.wireframeLinecap = source.wireframeLinecap;
  19720. this.wireframeLinejoin = source.wireframeLinejoin;
  19721. this.skinning = source.skinning;
  19722. this.morphTargets = source.morphTargets;
  19723. this.morphNormals = source.morphNormals;
  19724. return this;
  19725. };
  19726. /**
  19727. * @author WestLangley / http://github.com/WestLangley
  19728. *
  19729. * parameters = {
  19730. * reflectivity: <float>
  19731. * clearcoat: <float>
  19732. * clearcoatRoughness: <float>
  19733. *
  19734. * sheen: <Color>
  19735. *
  19736. * clearcoatNormalScale: <Vector2>,
  19737. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19738. * }
  19739. */
  19740. function MeshPhysicalMaterial( parameters ) {
  19741. MeshStandardMaterial.call( this );
  19742. this.defines = {
  19743. 'STANDARD': '',
  19744. 'PHYSICAL': ''
  19745. };
  19746. this.type = 'MeshPhysicalMaterial';
  19747. this.reflectivity = 0.5; // maps to F0 = 0.04
  19748. this.clearcoat = 0.0;
  19749. this.clearcoatRoughness = 0.0;
  19750. this.sheen = null; // null will disable sheen bsdf
  19751. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19752. this.clearcoatNormalMap = null;
  19753. this.transparency = 0.0;
  19754. this.setValues( parameters );
  19755. }
  19756. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19757. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19758. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19759. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19760. MeshStandardMaterial.prototype.copy.call( this, source );
  19761. this.defines = {
  19762. 'STANDARD': '',
  19763. 'PHYSICAL': ''
  19764. };
  19765. this.reflectivity = source.reflectivity;
  19766. this.clearcoat = source.clearcoat;
  19767. this.clearcoatRoughness = source.clearcoatRoughness;
  19768. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19769. else { this.sheen = null; }
  19770. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19771. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19772. this.transparency = source.transparency;
  19773. return this;
  19774. };
  19775. /**
  19776. * @author mrdoob / http://mrdoob.com/
  19777. * @author alteredq / http://alteredqualia.com/
  19778. *
  19779. * parameters = {
  19780. * color: <hex>,
  19781. * specular: <hex>,
  19782. * shininess: <float>,
  19783. * opacity: <float>,
  19784. *
  19785. * map: new THREE.Texture( <Image> ),
  19786. *
  19787. * lightMap: new THREE.Texture( <Image> ),
  19788. * lightMapIntensity: <float>
  19789. *
  19790. * aoMap: new THREE.Texture( <Image> ),
  19791. * aoMapIntensity: <float>
  19792. *
  19793. * emissive: <hex>,
  19794. * emissiveIntensity: <float>
  19795. * emissiveMap: new THREE.Texture( <Image> ),
  19796. *
  19797. * bumpMap: new THREE.Texture( <Image> ),
  19798. * bumpScale: <float>,
  19799. *
  19800. * normalMap: new THREE.Texture( <Image> ),
  19801. * normalMapType: THREE.TangentSpaceNormalMap,
  19802. * normalScale: <Vector2>,
  19803. *
  19804. * displacementMap: new THREE.Texture( <Image> ),
  19805. * displacementScale: <float>,
  19806. * displacementBias: <float>,
  19807. *
  19808. * specularMap: new THREE.Texture( <Image> ),
  19809. *
  19810. * alphaMap: new THREE.Texture( <Image> ),
  19811. *
  19812. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19813. * combine: THREE.MultiplyOperation,
  19814. * reflectivity: <float>,
  19815. * refractionRatio: <float>,
  19816. *
  19817. * wireframe: <boolean>,
  19818. * wireframeLinewidth: <float>,
  19819. *
  19820. * skinning: <bool>,
  19821. * morphTargets: <bool>,
  19822. * morphNormals: <bool>
  19823. * }
  19824. */
  19825. function MeshPhongMaterial( parameters ) {
  19826. Material.call( this );
  19827. this.type = 'MeshPhongMaterial';
  19828. this.color = new Color( 0xffffff ); // diffuse
  19829. this.specular = new Color( 0x111111 );
  19830. this.shininess = 30;
  19831. this.map = null;
  19832. this.lightMap = null;
  19833. this.lightMapIntensity = 1.0;
  19834. this.aoMap = null;
  19835. this.aoMapIntensity = 1.0;
  19836. this.emissive = new Color( 0x000000 );
  19837. this.emissiveIntensity = 1.0;
  19838. this.emissiveMap = null;
  19839. this.bumpMap = null;
  19840. this.bumpScale = 1;
  19841. this.normalMap = null;
  19842. this.normalMapType = TangentSpaceNormalMap;
  19843. this.normalScale = new Vector2( 1, 1 );
  19844. this.displacementMap = null;
  19845. this.displacementScale = 1;
  19846. this.displacementBias = 0;
  19847. this.specularMap = null;
  19848. this.alphaMap = null;
  19849. this.envMap = null;
  19850. this.combine = MultiplyOperation;
  19851. this.reflectivity = 1;
  19852. this.refractionRatio = 0.98;
  19853. this.wireframe = false;
  19854. this.wireframeLinewidth = 1;
  19855. this.wireframeLinecap = 'round';
  19856. this.wireframeLinejoin = 'round';
  19857. this.skinning = false;
  19858. this.morphTargets = false;
  19859. this.morphNormals = false;
  19860. this.setValues( parameters );
  19861. }
  19862. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19863. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19864. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19865. MeshPhongMaterial.prototype.copy = function ( source ) {
  19866. Material.prototype.copy.call( this, source );
  19867. this.color.copy( source.color );
  19868. this.specular.copy( source.specular );
  19869. this.shininess = source.shininess;
  19870. this.map = source.map;
  19871. this.lightMap = source.lightMap;
  19872. this.lightMapIntensity = source.lightMapIntensity;
  19873. this.aoMap = source.aoMap;
  19874. this.aoMapIntensity = source.aoMapIntensity;
  19875. this.emissive.copy( source.emissive );
  19876. this.emissiveMap = source.emissiveMap;
  19877. this.emissiveIntensity = source.emissiveIntensity;
  19878. this.bumpMap = source.bumpMap;
  19879. this.bumpScale = source.bumpScale;
  19880. this.normalMap = source.normalMap;
  19881. this.normalMapType = source.normalMapType;
  19882. this.normalScale.copy( source.normalScale );
  19883. this.displacementMap = source.displacementMap;
  19884. this.displacementScale = source.displacementScale;
  19885. this.displacementBias = source.displacementBias;
  19886. this.specularMap = source.specularMap;
  19887. this.alphaMap = source.alphaMap;
  19888. this.envMap = source.envMap;
  19889. this.combine = source.combine;
  19890. this.reflectivity = source.reflectivity;
  19891. this.refractionRatio = source.refractionRatio;
  19892. this.wireframe = source.wireframe;
  19893. this.wireframeLinewidth = source.wireframeLinewidth;
  19894. this.wireframeLinecap = source.wireframeLinecap;
  19895. this.wireframeLinejoin = source.wireframeLinejoin;
  19896. this.skinning = source.skinning;
  19897. this.morphTargets = source.morphTargets;
  19898. this.morphNormals = source.morphNormals;
  19899. return this;
  19900. };
  19901. /**
  19902. * @author takahirox / http://github.com/takahirox
  19903. *
  19904. * parameters = {
  19905. * color: <hex>,
  19906. * specular: <hex>,
  19907. * shininess: <float>,
  19908. *
  19909. * map: new THREE.Texture( <Image> ),
  19910. * gradientMap: new THREE.Texture( <Image> ),
  19911. *
  19912. * lightMap: new THREE.Texture( <Image> ),
  19913. * lightMapIntensity: <float>
  19914. *
  19915. * aoMap: new THREE.Texture( <Image> ),
  19916. * aoMapIntensity: <float>
  19917. *
  19918. * emissive: <hex>,
  19919. * emissiveIntensity: <float>
  19920. * emissiveMap: new THREE.Texture( <Image> ),
  19921. *
  19922. * bumpMap: new THREE.Texture( <Image> ),
  19923. * bumpScale: <float>,
  19924. *
  19925. * normalMap: new THREE.Texture( <Image> ),
  19926. * normalMapType: THREE.TangentSpaceNormalMap,
  19927. * normalScale: <Vector2>,
  19928. *
  19929. * displacementMap: new THREE.Texture( <Image> ),
  19930. * displacementScale: <float>,
  19931. * displacementBias: <float>,
  19932. *
  19933. * specularMap: new THREE.Texture( <Image> ),
  19934. *
  19935. * alphaMap: new THREE.Texture( <Image> ),
  19936. *
  19937. * wireframe: <boolean>,
  19938. * wireframeLinewidth: <float>,
  19939. *
  19940. * skinning: <bool>,
  19941. * morphTargets: <bool>,
  19942. * morphNormals: <bool>
  19943. * }
  19944. */
  19945. function MeshToonMaterial( parameters ) {
  19946. Material.call( this );
  19947. this.defines = { 'TOON': '' };
  19948. this.type = 'MeshToonMaterial';
  19949. this.color = new Color( 0xffffff );
  19950. this.specular = new Color( 0x111111 );
  19951. this.shininess = 30;
  19952. this.map = null;
  19953. this.gradientMap = null;
  19954. this.lightMap = null;
  19955. this.lightMapIntensity = 1.0;
  19956. this.aoMap = null;
  19957. this.aoMapIntensity = 1.0;
  19958. this.emissive = new Color( 0x000000 );
  19959. this.emissiveIntensity = 1.0;
  19960. this.emissiveMap = null;
  19961. this.bumpMap = null;
  19962. this.bumpScale = 1;
  19963. this.normalMap = null;
  19964. this.normalMapType = TangentSpaceNormalMap;
  19965. this.normalScale = new Vector2( 1, 1 );
  19966. this.displacementMap = null;
  19967. this.displacementScale = 1;
  19968. this.displacementBias = 0;
  19969. this.specularMap = null;
  19970. this.alphaMap = null;
  19971. this.wireframe = false;
  19972. this.wireframeLinewidth = 1;
  19973. this.wireframeLinecap = 'round';
  19974. this.wireframeLinejoin = 'round';
  19975. this.skinning = false;
  19976. this.morphTargets = false;
  19977. this.morphNormals = false;
  19978. this.setValues( parameters );
  19979. }
  19980. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19981. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19982. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19983. MeshToonMaterial.prototype.copy = function ( source ) {
  19984. Material.prototype.copy.call( this, source );
  19985. this.color.copy( source.color );
  19986. this.specular.copy( source.specular );
  19987. this.shininess = source.shininess;
  19988. this.map = source.map;
  19989. this.gradientMap = source.gradientMap;
  19990. this.lightMap = source.lightMap;
  19991. this.lightMapIntensity = source.lightMapIntensity;
  19992. this.aoMap = source.aoMap;
  19993. this.aoMapIntensity = source.aoMapIntensity;
  19994. this.emissive.copy( source.emissive );
  19995. this.emissiveMap = source.emissiveMap;
  19996. this.emissiveIntensity = source.emissiveIntensity;
  19997. this.bumpMap = source.bumpMap;
  19998. this.bumpScale = source.bumpScale;
  19999. this.normalMap = source.normalMap;
  20000. this.normalMapType = source.normalMapType;
  20001. this.normalScale.copy( source.normalScale );
  20002. this.displacementMap = source.displacementMap;
  20003. this.displacementScale = source.displacementScale;
  20004. this.displacementBias = source.displacementBias;
  20005. this.specularMap = source.specularMap;
  20006. this.alphaMap = source.alphaMap;
  20007. this.wireframe = source.wireframe;
  20008. this.wireframeLinewidth = source.wireframeLinewidth;
  20009. this.wireframeLinecap = source.wireframeLinecap;
  20010. this.wireframeLinejoin = source.wireframeLinejoin;
  20011. this.skinning = source.skinning;
  20012. this.morphTargets = source.morphTargets;
  20013. this.morphNormals = source.morphNormals;
  20014. return this;
  20015. };
  20016. /**
  20017. * @author mrdoob / http://mrdoob.com/
  20018. * @author WestLangley / http://github.com/WestLangley
  20019. *
  20020. * parameters = {
  20021. * opacity: <float>,
  20022. *
  20023. * bumpMap: new THREE.Texture( <Image> ),
  20024. * bumpScale: <float>,
  20025. *
  20026. * normalMap: new THREE.Texture( <Image> ),
  20027. * normalMapType: THREE.TangentSpaceNormalMap,
  20028. * normalScale: <Vector2>,
  20029. *
  20030. * displacementMap: new THREE.Texture( <Image> ),
  20031. * displacementScale: <float>,
  20032. * displacementBias: <float>,
  20033. *
  20034. * wireframe: <boolean>,
  20035. * wireframeLinewidth: <float>
  20036. *
  20037. * skinning: <bool>,
  20038. * morphTargets: <bool>,
  20039. * morphNormals: <bool>
  20040. * }
  20041. */
  20042. function MeshNormalMaterial( parameters ) {
  20043. Material.call( this );
  20044. this.type = 'MeshNormalMaterial';
  20045. this.bumpMap = null;
  20046. this.bumpScale = 1;
  20047. this.normalMap = null;
  20048. this.normalMapType = TangentSpaceNormalMap;
  20049. this.normalScale = new Vector2( 1, 1 );
  20050. this.displacementMap = null;
  20051. this.displacementScale = 1;
  20052. this.displacementBias = 0;
  20053. this.wireframe = false;
  20054. this.wireframeLinewidth = 1;
  20055. this.fog = false;
  20056. this.skinning = false;
  20057. this.morphTargets = false;
  20058. this.morphNormals = false;
  20059. this.setValues( parameters );
  20060. }
  20061. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20062. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20063. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20064. MeshNormalMaterial.prototype.copy = function ( source ) {
  20065. Material.prototype.copy.call( this, source );
  20066. this.bumpMap = source.bumpMap;
  20067. this.bumpScale = source.bumpScale;
  20068. this.normalMap = source.normalMap;
  20069. this.normalMapType = source.normalMapType;
  20070. this.normalScale.copy( source.normalScale );
  20071. this.displacementMap = source.displacementMap;
  20072. this.displacementScale = source.displacementScale;
  20073. this.displacementBias = source.displacementBias;
  20074. this.wireframe = source.wireframe;
  20075. this.wireframeLinewidth = source.wireframeLinewidth;
  20076. this.skinning = source.skinning;
  20077. this.morphTargets = source.morphTargets;
  20078. this.morphNormals = source.morphNormals;
  20079. return this;
  20080. };
  20081. /**
  20082. * @author mrdoob / http://mrdoob.com/
  20083. * @author alteredq / http://alteredqualia.com/
  20084. *
  20085. * parameters = {
  20086. * color: <hex>,
  20087. * opacity: <float>,
  20088. *
  20089. * map: new THREE.Texture( <Image> ),
  20090. *
  20091. * lightMap: new THREE.Texture( <Image> ),
  20092. * lightMapIntensity: <float>
  20093. *
  20094. * aoMap: new THREE.Texture( <Image> ),
  20095. * aoMapIntensity: <float>
  20096. *
  20097. * emissive: <hex>,
  20098. * emissiveIntensity: <float>
  20099. * emissiveMap: new THREE.Texture( <Image> ),
  20100. *
  20101. * specularMap: new THREE.Texture( <Image> ),
  20102. *
  20103. * alphaMap: new THREE.Texture( <Image> ),
  20104. *
  20105. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20106. * combine: THREE.Multiply,
  20107. * reflectivity: <float>,
  20108. * refractionRatio: <float>,
  20109. *
  20110. * wireframe: <boolean>,
  20111. * wireframeLinewidth: <float>,
  20112. *
  20113. * skinning: <bool>,
  20114. * morphTargets: <bool>,
  20115. * morphNormals: <bool>
  20116. * }
  20117. */
  20118. function MeshLambertMaterial( parameters ) {
  20119. Material.call( this );
  20120. this.type = 'MeshLambertMaterial';
  20121. this.color = new Color( 0xffffff ); // diffuse
  20122. this.map = null;
  20123. this.lightMap = null;
  20124. this.lightMapIntensity = 1.0;
  20125. this.aoMap = null;
  20126. this.aoMapIntensity = 1.0;
  20127. this.emissive = new Color( 0x000000 );
  20128. this.emissiveIntensity = 1.0;
  20129. this.emissiveMap = null;
  20130. this.specularMap = null;
  20131. this.alphaMap = null;
  20132. this.envMap = null;
  20133. this.combine = MultiplyOperation;
  20134. this.reflectivity = 1;
  20135. this.refractionRatio = 0.98;
  20136. this.wireframe = false;
  20137. this.wireframeLinewidth = 1;
  20138. this.wireframeLinecap = 'round';
  20139. this.wireframeLinejoin = 'round';
  20140. this.skinning = false;
  20141. this.morphTargets = false;
  20142. this.morphNormals = false;
  20143. this.setValues( parameters );
  20144. }
  20145. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20146. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20147. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20148. MeshLambertMaterial.prototype.copy = function ( source ) {
  20149. Material.prototype.copy.call( this, source );
  20150. this.color.copy( source.color );
  20151. this.map = source.map;
  20152. this.lightMap = source.lightMap;
  20153. this.lightMapIntensity = source.lightMapIntensity;
  20154. this.aoMap = source.aoMap;
  20155. this.aoMapIntensity = source.aoMapIntensity;
  20156. this.emissive.copy( source.emissive );
  20157. this.emissiveMap = source.emissiveMap;
  20158. this.emissiveIntensity = source.emissiveIntensity;
  20159. this.specularMap = source.specularMap;
  20160. this.alphaMap = source.alphaMap;
  20161. this.envMap = source.envMap;
  20162. this.combine = source.combine;
  20163. this.reflectivity = source.reflectivity;
  20164. this.refractionRatio = source.refractionRatio;
  20165. this.wireframe = source.wireframe;
  20166. this.wireframeLinewidth = source.wireframeLinewidth;
  20167. this.wireframeLinecap = source.wireframeLinecap;
  20168. this.wireframeLinejoin = source.wireframeLinejoin;
  20169. this.skinning = source.skinning;
  20170. this.morphTargets = source.morphTargets;
  20171. this.morphNormals = source.morphNormals;
  20172. return this;
  20173. };
  20174. /**
  20175. * @author WestLangley / http://github.com/WestLangley
  20176. *
  20177. * parameters = {
  20178. * color: <hex>,
  20179. * opacity: <float>,
  20180. *
  20181. * matcap: new THREE.Texture( <Image> ),
  20182. *
  20183. * map: new THREE.Texture( <Image> ),
  20184. *
  20185. * bumpMap: new THREE.Texture( <Image> ),
  20186. * bumpScale: <float>,
  20187. *
  20188. * normalMap: new THREE.Texture( <Image> ),
  20189. * normalMapType: THREE.TangentSpaceNormalMap,
  20190. * normalScale: <Vector2>,
  20191. *
  20192. * displacementMap: new THREE.Texture( <Image> ),
  20193. * displacementScale: <float>,
  20194. * displacementBias: <float>,
  20195. *
  20196. * alphaMap: new THREE.Texture( <Image> ),
  20197. *
  20198. * skinning: <bool>,
  20199. * morphTargets: <bool>,
  20200. * morphNormals: <bool>
  20201. * }
  20202. */
  20203. function MeshMatcapMaterial( parameters ) {
  20204. Material.call( this );
  20205. this.defines = { 'MATCAP': '' };
  20206. this.type = 'MeshMatcapMaterial';
  20207. this.color = new Color( 0xffffff ); // diffuse
  20208. this.matcap = null;
  20209. this.map = null;
  20210. this.bumpMap = null;
  20211. this.bumpScale = 1;
  20212. this.normalMap = null;
  20213. this.normalMapType = TangentSpaceNormalMap;
  20214. this.normalScale = new Vector2( 1, 1 );
  20215. this.displacementMap = null;
  20216. this.displacementScale = 1;
  20217. this.displacementBias = 0;
  20218. this.alphaMap = null;
  20219. this.skinning = false;
  20220. this.morphTargets = false;
  20221. this.morphNormals = false;
  20222. this.setValues( parameters );
  20223. }
  20224. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20225. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20226. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20227. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20228. Material.prototype.copy.call( this, source );
  20229. this.defines = { 'MATCAP': '' };
  20230. this.color.copy( source.color );
  20231. this.matcap = source.matcap;
  20232. this.map = source.map;
  20233. this.bumpMap = source.bumpMap;
  20234. this.bumpScale = source.bumpScale;
  20235. this.normalMap = source.normalMap;
  20236. this.normalMapType = source.normalMapType;
  20237. this.normalScale.copy( source.normalScale );
  20238. this.displacementMap = source.displacementMap;
  20239. this.displacementScale = source.displacementScale;
  20240. this.displacementBias = source.displacementBias;
  20241. this.alphaMap = source.alphaMap;
  20242. this.skinning = source.skinning;
  20243. this.morphTargets = source.morphTargets;
  20244. this.morphNormals = source.morphNormals;
  20245. return this;
  20246. };
  20247. /**
  20248. * @author alteredq / http://alteredqualia.com/
  20249. *
  20250. * parameters = {
  20251. * color: <hex>,
  20252. * opacity: <float>,
  20253. *
  20254. * linewidth: <float>,
  20255. *
  20256. * scale: <float>,
  20257. * dashSize: <float>,
  20258. * gapSize: <float>
  20259. * }
  20260. */
  20261. function LineDashedMaterial( parameters ) {
  20262. LineBasicMaterial.call( this );
  20263. this.type = 'LineDashedMaterial';
  20264. this.scale = 1;
  20265. this.dashSize = 3;
  20266. this.gapSize = 1;
  20267. this.setValues( parameters );
  20268. }
  20269. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20270. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20271. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20272. LineDashedMaterial.prototype.copy = function ( source ) {
  20273. LineBasicMaterial.prototype.copy.call( this, source );
  20274. this.scale = source.scale;
  20275. this.dashSize = source.dashSize;
  20276. this.gapSize = source.gapSize;
  20277. return this;
  20278. };
  20279. var Materials = /*#__PURE__*/Object.freeze({
  20280. __proto__: null,
  20281. ShadowMaterial: ShadowMaterial,
  20282. SpriteMaterial: SpriteMaterial,
  20283. RawShaderMaterial: RawShaderMaterial,
  20284. ShaderMaterial: ShaderMaterial,
  20285. PointsMaterial: PointsMaterial,
  20286. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20287. MeshStandardMaterial: MeshStandardMaterial,
  20288. MeshPhongMaterial: MeshPhongMaterial,
  20289. MeshToonMaterial: MeshToonMaterial,
  20290. MeshNormalMaterial: MeshNormalMaterial,
  20291. MeshLambertMaterial: MeshLambertMaterial,
  20292. MeshDepthMaterial: MeshDepthMaterial,
  20293. MeshDistanceMaterial: MeshDistanceMaterial,
  20294. MeshBasicMaterial: MeshBasicMaterial,
  20295. MeshMatcapMaterial: MeshMatcapMaterial,
  20296. LineDashedMaterial: LineDashedMaterial,
  20297. LineBasicMaterial: LineBasicMaterial,
  20298. Material: Material
  20299. });
  20300. /**
  20301. * @author tschw
  20302. * @author Ben Houston / http://clara.io/
  20303. * @author David Sarno / http://lighthaus.us/
  20304. */
  20305. var AnimationUtils = {
  20306. // same as Array.prototype.slice, but also works on typed arrays
  20307. arraySlice: function ( array, from, to ) {
  20308. if ( AnimationUtils.isTypedArray( array ) ) {
  20309. // in ios9 array.subarray(from, undefined) will return empty array
  20310. // but array.subarray(from) or array.subarray(from, len) is correct
  20311. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20312. }
  20313. return array.slice( from, to );
  20314. },
  20315. // converts an array to a specific type
  20316. convertArray: function ( array, type, forceClone ) {
  20317. if ( ! array || // let 'undefined' and 'null' pass
  20318. ! forceClone && array.constructor === type ) { return array; }
  20319. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20320. return new type( array ); // create typed array
  20321. }
  20322. return Array.prototype.slice.call( array ); // create Array
  20323. },
  20324. isTypedArray: function ( object ) {
  20325. return ArrayBuffer.isView( object ) &&
  20326. ! ( object instanceof DataView );
  20327. },
  20328. // returns an array by which times and values can be sorted
  20329. getKeyframeOrder: function ( times ) {
  20330. function compareTime( i, j ) {
  20331. return times[ i ] - times[ j ];
  20332. }
  20333. var n = times.length;
  20334. var result = new Array( n );
  20335. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20336. result.sort( compareTime );
  20337. return result;
  20338. },
  20339. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20340. sortedArray: function ( values, stride, order ) {
  20341. var nValues = values.length;
  20342. var result = new values.constructor( nValues );
  20343. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20344. var srcOffset = order[ i ] * stride;
  20345. for ( var j = 0; j !== stride; ++ j ) {
  20346. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20347. }
  20348. }
  20349. return result;
  20350. },
  20351. // function for parsing AOS keyframe formats
  20352. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20353. var i = 1, key = jsonKeys[ 0 ];
  20354. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20355. key = jsonKeys[ i ++ ];
  20356. }
  20357. if ( key === undefined ) { return; } // no data
  20358. var value = key[ valuePropertyName ];
  20359. if ( value === undefined ) { return; } // no data
  20360. if ( Array.isArray( value ) ) {
  20361. do {
  20362. value = key[ valuePropertyName ];
  20363. if ( value !== undefined ) {
  20364. times.push( key.time );
  20365. values.push.apply( values, value ); // push all elements
  20366. }
  20367. key = jsonKeys[ i ++ ];
  20368. } while ( key !== undefined );
  20369. } else if ( value.toArray !== undefined ) {
  20370. // ...assume THREE.Math-ish
  20371. do {
  20372. value = key[ valuePropertyName ];
  20373. if ( value !== undefined ) {
  20374. times.push( key.time );
  20375. value.toArray( values, values.length );
  20376. }
  20377. key = jsonKeys[ i ++ ];
  20378. } while ( key !== undefined );
  20379. } else {
  20380. // otherwise push as-is
  20381. do {
  20382. value = key[ valuePropertyName ];
  20383. if ( value !== undefined ) {
  20384. times.push( key.time );
  20385. values.push( value );
  20386. }
  20387. key = jsonKeys[ i ++ ];
  20388. } while ( key !== undefined );
  20389. }
  20390. },
  20391. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20392. fps = fps || 30;
  20393. var clip = sourceClip.clone();
  20394. clip.name = name;
  20395. var tracks = [];
  20396. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20397. var track = clip.tracks[ i ];
  20398. var valueSize = track.getValueSize();
  20399. var times = [];
  20400. var values = [];
  20401. for ( var j = 0; j < track.times.length; ++ j ) {
  20402. var frame = track.times[ j ] * fps;
  20403. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20404. times.push( track.times[ j ] );
  20405. for ( var k = 0; k < valueSize; ++ k ) {
  20406. values.push( track.values[ j * valueSize + k ] );
  20407. }
  20408. }
  20409. if ( times.length === 0 ) { continue; }
  20410. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20411. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20412. tracks.push( track );
  20413. }
  20414. clip.tracks = tracks;
  20415. // find minimum .times value across all tracks in the trimmed clip
  20416. var minStartTime = Infinity;
  20417. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20418. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20419. minStartTime = clip.tracks[ i ].times[ 0 ];
  20420. }
  20421. }
  20422. // shift all tracks such that clip begins at t=0
  20423. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20424. clip.tracks[ i ].shift( - 1 * minStartTime );
  20425. }
  20426. clip.resetDuration();
  20427. return clip;
  20428. }
  20429. };
  20430. /**
  20431. * Abstract base class of interpolants over parametric samples.
  20432. *
  20433. * The parameter domain is one dimensional, typically the time or a path
  20434. * along a curve defined by the data.
  20435. *
  20436. * The sample values can have any dimensionality and derived classes may
  20437. * apply special interpretations to the data.
  20438. *
  20439. * This class provides the interval seek in a Template Method, deferring
  20440. * the actual interpolation to derived classes.
  20441. *
  20442. * Time complexity is O(1) for linear access crossing at most two points
  20443. * and O(log N) for random access, where N is the number of positions.
  20444. *
  20445. * References:
  20446. *
  20447. * http://www.oodesign.com/template-method-pattern.html
  20448. *
  20449. * @author tschw
  20450. */
  20451. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20452. this.parameterPositions = parameterPositions;
  20453. this._cachedIndex = 0;
  20454. this.resultBuffer = resultBuffer !== undefined ?
  20455. resultBuffer : new sampleValues.constructor( sampleSize );
  20456. this.sampleValues = sampleValues;
  20457. this.valueSize = sampleSize;
  20458. }
  20459. Object.assign( Interpolant.prototype, {
  20460. evaluate: function ( t ) {
  20461. var pp = this.parameterPositions,
  20462. i1 = this._cachedIndex,
  20463. t1 = pp[ i1 ],
  20464. t0 = pp[ i1 - 1 ];
  20465. validate_interval: {
  20466. seek: {
  20467. var right;
  20468. linear_scan: {
  20469. //- See http://jsperf.com/comparison-to-undefined/3
  20470. //- slower code:
  20471. //-
  20472. //- if ( t >= t1 || t1 === undefined ) {
  20473. forward_scan: if ( ! ( t < t1 ) ) {
  20474. for ( var giveUpAt = i1 + 2; ; ) {
  20475. if ( t1 === undefined ) {
  20476. if ( t < t0 ) { break forward_scan; }
  20477. // after end
  20478. i1 = pp.length;
  20479. this._cachedIndex = i1;
  20480. return this.afterEnd_( i1 - 1, t, t0 );
  20481. }
  20482. if ( i1 === giveUpAt ) { break; } // this loop
  20483. t0 = t1;
  20484. t1 = pp[ ++ i1 ];
  20485. if ( t < t1 ) {
  20486. // we have arrived at the sought interval
  20487. break seek;
  20488. }
  20489. }
  20490. // prepare binary search on the right side of the index
  20491. right = pp.length;
  20492. break linear_scan;
  20493. }
  20494. //- slower code:
  20495. //- if ( t < t0 || t0 === undefined ) {
  20496. if ( ! ( t >= t0 ) ) {
  20497. // looping?
  20498. var t1global = pp[ 1 ];
  20499. if ( t < t1global ) {
  20500. i1 = 2; // + 1, using the scan for the details
  20501. t0 = t1global;
  20502. }
  20503. // linear reverse scan
  20504. for ( var giveUpAt = i1 - 2; ; ) {
  20505. if ( t0 === undefined ) {
  20506. // before start
  20507. this._cachedIndex = 0;
  20508. return this.beforeStart_( 0, t, t1 );
  20509. }
  20510. if ( i1 === giveUpAt ) { break; } // this loop
  20511. t1 = t0;
  20512. t0 = pp[ -- i1 - 1 ];
  20513. if ( t >= t0 ) {
  20514. // we have arrived at the sought interval
  20515. break seek;
  20516. }
  20517. }
  20518. // prepare binary search on the left side of the index
  20519. right = i1;
  20520. i1 = 0;
  20521. break linear_scan;
  20522. }
  20523. // the interval is valid
  20524. break validate_interval;
  20525. } // linear scan
  20526. // binary search
  20527. while ( i1 < right ) {
  20528. var mid = ( i1 + right ) >>> 1;
  20529. if ( t < pp[ mid ] ) {
  20530. right = mid;
  20531. } else {
  20532. i1 = mid + 1;
  20533. }
  20534. }
  20535. t1 = pp[ i1 ];
  20536. t0 = pp[ i1 - 1 ];
  20537. // check boundary cases, again
  20538. if ( t0 === undefined ) {
  20539. this._cachedIndex = 0;
  20540. return this.beforeStart_( 0, t, t1 );
  20541. }
  20542. if ( t1 === undefined ) {
  20543. i1 = pp.length;
  20544. this._cachedIndex = i1;
  20545. return this.afterEnd_( i1 - 1, t0, t );
  20546. }
  20547. } // seek
  20548. this._cachedIndex = i1;
  20549. this.intervalChanged_( i1, t0, t1 );
  20550. } // validate_interval
  20551. return this.interpolate_( i1, t0, t, t1 );
  20552. },
  20553. settings: null, // optional, subclass-specific settings structure
  20554. // Note: The indirection allows central control of many interpolants.
  20555. // --- Protected interface
  20556. DefaultSettings_: {},
  20557. getSettings_: function () {
  20558. return this.settings || this.DefaultSettings_;
  20559. },
  20560. copySampleValue_: function ( index ) {
  20561. // copies a sample value to the result buffer
  20562. var result = this.resultBuffer,
  20563. values = this.sampleValues,
  20564. stride = this.valueSize,
  20565. offset = index * stride;
  20566. for ( var i = 0; i !== stride; ++ i ) {
  20567. result[ i ] = values[ offset + i ];
  20568. }
  20569. return result;
  20570. },
  20571. // Template methods for derived classes:
  20572. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20573. throw new Error( 'call to abstract method' );
  20574. // implementations shall return this.resultBuffer
  20575. },
  20576. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20577. // empty
  20578. }
  20579. } );
  20580. //!\ DECLARE ALIAS AFTER assign prototype !
  20581. Object.assign( Interpolant.prototype, {
  20582. //( 0, t, t0 ), returns this.resultBuffer
  20583. beforeStart_: Interpolant.prototype.copySampleValue_,
  20584. //( N-1, tN-1, t ), returns this.resultBuffer
  20585. afterEnd_: Interpolant.prototype.copySampleValue_,
  20586. } );
  20587. /**
  20588. * Fast and simple cubic spline interpolant.
  20589. *
  20590. * It was derived from a Hermitian construction setting the first derivative
  20591. * at each sample position to the linear slope between neighboring positions
  20592. * over their parameter interval.
  20593. *
  20594. * @author tschw
  20595. */
  20596. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20597. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20598. this._weightPrev = - 0;
  20599. this._offsetPrev = - 0;
  20600. this._weightNext = - 0;
  20601. this._offsetNext = - 0;
  20602. }
  20603. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20604. constructor: CubicInterpolant,
  20605. DefaultSettings_: {
  20606. endingStart: ZeroCurvatureEnding,
  20607. endingEnd: ZeroCurvatureEnding
  20608. },
  20609. intervalChanged_: function ( i1, t0, t1 ) {
  20610. var pp = this.parameterPositions,
  20611. iPrev = i1 - 2,
  20612. iNext = i1 + 1,
  20613. tPrev = pp[ iPrev ],
  20614. tNext = pp[ iNext ];
  20615. if ( tPrev === undefined ) {
  20616. switch ( this.getSettings_().endingStart ) {
  20617. case ZeroSlopeEnding:
  20618. // f'(t0) = 0
  20619. iPrev = i1;
  20620. tPrev = 2 * t0 - t1;
  20621. break;
  20622. case WrapAroundEnding:
  20623. // use the other end of the curve
  20624. iPrev = pp.length - 2;
  20625. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20626. break;
  20627. default: // ZeroCurvatureEnding
  20628. // f''(t0) = 0 a.k.a. Natural Spline
  20629. iPrev = i1;
  20630. tPrev = t1;
  20631. }
  20632. }
  20633. if ( tNext === undefined ) {
  20634. switch ( this.getSettings_().endingEnd ) {
  20635. case ZeroSlopeEnding:
  20636. // f'(tN) = 0
  20637. iNext = i1;
  20638. tNext = 2 * t1 - t0;
  20639. break;
  20640. case WrapAroundEnding:
  20641. // use the other end of the curve
  20642. iNext = 1;
  20643. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20644. break;
  20645. default: // ZeroCurvatureEnding
  20646. // f''(tN) = 0, a.k.a. Natural Spline
  20647. iNext = i1 - 1;
  20648. tNext = t0;
  20649. }
  20650. }
  20651. var halfDt = ( t1 - t0 ) * 0.5,
  20652. stride = this.valueSize;
  20653. this._weightPrev = halfDt / ( t0 - tPrev );
  20654. this._weightNext = halfDt / ( tNext - t1 );
  20655. this._offsetPrev = iPrev * stride;
  20656. this._offsetNext = iNext * stride;
  20657. },
  20658. interpolate_: function ( i1, t0, t, t1 ) {
  20659. var result = this.resultBuffer,
  20660. values = this.sampleValues,
  20661. stride = this.valueSize,
  20662. o1 = i1 * stride, o0 = o1 - stride,
  20663. oP = this._offsetPrev, oN = this._offsetNext,
  20664. wP = this._weightPrev, wN = this._weightNext,
  20665. p = ( t - t0 ) / ( t1 - t0 ),
  20666. pp = p * p,
  20667. ppp = pp * p;
  20668. // evaluate polynomials
  20669. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20670. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20671. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20672. var sN = wN * ppp - wN * pp;
  20673. // combine data linearly
  20674. for ( var i = 0; i !== stride; ++ i ) {
  20675. result[ i ] =
  20676. sP * values[ oP + i ] +
  20677. s0 * values[ o0 + i ] +
  20678. s1 * values[ o1 + i ] +
  20679. sN * values[ oN + i ];
  20680. }
  20681. return result;
  20682. }
  20683. } );
  20684. /**
  20685. * @author tschw
  20686. */
  20687. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20688. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20689. }
  20690. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20691. constructor: LinearInterpolant,
  20692. interpolate_: function ( i1, t0, t, t1 ) {
  20693. var result = this.resultBuffer,
  20694. values = this.sampleValues,
  20695. stride = this.valueSize,
  20696. offset1 = i1 * stride,
  20697. offset0 = offset1 - stride,
  20698. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20699. weight0 = 1 - weight1;
  20700. for ( var i = 0; i !== stride; ++ i ) {
  20701. result[ i ] =
  20702. values[ offset0 + i ] * weight0 +
  20703. values[ offset1 + i ] * weight1;
  20704. }
  20705. return result;
  20706. }
  20707. } );
  20708. /**
  20709. *
  20710. * Interpolant that evaluates to the sample value at the position preceeding
  20711. * the parameter.
  20712. *
  20713. * @author tschw
  20714. */
  20715. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20716. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20717. }
  20718. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20719. constructor: DiscreteInterpolant,
  20720. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20721. return this.copySampleValue_( i1 - 1 );
  20722. }
  20723. } );
  20724. /**
  20725. *
  20726. * A timed sequence of keyframes for a specific property.
  20727. *
  20728. *
  20729. * @author Ben Houston / http://clara.io/
  20730. * @author David Sarno / http://lighthaus.us/
  20731. * @author tschw
  20732. */
  20733. function KeyframeTrack( name, times, values, interpolation ) {
  20734. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20735. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20736. this.name = name;
  20737. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20738. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20739. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20740. }
  20741. // Static methods
  20742. Object.assign( KeyframeTrack, {
  20743. // Serialization (in static context, because of constructor invocation
  20744. // and automatic invocation of .toJSON):
  20745. toJSON: function ( track ) {
  20746. var trackType = track.constructor;
  20747. var json;
  20748. // derived classes can define a static toJSON method
  20749. if ( trackType.toJSON !== undefined ) {
  20750. json = trackType.toJSON( track );
  20751. } else {
  20752. // by default, we assume the data can be serialized as-is
  20753. json = {
  20754. 'name': track.name,
  20755. 'times': AnimationUtils.convertArray( track.times, Array ),
  20756. 'values': AnimationUtils.convertArray( track.values, Array )
  20757. };
  20758. var interpolation = track.getInterpolation();
  20759. if ( interpolation !== track.DefaultInterpolation ) {
  20760. json.interpolation = interpolation;
  20761. }
  20762. }
  20763. json.type = track.ValueTypeName; // mandatory
  20764. return json;
  20765. }
  20766. } );
  20767. Object.assign( KeyframeTrack.prototype, {
  20768. constructor: KeyframeTrack,
  20769. TimeBufferType: Float32Array,
  20770. ValueBufferType: Float32Array,
  20771. DefaultInterpolation: InterpolateLinear,
  20772. InterpolantFactoryMethodDiscrete: function ( result ) {
  20773. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20774. },
  20775. InterpolantFactoryMethodLinear: function ( result ) {
  20776. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20777. },
  20778. InterpolantFactoryMethodSmooth: function ( result ) {
  20779. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20780. },
  20781. setInterpolation: function ( interpolation ) {
  20782. var factoryMethod;
  20783. switch ( interpolation ) {
  20784. case InterpolateDiscrete:
  20785. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20786. break;
  20787. case InterpolateLinear:
  20788. factoryMethod = this.InterpolantFactoryMethodLinear;
  20789. break;
  20790. case InterpolateSmooth:
  20791. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20792. break;
  20793. }
  20794. if ( factoryMethod === undefined ) {
  20795. var message = "unsupported interpolation for " +
  20796. this.ValueTypeName + " keyframe track named " + this.name;
  20797. if ( this.createInterpolant === undefined ) {
  20798. // fall back to default, unless the default itself is messed up
  20799. if ( interpolation !== this.DefaultInterpolation ) {
  20800. this.setInterpolation( this.DefaultInterpolation );
  20801. } else {
  20802. throw new Error( message ); // fatal, in this case
  20803. }
  20804. }
  20805. console.warn( 'THREE.KeyframeTrack:', message );
  20806. return this;
  20807. }
  20808. this.createInterpolant = factoryMethod;
  20809. return this;
  20810. },
  20811. getInterpolation: function () {
  20812. switch ( this.createInterpolant ) {
  20813. case this.InterpolantFactoryMethodDiscrete:
  20814. return InterpolateDiscrete;
  20815. case this.InterpolantFactoryMethodLinear:
  20816. return InterpolateLinear;
  20817. case this.InterpolantFactoryMethodSmooth:
  20818. return InterpolateSmooth;
  20819. }
  20820. },
  20821. getValueSize: function () {
  20822. return this.values.length / this.times.length;
  20823. },
  20824. // move all keyframes either forwards or backwards in time
  20825. shift: function ( timeOffset ) {
  20826. if ( timeOffset !== 0.0 ) {
  20827. var times = this.times;
  20828. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20829. times[ i ] += timeOffset;
  20830. }
  20831. }
  20832. return this;
  20833. },
  20834. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20835. scale: function ( timeScale ) {
  20836. if ( timeScale !== 1.0 ) {
  20837. var times = this.times;
  20838. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20839. times[ i ] *= timeScale;
  20840. }
  20841. }
  20842. return this;
  20843. },
  20844. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20845. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20846. trim: function ( startTime, endTime ) {
  20847. var times = this.times,
  20848. nKeys = times.length,
  20849. from = 0,
  20850. to = nKeys - 1;
  20851. while ( from !== nKeys && times[ from ] < startTime ) {
  20852. ++ from;
  20853. }
  20854. while ( to !== - 1 && times[ to ] > endTime ) {
  20855. -- to;
  20856. }
  20857. ++ to; // inclusive -> exclusive bound
  20858. if ( from !== 0 || to !== nKeys ) {
  20859. // empty tracks are forbidden, so keep at least one keyframe
  20860. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20861. var stride = this.getValueSize();
  20862. this.times = AnimationUtils.arraySlice( times, from, to );
  20863. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20864. }
  20865. return this;
  20866. },
  20867. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20868. validate: function () {
  20869. var valid = true;
  20870. var valueSize = this.getValueSize();
  20871. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20872. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20873. valid = false;
  20874. }
  20875. var times = this.times,
  20876. values = this.values,
  20877. nKeys = times.length;
  20878. if ( nKeys === 0 ) {
  20879. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20880. valid = false;
  20881. }
  20882. var prevTime = null;
  20883. for ( var i = 0; i !== nKeys; i ++ ) {
  20884. var currTime = times[ i ];
  20885. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20886. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20887. valid = false;
  20888. break;
  20889. }
  20890. if ( prevTime !== null && prevTime > currTime ) {
  20891. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20892. valid = false;
  20893. break;
  20894. }
  20895. prevTime = currTime;
  20896. }
  20897. if ( values !== undefined ) {
  20898. if ( AnimationUtils.isTypedArray( values ) ) {
  20899. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20900. var value = values[ i ];
  20901. if ( isNaN( value ) ) {
  20902. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20903. valid = false;
  20904. break;
  20905. }
  20906. }
  20907. }
  20908. }
  20909. return valid;
  20910. },
  20911. // removes equivalent sequential keys as common in morph target sequences
  20912. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20913. optimize: function () {
  20914. // times or values may be shared with other tracks, so overwriting is unsafe
  20915. var times = AnimationUtils.arraySlice( this.times ),
  20916. values = AnimationUtils.arraySlice( this.values ),
  20917. stride = this.getValueSize(),
  20918. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20919. writeIndex = 1,
  20920. lastIndex = times.length - 1;
  20921. for ( var i = 1; i < lastIndex; ++ i ) {
  20922. var keep = false;
  20923. var time = times[ i ];
  20924. var timeNext = times[ i + 1 ];
  20925. // remove adjacent keyframes scheduled at the same time
  20926. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20927. if ( ! smoothInterpolation ) {
  20928. // remove unnecessary keyframes same as their neighbors
  20929. var offset = i * stride,
  20930. offsetP = offset - stride,
  20931. offsetN = offset + stride;
  20932. for ( var j = 0; j !== stride; ++ j ) {
  20933. var value = values[ offset + j ];
  20934. if ( value !== values[ offsetP + j ] ||
  20935. value !== values[ offsetN + j ] ) {
  20936. keep = true;
  20937. break;
  20938. }
  20939. }
  20940. } else {
  20941. keep = true;
  20942. }
  20943. }
  20944. // in-place compaction
  20945. if ( keep ) {
  20946. if ( i !== writeIndex ) {
  20947. times[ writeIndex ] = times[ i ];
  20948. var readOffset = i * stride,
  20949. writeOffset = writeIndex * stride;
  20950. for ( var j = 0; j !== stride; ++ j ) {
  20951. values[ writeOffset + j ] = values[ readOffset + j ];
  20952. }
  20953. }
  20954. ++ writeIndex;
  20955. }
  20956. }
  20957. // flush last keyframe (compaction looks ahead)
  20958. if ( lastIndex > 0 ) {
  20959. times[ writeIndex ] = times[ lastIndex ];
  20960. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20961. values[ writeOffset + j ] = values[ readOffset + j ];
  20962. }
  20963. ++ writeIndex;
  20964. }
  20965. if ( writeIndex !== times.length ) {
  20966. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20967. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20968. } else {
  20969. this.times = times;
  20970. this.values = values;
  20971. }
  20972. return this;
  20973. },
  20974. clone: function () {
  20975. var times = AnimationUtils.arraySlice( this.times, 0 );
  20976. var values = AnimationUtils.arraySlice( this.values, 0 );
  20977. var TypedKeyframeTrack = this.constructor;
  20978. var track = new TypedKeyframeTrack( this.name, times, values );
  20979. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20980. track.createInterpolant = this.createInterpolant;
  20981. return track;
  20982. }
  20983. } );
  20984. /**
  20985. *
  20986. * A Track of Boolean keyframe values.
  20987. *
  20988. *
  20989. * @author Ben Houston / http://clara.io/
  20990. * @author David Sarno / http://lighthaus.us/
  20991. * @author tschw
  20992. */
  20993. function BooleanKeyframeTrack( name, times, values ) {
  20994. KeyframeTrack.call( this, name, times, values );
  20995. }
  20996. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20997. constructor: BooleanKeyframeTrack,
  20998. ValueTypeName: 'bool',
  20999. ValueBufferType: Array,
  21000. DefaultInterpolation: InterpolateDiscrete,
  21001. InterpolantFactoryMethodLinear: undefined,
  21002. InterpolantFactoryMethodSmooth: undefined
  21003. // Note: Actually this track could have a optimized / compressed
  21004. // representation of a single value and a custom interpolant that
  21005. // computes "firstValue ^ isOdd( index )".
  21006. } );
  21007. /**
  21008. *
  21009. * A Track of keyframe values that represent color.
  21010. *
  21011. *
  21012. * @author Ben Houston / http://clara.io/
  21013. * @author David Sarno / http://lighthaus.us/
  21014. * @author tschw
  21015. */
  21016. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21017. KeyframeTrack.call( this, name, times, values, interpolation );
  21018. }
  21019. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21020. constructor: ColorKeyframeTrack,
  21021. ValueTypeName: 'color'
  21022. // ValueBufferType is inherited
  21023. // DefaultInterpolation is inherited
  21024. // Note: Very basic implementation and nothing special yet.
  21025. // However, this is the place for color space parameterization.
  21026. } );
  21027. /**
  21028. *
  21029. * A Track of numeric keyframe values.
  21030. *
  21031. * @author Ben Houston / http://clara.io/
  21032. * @author David Sarno / http://lighthaus.us/
  21033. * @author tschw
  21034. */
  21035. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21036. KeyframeTrack.call( this, name, times, values, interpolation );
  21037. }
  21038. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21039. constructor: NumberKeyframeTrack,
  21040. ValueTypeName: 'number'
  21041. // ValueBufferType is inherited
  21042. // DefaultInterpolation is inherited
  21043. } );
  21044. /**
  21045. * Spherical linear unit quaternion interpolant.
  21046. *
  21047. * @author tschw
  21048. */
  21049. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21050. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21051. }
  21052. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21053. constructor: QuaternionLinearInterpolant,
  21054. interpolate_: function ( i1, t0, t, t1 ) {
  21055. var result = this.resultBuffer,
  21056. values = this.sampleValues,
  21057. stride = this.valueSize,
  21058. offset = i1 * stride,
  21059. alpha = ( t - t0 ) / ( t1 - t0 );
  21060. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21061. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21062. }
  21063. return result;
  21064. }
  21065. } );
  21066. /**
  21067. *
  21068. * A Track of quaternion keyframe values.
  21069. *
  21070. * @author Ben Houston / http://clara.io/
  21071. * @author David Sarno / http://lighthaus.us/
  21072. * @author tschw
  21073. */
  21074. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21075. KeyframeTrack.call( this, name, times, values, interpolation );
  21076. }
  21077. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21078. constructor: QuaternionKeyframeTrack,
  21079. ValueTypeName: 'quaternion',
  21080. // ValueBufferType is inherited
  21081. DefaultInterpolation: InterpolateLinear,
  21082. InterpolantFactoryMethodLinear: function ( result ) {
  21083. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21084. },
  21085. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21086. } );
  21087. /**
  21088. *
  21089. * A Track that interpolates Strings
  21090. *
  21091. *
  21092. * @author Ben Houston / http://clara.io/
  21093. * @author David Sarno / http://lighthaus.us/
  21094. * @author tschw
  21095. */
  21096. function StringKeyframeTrack( name, times, values, interpolation ) {
  21097. KeyframeTrack.call( this, name, times, values, interpolation );
  21098. }
  21099. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21100. constructor: StringKeyframeTrack,
  21101. ValueTypeName: 'string',
  21102. ValueBufferType: Array,
  21103. DefaultInterpolation: InterpolateDiscrete,
  21104. InterpolantFactoryMethodLinear: undefined,
  21105. InterpolantFactoryMethodSmooth: undefined
  21106. } );
  21107. /**
  21108. *
  21109. * A Track of vectored keyframe values.
  21110. *
  21111. *
  21112. * @author Ben Houston / http://clara.io/
  21113. * @author David Sarno / http://lighthaus.us/
  21114. * @author tschw
  21115. */
  21116. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21117. KeyframeTrack.call( this, name, times, values, interpolation );
  21118. }
  21119. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21120. constructor: VectorKeyframeTrack,
  21121. ValueTypeName: 'vector'
  21122. // ValueBufferType is inherited
  21123. // DefaultInterpolation is inherited
  21124. } );
  21125. /**
  21126. *
  21127. * Reusable set of Tracks that represent an animation.
  21128. *
  21129. * @author Ben Houston / http://clara.io/
  21130. * @author David Sarno / http://lighthaus.us/
  21131. */
  21132. function AnimationClip( name, duration, tracks ) {
  21133. this.name = name;
  21134. this.tracks = tracks;
  21135. this.duration = ( duration !== undefined ) ? duration : - 1;
  21136. this.uuid = MathUtils.generateUUID();
  21137. // this means it should figure out its duration by scanning the tracks
  21138. if ( this.duration < 0 ) {
  21139. this.resetDuration();
  21140. }
  21141. }
  21142. function getTrackTypeForValueTypeName( typeName ) {
  21143. switch ( typeName.toLowerCase() ) {
  21144. case 'scalar':
  21145. case 'double':
  21146. case 'float':
  21147. case 'number':
  21148. case 'integer':
  21149. return NumberKeyframeTrack;
  21150. case 'vector':
  21151. case 'vector2':
  21152. case 'vector3':
  21153. case 'vector4':
  21154. return VectorKeyframeTrack;
  21155. case 'color':
  21156. return ColorKeyframeTrack;
  21157. case 'quaternion':
  21158. return QuaternionKeyframeTrack;
  21159. case 'bool':
  21160. case 'boolean':
  21161. return BooleanKeyframeTrack;
  21162. case 'string':
  21163. return StringKeyframeTrack;
  21164. }
  21165. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21166. }
  21167. function parseKeyframeTrack( json ) {
  21168. if ( json.type === undefined ) {
  21169. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21170. }
  21171. var trackType = getTrackTypeForValueTypeName( json.type );
  21172. if ( json.times === undefined ) {
  21173. var times = [], values = [];
  21174. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21175. json.times = times;
  21176. json.values = values;
  21177. }
  21178. // derived classes can define a static parse method
  21179. if ( trackType.parse !== undefined ) {
  21180. return trackType.parse( json );
  21181. } else {
  21182. // by default, we assume a constructor compatible with the base
  21183. return new trackType( json.name, json.times, json.values, json.interpolation );
  21184. }
  21185. }
  21186. Object.assign( AnimationClip, {
  21187. parse: function ( json ) {
  21188. var tracks = [],
  21189. jsonTracks = json.tracks,
  21190. frameTime = 1.0 / ( json.fps || 1.0 );
  21191. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21192. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21193. }
  21194. return new AnimationClip( json.name, json.duration, tracks );
  21195. },
  21196. toJSON: function ( clip ) {
  21197. var tracks = [],
  21198. clipTracks = clip.tracks;
  21199. var json = {
  21200. 'name': clip.name,
  21201. 'duration': clip.duration,
  21202. 'tracks': tracks,
  21203. 'uuid': clip.uuid
  21204. };
  21205. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21206. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21207. }
  21208. return json;
  21209. },
  21210. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21211. var numMorphTargets = morphTargetSequence.length;
  21212. var tracks = [];
  21213. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21214. var times = [];
  21215. var values = [];
  21216. times.push(
  21217. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21218. i,
  21219. ( i + 1 ) % numMorphTargets );
  21220. values.push( 0, 1, 0 );
  21221. var order = AnimationUtils.getKeyframeOrder( times );
  21222. times = AnimationUtils.sortedArray( times, 1, order );
  21223. values = AnimationUtils.sortedArray( values, 1, order );
  21224. // if there is a key at the first frame, duplicate it as the
  21225. // last frame as well for perfect loop.
  21226. if ( ! noLoop && times[ 0 ] === 0 ) {
  21227. times.push( numMorphTargets );
  21228. values.push( values[ 0 ] );
  21229. }
  21230. tracks.push(
  21231. new NumberKeyframeTrack(
  21232. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21233. times, values
  21234. ).scale( 1.0 / fps ) );
  21235. }
  21236. return new AnimationClip( name, - 1, tracks );
  21237. },
  21238. findByName: function ( objectOrClipArray, name ) {
  21239. var clipArray = objectOrClipArray;
  21240. if ( ! Array.isArray( objectOrClipArray ) ) {
  21241. var o = objectOrClipArray;
  21242. clipArray = o.geometry && o.geometry.animations || o.animations;
  21243. }
  21244. for ( var i = 0; i < clipArray.length; i ++ ) {
  21245. if ( clipArray[ i ].name === name ) {
  21246. return clipArray[ i ];
  21247. }
  21248. }
  21249. return null;
  21250. },
  21251. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21252. var animationToMorphTargets = {};
  21253. // tested with https://regex101.com/ on trick sequences
  21254. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21255. var pattern = /^([\w-]*?)([\d]+)$/;
  21256. // sort morph target names into animation groups based
  21257. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21258. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21259. var morphTarget = morphTargets[ i ];
  21260. var parts = morphTarget.name.match( pattern );
  21261. if ( parts && parts.length > 1 ) {
  21262. var name = parts[ 1 ];
  21263. var animationMorphTargets = animationToMorphTargets[ name ];
  21264. if ( ! animationMorphTargets ) {
  21265. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21266. }
  21267. animationMorphTargets.push( morphTarget );
  21268. }
  21269. }
  21270. var clips = [];
  21271. for ( var name in animationToMorphTargets ) {
  21272. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21273. }
  21274. return clips;
  21275. },
  21276. // parse the animation.hierarchy format
  21277. parseAnimation: function ( animation, bones ) {
  21278. if ( ! animation ) {
  21279. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21280. return null;
  21281. }
  21282. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21283. // only return track if there are actually keys.
  21284. if ( animationKeys.length !== 0 ) {
  21285. var times = [];
  21286. var values = [];
  21287. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21288. // empty keys are filtered out, so check again
  21289. if ( times.length !== 0 ) {
  21290. destTracks.push( new trackType( trackName, times, values ) );
  21291. }
  21292. }
  21293. };
  21294. var tracks = [];
  21295. var clipName = animation.name || 'default';
  21296. // automatic length determination in AnimationClip.
  21297. var duration = animation.length || - 1;
  21298. var fps = animation.fps || 30;
  21299. var hierarchyTracks = animation.hierarchy || [];
  21300. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21301. var animationKeys = hierarchyTracks[ h ].keys;
  21302. // skip empty tracks
  21303. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21304. // process morph targets
  21305. if ( animationKeys[ 0 ].morphTargets ) {
  21306. // figure out all morph targets used in this track
  21307. var morphTargetNames = {};
  21308. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21309. if ( animationKeys[ k ].morphTargets ) {
  21310. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21311. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21312. }
  21313. }
  21314. }
  21315. // create a track for each morph target with all zero
  21316. // morphTargetInfluences except for the keys in which
  21317. // the morphTarget is named.
  21318. for ( var morphTargetName in morphTargetNames ) {
  21319. var times = [];
  21320. var values = [];
  21321. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21322. var animationKey = animationKeys[ k ];
  21323. times.push( animationKey.time );
  21324. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21325. }
  21326. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21327. }
  21328. duration = morphTargetNames.length * ( fps || 1.0 );
  21329. } else {
  21330. // ...assume skeletal animation
  21331. var boneName = '.bones[' + bones[ h ].name + ']';
  21332. addNonemptyTrack(
  21333. VectorKeyframeTrack, boneName + '.position',
  21334. animationKeys, 'pos', tracks );
  21335. addNonemptyTrack(
  21336. QuaternionKeyframeTrack, boneName + '.quaternion',
  21337. animationKeys, 'rot', tracks );
  21338. addNonemptyTrack(
  21339. VectorKeyframeTrack, boneName + '.scale',
  21340. animationKeys, 'scl', tracks );
  21341. }
  21342. }
  21343. if ( tracks.length === 0 ) {
  21344. return null;
  21345. }
  21346. var clip = new AnimationClip( clipName, duration, tracks );
  21347. return clip;
  21348. }
  21349. } );
  21350. Object.assign( AnimationClip.prototype, {
  21351. resetDuration: function () {
  21352. var tracks = this.tracks, duration = 0;
  21353. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21354. var track = this.tracks[ i ];
  21355. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21356. }
  21357. this.duration = duration;
  21358. return this;
  21359. },
  21360. trim: function () {
  21361. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21362. this.tracks[ i ].trim( 0, this.duration );
  21363. }
  21364. return this;
  21365. },
  21366. validate: function () {
  21367. var valid = true;
  21368. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21369. valid = valid && this.tracks[ i ].validate();
  21370. }
  21371. return valid;
  21372. },
  21373. optimize: function () {
  21374. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21375. this.tracks[ i ].optimize();
  21376. }
  21377. return this;
  21378. },
  21379. clone: function () {
  21380. var tracks = [];
  21381. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21382. tracks.push( this.tracks[ i ].clone() );
  21383. }
  21384. return new AnimationClip( this.name, this.duration, tracks );
  21385. }
  21386. } );
  21387. /**
  21388. * @author mrdoob / http://mrdoob.com/
  21389. */
  21390. var Cache = {
  21391. enabled: false,
  21392. files: {},
  21393. add: function ( key, file ) {
  21394. if ( this.enabled === false ) { return; }
  21395. // console.log( 'THREE.Cache', 'Adding key:', key );
  21396. this.files[ key ] = file;
  21397. },
  21398. get: function ( key ) {
  21399. if ( this.enabled === false ) { return; }
  21400. // console.log( 'THREE.Cache', 'Checking key:', key );
  21401. return this.files[ key ];
  21402. },
  21403. remove: function ( key ) {
  21404. delete this.files[ key ];
  21405. },
  21406. clear: function () {
  21407. this.files = {};
  21408. }
  21409. };
  21410. /**
  21411. * @author mrdoob / http://mrdoob.com/
  21412. */
  21413. function LoadingManager( onLoad, onProgress, onError ) {
  21414. var scope = this;
  21415. var isLoading = false;
  21416. var itemsLoaded = 0;
  21417. var itemsTotal = 0;
  21418. var urlModifier = undefined;
  21419. var handlers = [];
  21420. // Refer to #5689 for the reason why we don't set .onStart
  21421. // in the constructor
  21422. this.onStart = undefined;
  21423. this.onLoad = onLoad;
  21424. this.onProgress = onProgress;
  21425. this.onError = onError;
  21426. this.itemStart = function ( url ) {
  21427. itemsTotal ++;
  21428. if ( isLoading === false ) {
  21429. if ( scope.onStart !== undefined ) {
  21430. scope.onStart( url, itemsLoaded, itemsTotal );
  21431. }
  21432. }
  21433. isLoading = true;
  21434. };
  21435. this.itemEnd = function ( url ) {
  21436. itemsLoaded ++;
  21437. if ( scope.onProgress !== undefined ) {
  21438. scope.onProgress( url, itemsLoaded, itemsTotal );
  21439. }
  21440. if ( itemsLoaded === itemsTotal ) {
  21441. isLoading = false;
  21442. if ( scope.onLoad !== undefined ) {
  21443. scope.onLoad();
  21444. }
  21445. }
  21446. };
  21447. this.itemError = function ( url ) {
  21448. if ( scope.onError !== undefined ) {
  21449. scope.onError( url );
  21450. }
  21451. };
  21452. this.resolveURL = function ( url ) {
  21453. if ( urlModifier ) {
  21454. return urlModifier( url );
  21455. }
  21456. return url;
  21457. };
  21458. this.setURLModifier = function ( transform ) {
  21459. urlModifier = transform;
  21460. return this;
  21461. };
  21462. this.addHandler = function ( regex, loader ) {
  21463. handlers.push( regex, loader );
  21464. return this;
  21465. };
  21466. this.removeHandler = function ( regex ) {
  21467. var index = handlers.indexOf( regex );
  21468. if ( index !== - 1 ) {
  21469. handlers.splice( index, 2 );
  21470. }
  21471. return this;
  21472. };
  21473. this.getHandler = function ( file ) {
  21474. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21475. var regex = handlers[ i ];
  21476. var loader = handlers[ i + 1 ];
  21477. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21478. if ( regex.test( file ) ) {
  21479. return loader;
  21480. }
  21481. }
  21482. return null;
  21483. };
  21484. }
  21485. var DefaultLoadingManager = new LoadingManager();
  21486. /**
  21487. * @author alteredq / http://alteredqualia.com/
  21488. */
  21489. function Loader( manager ) {
  21490. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21491. this.crossOrigin = 'anonymous';
  21492. this.path = '';
  21493. this.resourcePath = '';
  21494. }
  21495. Object.assign( Loader.prototype, {
  21496. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21497. parse: function ( /* data */ ) {},
  21498. setCrossOrigin: function ( crossOrigin ) {
  21499. this.crossOrigin = crossOrigin;
  21500. return this;
  21501. },
  21502. setPath: function ( path ) {
  21503. this.path = path;
  21504. return this;
  21505. },
  21506. setResourcePath: function ( resourcePath ) {
  21507. this.resourcePath = resourcePath;
  21508. return this;
  21509. }
  21510. } );
  21511. /**
  21512. * @author mrdoob / http://mrdoob.com/
  21513. */
  21514. var loading = {};
  21515. function FileLoader( manager ) {
  21516. Loader.call( this, manager );
  21517. }
  21518. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21519. constructor: FileLoader,
  21520. load: function ( url, onLoad, onProgress, onError ) {
  21521. if ( url === undefined ) { url = ''; }
  21522. if ( this.path !== undefined ) { url = this.path + url; }
  21523. url = this.manager.resolveURL( url );
  21524. var scope = this;
  21525. var cached = Cache.get( url );
  21526. if ( cached !== undefined ) {
  21527. scope.manager.itemStart( url );
  21528. setTimeout( function () {
  21529. if ( onLoad ) { onLoad( cached ); }
  21530. scope.manager.itemEnd( url );
  21531. }, 0 );
  21532. return cached;
  21533. }
  21534. // Check if request is duplicate
  21535. if ( loading[ url ] !== undefined ) {
  21536. loading[ url ].push( {
  21537. onLoad: onLoad,
  21538. onProgress: onProgress,
  21539. onError: onError
  21540. } );
  21541. return;
  21542. }
  21543. // Check for data: URI
  21544. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21545. var dataUriRegexResult = url.match( dataUriRegex );
  21546. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21547. if ( dataUriRegexResult ) {
  21548. var mimeType = dataUriRegexResult[ 1 ];
  21549. var isBase64 = !! dataUriRegexResult[ 2 ];
  21550. var data = dataUriRegexResult[ 3 ];
  21551. data = decodeURIComponent( data );
  21552. if ( isBase64 ) { data = atob( data ); }
  21553. try {
  21554. var response;
  21555. var responseType = ( this.responseType || '' ).toLowerCase();
  21556. switch ( responseType ) {
  21557. case 'arraybuffer':
  21558. case 'blob':
  21559. var view = new Uint8Array( data.length );
  21560. for ( var i = 0; i < data.length; i ++ ) {
  21561. view[ i ] = data.charCodeAt( i );
  21562. }
  21563. if ( responseType === 'blob' ) {
  21564. response = new Blob( [ view.buffer ], { type: mimeType } );
  21565. } else {
  21566. response = view.buffer;
  21567. }
  21568. break;
  21569. case 'document':
  21570. var parser = new DOMParser();
  21571. response = parser.parseFromString( data, mimeType );
  21572. break;
  21573. case 'json':
  21574. response = JSON.parse( data );
  21575. break;
  21576. default: // 'text' or other
  21577. response = data;
  21578. break;
  21579. }
  21580. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21581. setTimeout( function () {
  21582. if ( onLoad ) { onLoad( response ); }
  21583. scope.manager.itemEnd( url );
  21584. }, 0 );
  21585. } catch ( error ) {
  21586. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21587. setTimeout( function () {
  21588. if ( onError ) { onError( error ); }
  21589. scope.manager.itemError( url );
  21590. scope.manager.itemEnd( url );
  21591. }, 0 );
  21592. }
  21593. } else {
  21594. // Initialise array for duplicate requests
  21595. loading[ url ] = [];
  21596. loading[ url ].push( {
  21597. onLoad: onLoad,
  21598. onProgress: onProgress,
  21599. onError: onError
  21600. } );
  21601. var request = new XMLHttpRequest();
  21602. request.open( 'GET', url, true );
  21603. request.addEventListener( 'load', function ( event ) {
  21604. var response = this.response;
  21605. var callbacks = loading[ url ];
  21606. delete loading[ url ];
  21607. if ( this.status === 200 || this.status === 0 ) {
  21608. // Some browsers return HTTP Status 0 when using non-http protocol
  21609. // e.g. 'file://' or 'data://'. Handle as success.
  21610. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21611. // Add to cache only on HTTP success, so that we do not cache
  21612. // error response bodies as proper responses to requests.
  21613. Cache.add( url, response );
  21614. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21615. var callback = callbacks[ i ];
  21616. if ( callback.onLoad ) { callback.onLoad( response ); }
  21617. }
  21618. scope.manager.itemEnd( url );
  21619. } else {
  21620. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21621. var callback = callbacks[ i ];
  21622. if ( callback.onError ) { callback.onError( event ); }
  21623. }
  21624. scope.manager.itemError( url );
  21625. scope.manager.itemEnd( url );
  21626. }
  21627. }, false );
  21628. request.addEventListener( 'progress', function ( event ) {
  21629. var callbacks = loading[ url ];
  21630. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21631. var callback = callbacks[ i ];
  21632. if ( callback.onProgress ) { callback.onProgress( event ); }
  21633. }
  21634. }, false );
  21635. request.addEventListener( 'error', function ( event ) {
  21636. var callbacks = loading[ url ];
  21637. delete loading[ url ];
  21638. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21639. var callback = callbacks[ i ];
  21640. if ( callback.onError ) { callback.onError( event ); }
  21641. }
  21642. scope.manager.itemError( url );
  21643. scope.manager.itemEnd( url );
  21644. }, false );
  21645. request.addEventListener( 'abort', function ( event ) {
  21646. var callbacks = loading[ url ];
  21647. delete loading[ url ];
  21648. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21649. var callback = callbacks[ i ];
  21650. if ( callback.onError ) { callback.onError( event ); }
  21651. }
  21652. scope.manager.itemError( url );
  21653. scope.manager.itemEnd( url );
  21654. }, false );
  21655. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21656. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21657. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21658. for ( var header in this.requestHeader ) {
  21659. request.setRequestHeader( header, this.requestHeader[ header ] );
  21660. }
  21661. request.send( null );
  21662. }
  21663. scope.manager.itemStart( url );
  21664. return request;
  21665. },
  21666. setResponseType: function ( value ) {
  21667. this.responseType = value;
  21668. return this;
  21669. },
  21670. setWithCredentials: function ( value ) {
  21671. this.withCredentials = value;
  21672. return this;
  21673. },
  21674. setMimeType: function ( value ) {
  21675. this.mimeType = value;
  21676. return this;
  21677. },
  21678. setRequestHeader: function ( value ) {
  21679. this.requestHeader = value;
  21680. return this;
  21681. }
  21682. } );
  21683. /**
  21684. * @author bhouston / http://clara.io/
  21685. */
  21686. function AnimationLoader( manager ) {
  21687. Loader.call( this, manager );
  21688. }
  21689. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21690. constructor: AnimationLoader,
  21691. load: function ( url, onLoad, onProgress, onError ) {
  21692. var scope = this;
  21693. var loader = new FileLoader( scope.manager );
  21694. loader.setPath( scope.path );
  21695. loader.load( url, function ( text ) {
  21696. onLoad( scope.parse( JSON.parse( text ) ) );
  21697. }, onProgress, onError );
  21698. },
  21699. parse: function ( json ) {
  21700. var animations = [];
  21701. for ( var i = 0; i < json.length; i ++ ) {
  21702. var clip = AnimationClip.parse( json[ i ] );
  21703. animations.push( clip );
  21704. }
  21705. return animations;
  21706. }
  21707. } );
  21708. /**
  21709. * @author mrdoob / http://mrdoob.com/
  21710. *
  21711. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21712. *
  21713. * Sub classes have to implement the parse() method which will be used in load().
  21714. */
  21715. function CompressedTextureLoader( manager ) {
  21716. Loader.call( this, manager );
  21717. }
  21718. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21719. constructor: CompressedTextureLoader,
  21720. load: function ( url, onLoad, onProgress, onError ) {
  21721. var scope = this;
  21722. var images = [];
  21723. var texture = new CompressedTexture();
  21724. texture.image = images;
  21725. var loader = new FileLoader( this.manager );
  21726. loader.setPath( this.path );
  21727. loader.setResponseType( 'arraybuffer' );
  21728. function loadTexture( i ) {
  21729. loader.load( url[ i ], function ( buffer ) {
  21730. var texDatas = scope.parse( buffer, true );
  21731. images[ i ] = {
  21732. width: texDatas.width,
  21733. height: texDatas.height,
  21734. format: texDatas.format,
  21735. mipmaps: texDatas.mipmaps
  21736. };
  21737. loaded += 1;
  21738. if ( loaded === 6 ) {
  21739. if ( texDatas.mipmapCount === 1 )
  21740. { texture.minFilter = LinearFilter; }
  21741. texture.format = texDatas.format;
  21742. texture.needsUpdate = true;
  21743. if ( onLoad ) { onLoad( texture ); }
  21744. }
  21745. }, onProgress, onError );
  21746. }
  21747. if ( Array.isArray( url ) ) {
  21748. var loaded = 0;
  21749. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21750. loadTexture( i );
  21751. }
  21752. } else {
  21753. // compressed cubemap texture stored in a single DDS file
  21754. loader.load( url, function ( buffer ) {
  21755. var texDatas = scope.parse( buffer, true );
  21756. if ( texDatas.isCubemap ) {
  21757. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21758. for ( var f = 0; f < faces; f ++ ) {
  21759. images[ f ] = { mipmaps: [] };
  21760. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21761. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21762. images[ f ].format = texDatas.format;
  21763. images[ f ].width = texDatas.width;
  21764. images[ f ].height = texDatas.height;
  21765. }
  21766. }
  21767. } else {
  21768. texture.image.width = texDatas.width;
  21769. texture.image.height = texDatas.height;
  21770. texture.mipmaps = texDatas.mipmaps;
  21771. }
  21772. if ( texDatas.mipmapCount === 1 ) {
  21773. texture.minFilter = LinearFilter;
  21774. }
  21775. texture.format = texDatas.format;
  21776. texture.needsUpdate = true;
  21777. if ( onLoad ) { onLoad( texture ); }
  21778. }, onProgress, onError );
  21779. }
  21780. return texture;
  21781. }
  21782. } );
  21783. /**
  21784. * @author Nikos M. / https://github.com/foo123/
  21785. *
  21786. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21787. *
  21788. * Sub classes have to implement the parse() method which will be used in load().
  21789. */
  21790. function DataTextureLoader( manager ) {
  21791. Loader.call( this, manager );
  21792. }
  21793. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21794. constructor: DataTextureLoader,
  21795. load: function ( url, onLoad, onProgress, onError ) {
  21796. var scope = this;
  21797. var texture = new DataTexture();
  21798. var loader = new FileLoader( this.manager );
  21799. loader.setResponseType( 'arraybuffer' );
  21800. loader.setPath( this.path );
  21801. loader.load( url, function ( buffer ) {
  21802. var texData = scope.parse( buffer );
  21803. if ( ! texData ) { return; }
  21804. if ( texData.image !== undefined ) {
  21805. texture.image = texData.image;
  21806. } else if ( texData.data !== undefined ) {
  21807. texture.image.width = texData.width;
  21808. texture.image.height = texData.height;
  21809. texture.image.data = texData.data;
  21810. }
  21811. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21812. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21813. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21814. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21815. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21816. if ( texData.format !== undefined ) {
  21817. texture.format = texData.format;
  21818. }
  21819. if ( texData.type !== undefined ) {
  21820. texture.type = texData.type;
  21821. }
  21822. if ( texData.mipmaps !== undefined ) {
  21823. texture.mipmaps = texData.mipmaps;
  21824. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21825. }
  21826. if ( texData.mipmapCount === 1 ) {
  21827. texture.minFilter = LinearFilter;
  21828. }
  21829. texture.needsUpdate = true;
  21830. if ( onLoad ) { onLoad( texture, texData ); }
  21831. }, onProgress, onError );
  21832. return texture;
  21833. }
  21834. } );
  21835. /**
  21836. * @author mrdoob / http://mrdoob.com/
  21837. */
  21838. function ImageLoader( manager ) {
  21839. Loader.call( this, manager );
  21840. }
  21841. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21842. constructor: ImageLoader,
  21843. load: function ( url, onLoad, onProgress, onError ) {
  21844. if ( this.path !== undefined ) { url = this.path + url; }
  21845. url = this.manager.resolveURL( url );
  21846. var scope = this;
  21847. var cached = Cache.get( url );
  21848. if ( cached !== undefined ) {
  21849. scope.manager.itemStart( url );
  21850. setTimeout( function () {
  21851. if ( onLoad ) { onLoad( cached ); }
  21852. scope.manager.itemEnd( url );
  21853. }, 0 );
  21854. return cached;
  21855. }
  21856. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21857. function onImageLoad() {
  21858. image.removeEventListener( 'load', onImageLoad, false );
  21859. image.removeEventListener( 'error', onImageError, false );
  21860. Cache.add( url, this );
  21861. if ( onLoad ) { onLoad( this ); }
  21862. scope.manager.itemEnd( url );
  21863. }
  21864. function onImageError( event ) {
  21865. image.removeEventListener( 'load', onImageLoad, false );
  21866. image.removeEventListener( 'error', onImageError, false );
  21867. if ( onError ) { onError( event ); }
  21868. scope.manager.itemError( url );
  21869. scope.manager.itemEnd( url );
  21870. }
  21871. image.addEventListener( 'load', onImageLoad, false );
  21872. image.addEventListener( 'error', onImageError, false );
  21873. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21874. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21875. }
  21876. scope.manager.itemStart( url );
  21877. image.src = url;
  21878. return image;
  21879. }
  21880. } );
  21881. /**
  21882. * @author mrdoob / http://mrdoob.com/
  21883. */
  21884. function CubeTextureLoader( manager ) {
  21885. Loader.call( this, manager );
  21886. }
  21887. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21888. constructor: CubeTextureLoader,
  21889. load: function ( urls, onLoad, onProgress, onError ) {
  21890. var texture = new CubeTexture();
  21891. var loader = new ImageLoader( this.manager );
  21892. loader.setCrossOrigin( this.crossOrigin );
  21893. loader.setPath( this.path );
  21894. var loaded = 0;
  21895. function loadTexture( i ) {
  21896. loader.load( urls[ i ], function ( image ) {
  21897. texture.images[ i ] = image;
  21898. loaded ++;
  21899. if ( loaded === 6 ) {
  21900. texture.needsUpdate = true;
  21901. if ( onLoad ) { onLoad( texture ); }
  21902. }
  21903. }, undefined, onError );
  21904. }
  21905. for ( var i = 0; i < urls.length; ++ i ) {
  21906. loadTexture( i );
  21907. }
  21908. return texture;
  21909. }
  21910. } );
  21911. /**
  21912. * @author mrdoob / http://mrdoob.com/
  21913. */
  21914. function TextureLoader( manager ) {
  21915. Loader.call( this, manager );
  21916. }
  21917. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21918. constructor: TextureLoader,
  21919. load: function ( url, onLoad, onProgress, onError ) {
  21920. var texture = new Texture();
  21921. var loader = new ImageLoader( this.manager );
  21922. loader.setCrossOrigin( this.crossOrigin );
  21923. loader.setPath( this.path );
  21924. loader.load( url, function ( image ) {
  21925. texture.image = image;
  21926. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21927. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21928. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21929. texture.needsUpdate = true;
  21930. if ( onLoad !== undefined ) {
  21931. onLoad( texture );
  21932. }
  21933. }, onProgress, onError );
  21934. return texture;
  21935. }
  21936. } );
  21937. /**
  21938. * @author zz85 / http://www.lab4games.net/zz85/blog
  21939. * Extensible curve object
  21940. *
  21941. * Some common of curve methods:
  21942. * .getPoint( t, optionalTarget ), .getTangent( t )
  21943. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21944. * .getPoints(), .getSpacedPoints()
  21945. * .getLength()
  21946. * .updateArcLengths()
  21947. *
  21948. * This following curves inherit from THREE.Curve:
  21949. *
  21950. * -- 2D curves --
  21951. * THREE.ArcCurve
  21952. * THREE.CubicBezierCurve
  21953. * THREE.EllipseCurve
  21954. * THREE.LineCurve
  21955. * THREE.QuadraticBezierCurve
  21956. * THREE.SplineCurve
  21957. *
  21958. * -- 3D curves --
  21959. * THREE.CatmullRomCurve3
  21960. * THREE.CubicBezierCurve3
  21961. * THREE.LineCurve3
  21962. * THREE.QuadraticBezierCurve3
  21963. *
  21964. * A series of curves can be represented as a THREE.CurvePath.
  21965. *
  21966. **/
  21967. /**************************************************************
  21968. * Abstract Curve base class
  21969. **************************************************************/
  21970. function Curve() {
  21971. this.type = 'Curve';
  21972. this.arcLengthDivisions = 200;
  21973. }
  21974. Object.assign( Curve.prototype, {
  21975. // Virtual base class method to overwrite and implement in subclasses
  21976. // - t [0 .. 1]
  21977. getPoint: function ( /* t, optionalTarget */ ) {
  21978. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21979. return null;
  21980. },
  21981. // Get point at relative position in curve according to arc length
  21982. // - u [0 .. 1]
  21983. getPointAt: function ( u, optionalTarget ) {
  21984. var t = this.getUtoTmapping( u );
  21985. return this.getPoint( t, optionalTarget );
  21986. },
  21987. // Get sequence of points using getPoint( t )
  21988. getPoints: function ( divisions ) {
  21989. if ( divisions === undefined ) { divisions = 5; }
  21990. var points = [];
  21991. for ( var d = 0; d <= divisions; d ++ ) {
  21992. points.push( this.getPoint( d / divisions ) );
  21993. }
  21994. return points;
  21995. },
  21996. // Get sequence of points using getPointAt( u )
  21997. getSpacedPoints: function ( divisions ) {
  21998. if ( divisions === undefined ) { divisions = 5; }
  21999. var points = [];
  22000. for ( var d = 0; d <= divisions; d ++ ) {
  22001. points.push( this.getPointAt( d / divisions ) );
  22002. }
  22003. return points;
  22004. },
  22005. // Get total curve arc length
  22006. getLength: function () {
  22007. var lengths = this.getLengths();
  22008. return lengths[ lengths.length - 1 ];
  22009. },
  22010. // Get list of cumulative segment lengths
  22011. getLengths: function ( divisions ) {
  22012. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22013. if ( this.cacheArcLengths &&
  22014. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22015. ! this.needsUpdate ) {
  22016. return this.cacheArcLengths;
  22017. }
  22018. this.needsUpdate = false;
  22019. var cache = [];
  22020. var current, last = this.getPoint( 0 );
  22021. var p, sum = 0;
  22022. cache.push( 0 );
  22023. for ( p = 1; p <= divisions; p ++ ) {
  22024. current = this.getPoint( p / divisions );
  22025. sum += current.distanceTo( last );
  22026. cache.push( sum );
  22027. last = current;
  22028. }
  22029. this.cacheArcLengths = cache;
  22030. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22031. },
  22032. updateArcLengths: function () {
  22033. this.needsUpdate = true;
  22034. this.getLengths();
  22035. },
  22036. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22037. getUtoTmapping: function ( u, distance ) {
  22038. var arcLengths = this.getLengths();
  22039. var i = 0, il = arcLengths.length;
  22040. var targetArcLength; // The targeted u distance value to get
  22041. if ( distance ) {
  22042. targetArcLength = distance;
  22043. } else {
  22044. targetArcLength = u * arcLengths[ il - 1 ];
  22045. }
  22046. // binary search for the index with largest value smaller than target u distance
  22047. var low = 0, high = il - 1, comparison;
  22048. while ( low <= high ) {
  22049. 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
  22050. comparison = arcLengths[ i ] - targetArcLength;
  22051. if ( comparison < 0 ) {
  22052. low = i + 1;
  22053. } else if ( comparison > 0 ) {
  22054. high = i - 1;
  22055. } else {
  22056. high = i;
  22057. break;
  22058. // DONE
  22059. }
  22060. }
  22061. i = high;
  22062. if ( arcLengths[ i ] === targetArcLength ) {
  22063. return i / ( il - 1 );
  22064. }
  22065. // we could get finer grain at lengths, or use simple interpolation between two points
  22066. var lengthBefore = arcLengths[ i ];
  22067. var lengthAfter = arcLengths[ i + 1 ];
  22068. var segmentLength = lengthAfter - lengthBefore;
  22069. // determine where we are between the 'before' and 'after' points
  22070. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22071. // add that fractional amount to t
  22072. var t = ( i + segmentFraction ) / ( il - 1 );
  22073. return t;
  22074. },
  22075. // Returns a unit vector tangent at t
  22076. // In case any sub curve does not implement its tangent derivation,
  22077. // 2 points a small delta apart will be used to find its gradient
  22078. // which seems to give a reasonable approximation
  22079. getTangent: function ( t ) {
  22080. var delta = 0.0001;
  22081. var t1 = t - delta;
  22082. var t2 = t + delta;
  22083. // Capping in case of danger
  22084. if ( t1 < 0 ) { t1 = 0; }
  22085. if ( t2 > 1 ) { t2 = 1; }
  22086. var pt1 = this.getPoint( t1 );
  22087. var pt2 = this.getPoint( t2 );
  22088. var vec = pt2.clone().sub( pt1 );
  22089. return vec.normalize();
  22090. },
  22091. getTangentAt: function ( u ) {
  22092. var t = this.getUtoTmapping( u );
  22093. return this.getTangent( t );
  22094. },
  22095. computeFrenetFrames: function ( segments, closed ) {
  22096. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22097. var normal = new Vector3();
  22098. var tangents = [];
  22099. var normals = [];
  22100. var binormals = [];
  22101. var vec = new Vector3();
  22102. var mat = new Matrix4();
  22103. var i, u, theta;
  22104. // compute the tangent vectors for each segment on the curve
  22105. for ( i = 0; i <= segments; i ++ ) {
  22106. u = i / segments;
  22107. tangents[ i ] = this.getTangentAt( u );
  22108. tangents[ i ].normalize();
  22109. }
  22110. // select an initial normal vector perpendicular to the first tangent vector,
  22111. // and in the direction of the minimum tangent xyz component
  22112. normals[ 0 ] = new Vector3();
  22113. binormals[ 0 ] = new Vector3();
  22114. var min = Number.MAX_VALUE;
  22115. var tx = Math.abs( tangents[ 0 ].x );
  22116. var ty = Math.abs( tangents[ 0 ].y );
  22117. var tz = Math.abs( tangents[ 0 ].z );
  22118. if ( tx <= min ) {
  22119. min = tx;
  22120. normal.set( 1, 0, 0 );
  22121. }
  22122. if ( ty <= min ) {
  22123. min = ty;
  22124. normal.set( 0, 1, 0 );
  22125. }
  22126. if ( tz <= min ) {
  22127. normal.set( 0, 0, 1 );
  22128. }
  22129. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22130. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22131. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22132. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22133. for ( i = 1; i <= segments; i ++ ) {
  22134. normals[ i ] = normals[ i - 1 ].clone();
  22135. binormals[ i ] = binormals[ i - 1 ].clone();
  22136. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22137. if ( vec.length() > Number.EPSILON ) {
  22138. vec.normalize();
  22139. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22140. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22141. }
  22142. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22143. }
  22144. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22145. if ( closed === true ) {
  22146. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22147. theta /= segments;
  22148. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22149. theta = - theta;
  22150. }
  22151. for ( i = 1; i <= segments; i ++ ) {
  22152. // twist a little...
  22153. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22154. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22155. }
  22156. }
  22157. return {
  22158. tangents: tangents,
  22159. normals: normals,
  22160. binormals: binormals
  22161. };
  22162. },
  22163. clone: function () {
  22164. return new this.constructor().copy( this );
  22165. },
  22166. copy: function ( source ) {
  22167. this.arcLengthDivisions = source.arcLengthDivisions;
  22168. return this;
  22169. },
  22170. toJSON: function () {
  22171. var data = {
  22172. metadata: {
  22173. version: 4.5,
  22174. type: 'Curve',
  22175. generator: 'Curve.toJSON'
  22176. }
  22177. };
  22178. data.arcLengthDivisions = this.arcLengthDivisions;
  22179. data.type = this.type;
  22180. return data;
  22181. },
  22182. fromJSON: function ( json ) {
  22183. this.arcLengthDivisions = json.arcLengthDivisions;
  22184. return this;
  22185. }
  22186. } );
  22187. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22188. Curve.call( this );
  22189. this.type = 'EllipseCurve';
  22190. this.aX = aX || 0;
  22191. this.aY = aY || 0;
  22192. this.xRadius = xRadius || 1;
  22193. this.yRadius = yRadius || 1;
  22194. this.aStartAngle = aStartAngle || 0;
  22195. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22196. this.aClockwise = aClockwise || false;
  22197. this.aRotation = aRotation || 0;
  22198. }
  22199. EllipseCurve.prototype = Object.create( Curve.prototype );
  22200. EllipseCurve.prototype.constructor = EllipseCurve;
  22201. EllipseCurve.prototype.isEllipseCurve = true;
  22202. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22203. var point = optionalTarget || new Vector2();
  22204. var twoPi = Math.PI * 2;
  22205. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22206. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22207. // ensures that deltaAngle is 0 .. 2 PI
  22208. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22209. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22210. if ( deltaAngle < Number.EPSILON ) {
  22211. if ( samePoints ) {
  22212. deltaAngle = 0;
  22213. } else {
  22214. deltaAngle = twoPi;
  22215. }
  22216. }
  22217. if ( this.aClockwise === true && ! samePoints ) {
  22218. if ( deltaAngle === twoPi ) {
  22219. deltaAngle = - twoPi;
  22220. } else {
  22221. deltaAngle = deltaAngle - twoPi;
  22222. }
  22223. }
  22224. var angle = this.aStartAngle + t * deltaAngle;
  22225. var x = this.aX + this.xRadius * Math.cos( angle );
  22226. var y = this.aY + this.yRadius * Math.sin( angle );
  22227. if ( this.aRotation !== 0 ) {
  22228. var cos = Math.cos( this.aRotation );
  22229. var sin = Math.sin( this.aRotation );
  22230. var tx = x - this.aX;
  22231. var ty = y - this.aY;
  22232. // Rotate the point about the center of the ellipse.
  22233. x = tx * cos - ty * sin + this.aX;
  22234. y = tx * sin + ty * cos + this.aY;
  22235. }
  22236. return point.set( x, y );
  22237. };
  22238. EllipseCurve.prototype.copy = function ( source ) {
  22239. Curve.prototype.copy.call( this, source );
  22240. this.aX = source.aX;
  22241. this.aY = source.aY;
  22242. this.xRadius = source.xRadius;
  22243. this.yRadius = source.yRadius;
  22244. this.aStartAngle = source.aStartAngle;
  22245. this.aEndAngle = source.aEndAngle;
  22246. this.aClockwise = source.aClockwise;
  22247. this.aRotation = source.aRotation;
  22248. return this;
  22249. };
  22250. EllipseCurve.prototype.toJSON = function () {
  22251. var data = Curve.prototype.toJSON.call( this );
  22252. data.aX = this.aX;
  22253. data.aY = this.aY;
  22254. data.xRadius = this.xRadius;
  22255. data.yRadius = this.yRadius;
  22256. data.aStartAngle = this.aStartAngle;
  22257. data.aEndAngle = this.aEndAngle;
  22258. data.aClockwise = this.aClockwise;
  22259. data.aRotation = this.aRotation;
  22260. return data;
  22261. };
  22262. EllipseCurve.prototype.fromJSON = function ( json ) {
  22263. Curve.prototype.fromJSON.call( this, json );
  22264. this.aX = json.aX;
  22265. this.aY = json.aY;
  22266. this.xRadius = json.xRadius;
  22267. this.yRadius = json.yRadius;
  22268. this.aStartAngle = json.aStartAngle;
  22269. this.aEndAngle = json.aEndAngle;
  22270. this.aClockwise = json.aClockwise;
  22271. this.aRotation = json.aRotation;
  22272. return this;
  22273. };
  22274. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22275. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22276. this.type = 'ArcCurve';
  22277. }
  22278. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22279. ArcCurve.prototype.constructor = ArcCurve;
  22280. ArcCurve.prototype.isArcCurve = true;
  22281. /**
  22282. * @author zz85 https://github.com/zz85
  22283. *
  22284. * Centripetal CatmullRom Curve - which is useful for avoiding
  22285. * cusps and self-intersections in non-uniform catmull rom curves.
  22286. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22287. *
  22288. * curve.type accepts centripetal(default), chordal and catmullrom
  22289. * curve.tension is used for catmullrom which defaults to 0.5
  22290. */
  22291. /*
  22292. Based on an optimized c++ solution in
  22293. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22294. - http://ideone.com/NoEbVM
  22295. This CubicPoly class could be used for reusing some variables and calculations,
  22296. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22297. which can be placed in CurveUtils.
  22298. */
  22299. function CubicPoly() {
  22300. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22301. /*
  22302. * Compute coefficients for a cubic polynomial
  22303. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22304. * such that
  22305. * p(0) = x0, p(1) = x1
  22306. * and
  22307. * p'(0) = t0, p'(1) = t1.
  22308. */
  22309. function init( x0, x1, t0, t1 ) {
  22310. c0 = x0;
  22311. c1 = t0;
  22312. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22313. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22314. }
  22315. return {
  22316. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22317. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22318. },
  22319. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22320. // compute tangents when parameterized in [t1,t2]
  22321. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22322. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22323. // rescale tangents for parametrization in [0,1]
  22324. t1 *= dt1;
  22325. t2 *= dt1;
  22326. init( x1, x2, t1, t2 );
  22327. },
  22328. calc: function ( t ) {
  22329. var t2 = t * t;
  22330. var t3 = t2 * t;
  22331. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22332. }
  22333. };
  22334. }
  22335. //
  22336. var tmp = new Vector3();
  22337. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22338. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22339. Curve.call( this );
  22340. this.type = 'CatmullRomCurve3';
  22341. this.points = points || [];
  22342. this.closed = closed || false;
  22343. this.curveType = curveType || 'centripetal';
  22344. this.tension = tension || 0.5;
  22345. }
  22346. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22347. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22348. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22349. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22350. var point = optionalTarget || new Vector3();
  22351. var points = this.points;
  22352. var l = points.length;
  22353. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22354. var intPoint = Math.floor( p );
  22355. var weight = p - intPoint;
  22356. if ( this.closed ) {
  22357. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22358. } else if ( weight === 0 && intPoint === l - 1 ) {
  22359. intPoint = l - 2;
  22360. weight = 1;
  22361. }
  22362. var p0, p1, p2, p3; // 4 points
  22363. if ( this.closed || intPoint > 0 ) {
  22364. p0 = points[ ( intPoint - 1 ) % l ];
  22365. } else {
  22366. // extrapolate first point
  22367. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22368. p0 = tmp;
  22369. }
  22370. p1 = points[ intPoint % l ];
  22371. p2 = points[ ( intPoint + 1 ) % l ];
  22372. if ( this.closed || intPoint + 2 < l ) {
  22373. p3 = points[ ( intPoint + 2 ) % l ];
  22374. } else {
  22375. // extrapolate last point
  22376. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22377. p3 = tmp;
  22378. }
  22379. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22380. // init Centripetal / Chordal Catmull-Rom
  22381. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22382. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22383. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22384. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22385. // safety check for repeated points
  22386. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22387. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22388. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22389. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22390. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22391. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22392. } else if ( this.curveType === 'catmullrom' ) {
  22393. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22394. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22395. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22396. }
  22397. point.set(
  22398. px.calc( weight ),
  22399. py.calc( weight ),
  22400. pz.calc( weight )
  22401. );
  22402. return point;
  22403. };
  22404. CatmullRomCurve3.prototype.copy = function ( source ) {
  22405. Curve.prototype.copy.call( this, source );
  22406. this.points = [];
  22407. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22408. var point = source.points[ i ];
  22409. this.points.push( point.clone() );
  22410. }
  22411. this.closed = source.closed;
  22412. this.curveType = source.curveType;
  22413. this.tension = source.tension;
  22414. return this;
  22415. };
  22416. CatmullRomCurve3.prototype.toJSON = function () {
  22417. var data = Curve.prototype.toJSON.call( this );
  22418. data.points = [];
  22419. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22420. var point = this.points[ i ];
  22421. data.points.push( point.toArray() );
  22422. }
  22423. data.closed = this.closed;
  22424. data.curveType = this.curveType;
  22425. data.tension = this.tension;
  22426. return data;
  22427. };
  22428. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22429. Curve.prototype.fromJSON.call( this, json );
  22430. this.points = [];
  22431. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22432. var point = json.points[ i ];
  22433. this.points.push( new Vector3().fromArray( point ) );
  22434. }
  22435. this.closed = json.closed;
  22436. this.curveType = json.curveType;
  22437. this.tension = json.tension;
  22438. return this;
  22439. };
  22440. /**
  22441. * @author zz85 / http://www.lab4games.net/zz85/blog
  22442. *
  22443. * Bezier Curves formulas obtained from
  22444. * http://en.wikipedia.org/wiki/Bézier_curve
  22445. */
  22446. function CatmullRom( t, p0, p1, p2, p3 ) {
  22447. var v0 = ( p2 - p0 ) * 0.5;
  22448. var v1 = ( p3 - p1 ) * 0.5;
  22449. var t2 = t * t;
  22450. var t3 = t * t2;
  22451. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22452. }
  22453. //
  22454. function QuadraticBezierP0( t, p ) {
  22455. var k = 1 - t;
  22456. return k * k * p;
  22457. }
  22458. function QuadraticBezierP1( t, p ) {
  22459. return 2 * ( 1 - t ) * t * p;
  22460. }
  22461. function QuadraticBezierP2( t, p ) {
  22462. return t * t * p;
  22463. }
  22464. function QuadraticBezier( t, p0, p1, p2 ) {
  22465. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22466. QuadraticBezierP2( t, p2 );
  22467. }
  22468. //
  22469. function CubicBezierP0( t, p ) {
  22470. var k = 1 - t;
  22471. return k * k * k * p;
  22472. }
  22473. function CubicBezierP1( t, p ) {
  22474. var k = 1 - t;
  22475. return 3 * k * k * t * p;
  22476. }
  22477. function CubicBezierP2( t, p ) {
  22478. return 3 * ( 1 - t ) * t * t * p;
  22479. }
  22480. function CubicBezierP3( t, p ) {
  22481. return t * t * t * p;
  22482. }
  22483. function CubicBezier( t, p0, p1, p2, p3 ) {
  22484. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22485. CubicBezierP3( t, p3 );
  22486. }
  22487. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22488. Curve.call( this );
  22489. this.type = 'CubicBezierCurve';
  22490. this.v0 = v0 || new Vector2();
  22491. this.v1 = v1 || new Vector2();
  22492. this.v2 = v2 || new Vector2();
  22493. this.v3 = v3 || new Vector2();
  22494. }
  22495. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22496. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22497. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22498. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22499. var point = optionalTarget || new Vector2();
  22500. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22501. point.set(
  22502. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22503. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22504. );
  22505. return point;
  22506. };
  22507. CubicBezierCurve.prototype.copy = function ( source ) {
  22508. Curve.prototype.copy.call( this, source );
  22509. this.v0.copy( source.v0 );
  22510. this.v1.copy( source.v1 );
  22511. this.v2.copy( source.v2 );
  22512. this.v3.copy( source.v3 );
  22513. return this;
  22514. };
  22515. CubicBezierCurve.prototype.toJSON = function () {
  22516. var data = Curve.prototype.toJSON.call( this );
  22517. data.v0 = this.v0.toArray();
  22518. data.v1 = this.v1.toArray();
  22519. data.v2 = this.v2.toArray();
  22520. data.v3 = this.v3.toArray();
  22521. return data;
  22522. };
  22523. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22524. Curve.prototype.fromJSON.call( this, json );
  22525. this.v0.fromArray( json.v0 );
  22526. this.v1.fromArray( json.v1 );
  22527. this.v2.fromArray( json.v2 );
  22528. this.v3.fromArray( json.v3 );
  22529. return this;
  22530. };
  22531. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22532. Curve.call( this );
  22533. this.type = 'CubicBezierCurve3';
  22534. this.v0 = v0 || new Vector3();
  22535. this.v1 = v1 || new Vector3();
  22536. this.v2 = v2 || new Vector3();
  22537. this.v3 = v3 || new Vector3();
  22538. }
  22539. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22540. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22541. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22542. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22543. var point = optionalTarget || new Vector3();
  22544. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22545. point.set(
  22546. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22547. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22548. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22549. );
  22550. return point;
  22551. };
  22552. CubicBezierCurve3.prototype.copy = function ( source ) {
  22553. Curve.prototype.copy.call( this, source );
  22554. this.v0.copy( source.v0 );
  22555. this.v1.copy( source.v1 );
  22556. this.v2.copy( source.v2 );
  22557. this.v3.copy( source.v3 );
  22558. return this;
  22559. };
  22560. CubicBezierCurve3.prototype.toJSON = function () {
  22561. var data = Curve.prototype.toJSON.call( this );
  22562. data.v0 = this.v0.toArray();
  22563. data.v1 = this.v1.toArray();
  22564. data.v2 = this.v2.toArray();
  22565. data.v3 = this.v3.toArray();
  22566. return data;
  22567. };
  22568. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22569. Curve.prototype.fromJSON.call( this, json );
  22570. this.v0.fromArray( json.v0 );
  22571. this.v1.fromArray( json.v1 );
  22572. this.v2.fromArray( json.v2 );
  22573. this.v3.fromArray( json.v3 );
  22574. return this;
  22575. };
  22576. function LineCurve( v1, v2 ) {
  22577. Curve.call( this );
  22578. this.type = 'LineCurve';
  22579. this.v1 = v1 || new Vector2();
  22580. this.v2 = v2 || new Vector2();
  22581. }
  22582. LineCurve.prototype = Object.create( Curve.prototype );
  22583. LineCurve.prototype.constructor = LineCurve;
  22584. LineCurve.prototype.isLineCurve = true;
  22585. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22586. var point = optionalTarget || new Vector2();
  22587. if ( t === 1 ) {
  22588. point.copy( this.v2 );
  22589. } else {
  22590. point.copy( this.v2 ).sub( this.v1 );
  22591. point.multiplyScalar( t ).add( this.v1 );
  22592. }
  22593. return point;
  22594. };
  22595. // Line curve is linear, so we can overwrite default getPointAt
  22596. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22597. return this.getPoint( u, optionalTarget );
  22598. };
  22599. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22600. var tangent = this.v2.clone().sub( this.v1 );
  22601. return tangent.normalize();
  22602. };
  22603. LineCurve.prototype.copy = function ( source ) {
  22604. Curve.prototype.copy.call( this, source );
  22605. this.v1.copy( source.v1 );
  22606. this.v2.copy( source.v2 );
  22607. return this;
  22608. };
  22609. LineCurve.prototype.toJSON = function () {
  22610. var data = Curve.prototype.toJSON.call( this );
  22611. data.v1 = this.v1.toArray();
  22612. data.v2 = this.v2.toArray();
  22613. return data;
  22614. };
  22615. LineCurve.prototype.fromJSON = function ( json ) {
  22616. Curve.prototype.fromJSON.call( this, json );
  22617. this.v1.fromArray( json.v1 );
  22618. this.v2.fromArray( json.v2 );
  22619. return this;
  22620. };
  22621. function LineCurve3( v1, v2 ) {
  22622. Curve.call( this );
  22623. this.type = 'LineCurve3';
  22624. this.v1 = v1 || new Vector3();
  22625. this.v2 = v2 || new Vector3();
  22626. }
  22627. LineCurve3.prototype = Object.create( Curve.prototype );
  22628. LineCurve3.prototype.constructor = LineCurve3;
  22629. LineCurve3.prototype.isLineCurve3 = true;
  22630. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22631. var point = optionalTarget || new Vector3();
  22632. if ( t === 1 ) {
  22633. point.copy( this.v2 );
  22634. } else {
  22635. point.copy( this.v2 ).sub( this.v1 );
  22636. point.multiplyScalar( t ).add( this.v1 );
  22637. }
  22638. return point;
  22639. };
  22640. // Line curve is linear, so we can overwrite default getPointAt
  22641. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22642. return this.getPoint( u, optionalTarget );
  22643. };
  22644. LineCurve3.prototype.copy = function ( source ) {
  22645. Curve.prototype.copy.call( this, source );
  22646. this.v1.copy( source.v1 );
  22647. this.v2.copy( source.v2 );
  22648. return this;
  22649. };
  22650. LineCurve3.prototype.toJSON = function () {
  22651. var data = Curve.prototype.toJSON.call( this );
  22652. data.v1 = this.v1.toArray();
  22653. data.v2 = this.v2.toArray();
  22654. return data;
  22655. };
  22656. LineCurve3.prototype.fromJSON = function ( json ) {
  22657. Curve.prototype.fromJSON.call( this, json );
  22658. this.v1.fromArray( json.v1 );
  22659. this.v2.fromArray( json.v2 );
  22660. return this;
  22661. };
  22662. function QuadraticBezierCurve( v0, v1, v2 ) {
  22663. Curve.call( this );
  22664. this.type = 'QuadraticBezierCurve';
  22665. this.v0 = v0 || new Vector2();
  22666. this.v1 = v1 || new Vector2();
  22667. this.v2 = v2 || new Vector2();
  22668. }
  22669. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22670. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22671. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22672. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22673. var point = optionalTarget || new Vector2();
  22674. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22675. point.set(
  22676. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22677. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22678. );
  22679. return point;
  22680. };
  22681. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22682. Curve.prototype.copy.call( this, source );
  22683. this.v0.copy( source.v0 );
  22684. this.v1.copy( source.v1 );
  22685. this.v2.copy( source.v2 );
  22686. return this;
  22687. };
  22688. QuadraticBezierCurve.prototype.toJSON = function () {
  22689. var data = Curve.prototype.toJSON.call( this );
  22690. data.v0 = this.v0.toArray();
  22691. data.v1 = this.v1.toArray();
  22692. data.v2 = this.v2.toArray();
  22693. return data;
  22694. };
  22695. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22696. Curve.prototype.fromJSON.call( this, json );
  22697. this.v0.fromArray( json.v0 );
  22698. this.v1.fromArray( json.v1 );
  22699. this.v2.fromArray( json.v2 );
  22700. return this;
  22701. };
  22702. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22703. Curve.call( this );
  22704. this.type = 'QuadraticBezierCurve3';
  22705. this.v0 = v0 || new Vector3();
  22706. this.v1 = v1 || new Vector3();
  22707. this.v2 = v2 || new Vector3();
  22708. }
  22709. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22710. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22711. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22712. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22713. var point = optionalTarget || new Vector3();
  22714. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22715. point.set(
  22716. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22717. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22718. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22719. );
  22720. return point;
  22721. };
  22722. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22723. Curve.prototype.copy.call( this, source );
  22724. this.v0.copy( source.v0 );
  22725. this.v1.copy( source.v1 );
  22726. this.v2.copy( source.v2 );
  22727. return this;
  22728. };
  22729. QuadraticBezierCurve3.prototype.toJSON = function () {
  22730. var data = Curve.prototype.toJSON.call( this );
  22731. data.v0 = this.v0.toArray();
  22732. data.v1 = this.v1.toArray();
  22733. data.v2 = this.v2.toArray();
  22734. return data;
  22735. };
  22736. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22737. Curve.prototype.fromJSON.call( this, json );
  22738. this.v0.fromArray( json.v0 );
  22739. this.v1.fromArray( json.v1 );
  22740. this.v2.fromArray( json.v2 );
  22741. return this;
  22742. };
  22743. function SplineCurve( points /* array of Vector2 */ ) {
  22744. Curve.call( this );
  22745. this.type = 'SplineCurve';
  22746. this.points = points || [];
  22747. }
  22748. SplineCurve.prototype = Object.create( Curve.prototype );
  22749. SplineCurve.prototype.constructor = SplineCurve;
  22750. SplineCurve.prototype.isSplineCurve = true;
  22751. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22752. var point = optionalTarget || new Vector2();
  22753. var points = this.points;
  22754. var p = ( points.length - 1 ) * t;
  22755. var intPoint = Math.floor( p );
  22756. var weight = p - intPoint;
  22757. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22758. var p1 = points[ intPoint ];
  22759. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22760. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22761. point.set(
  22762. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22763. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22764. );
  22765. return point;
  22766. };
  22767. SplineCurve.prototype.copy = function ( source ) {
  22768. Curve.prototype.copy.call( this, source );
  22769. this.points = [];
  22770. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22771. var point = source.points[ i ];
  22772. this.points.push( point.clone() );
  22773. }
  22774. return this;
  22775. };
  22776. SplineCurve.prototype.toJSON = function () {
  22777. var data = Curve.prototype.toJSON.call( this );
  22778. data.points = [];
  22779. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22780. var point = this.points[ i ];
  22781. data.points.push( point.toArray() );
  22782. }
  22783. return data;
  22784. };
  22785. SplineCurve.prototype.fromJSON = function ( json ) {
  22786. Curve.prototype.fromJSON.call( this, json );
  22787. this.points = [];
  22788. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22789. var point = json.points[ i ];
  22790. this.points.push( new Vector2().fromArray( point ) );
  22791. }
  22792. return this;
  22793. };
  22794. var Curves = /*#__PURE__*/Object.freeze({
  22795. __proto__: null,
  22796. ArcCurve: ArcCurve,
  22797. CatmullRomCurve3: CatmullRomCurve3,
  22798. CubicBezierCurve: CubicBezierCurve,
  22799. CubicBezierCurve3: CubicBezierCurve3,
  22800. EllipseCurve: EllipseCurve,
  22801. LineCurve: LineCurve,
  22802. LineCurve3: LineCurve3,
  22803. QuadraticBezierCurve: QuadraticBezierCurve,
  22804. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22805. SplineCurve: SplineCurve
  22806. });
  22807. /**
  22808. * @author zz85 / http://www.lab4games.net/zz85/blog
  22809. *
  22810. **/
  22811. /**************************************************************
  22812. * Curved Path - a curve path is simply a array of connected
  22813. * curves, but retains the api of a curve
  22814. **************************************************************/
  22815. function CurvePath() {
  22816. Curve.call( this );
  22817. this.type = 'CurvePath';
  22818. this.curves = [];
  22819. this.autoClose = false; // Automatically closes the path
  22820. }
  22821. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22822. constructor: CurvePath,
  22823. add: function ( curve ) {
  22824. this.curves.push( curve );
  22825. },
  22826. closePath: function () {
  22827. // Add a line curve if start and end of lines are not connected
  22828. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22829. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22830. if ( ! startPoint.equals( endPoint ) ) {
  22831. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22832. }
  22833. },
  22834. // To get accurate point with reference to
  22835. // entire path distance at time t,
  22836. // following has to be done:
  22837. // 1. Length of each sub path have to be known
  22838. // 2. Locate and identify type of curve
  22839. // 3. Get t for the curve
  22840. // 4. Return curve.getPointAt(t')
  22841. getPoint: function ( t ) {
  22842. var d = t * this.getLength();
  22843. var curveLengths = this.getCurveLengths();
  22844. var i = 0;
  22845. // To think about boundaries points.
  22846. while ( i < curveLengths.length ) {
  22847. if ( curveLengths[ i ] >= d ) {
  22848. var diff = curveLengths[ i ] - d;
  22849. var curve = this.curves[ i ];
  22850. var segmentLength = curve.getLength();
  22851. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22852. return curve.getPointAt( u );
  22853. }
  22854. i ++;
  22855. }
  22856. return null;
  22857. // loop where sum != 0, sum > d , sum+1 <d
  22858. },
  22859. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22860. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22861. // getPoint() depends on getLength
  22862. getLength: function () {
  22863. var lens = this.getCurveLengths();
  22864. return lens[ lens.length - 1 ];
  22865. },
  22866. // cacheLengths must be recalculated.
  22867. updateArcLengths: function () {
  22868. this.needsUpdate = true;
  22869. this.cacheLengths = null;
  22870. this.getCurveLengths();
  22871. },
  22872. // Compute lengths and cache them
  22873. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22874. getCurveLengths: function () {
  22875. // We use cache values if curves and cache array are same length
  22876. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22877. return this.cacheLengths;
  22878. }
  22879. // Get length of sub-curve
  22880. // Push sums into cached array
  22881. var lengths = [], sums = 0;
  22882. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22883. sums += this.curves[ i ].getLength();
  22884. lengths.push( sums );
  22885. }
  22886. this.cacheLengths = lengths;
  22887. return lengths;
  22888. },
  22889. getSpacedPoints: function ( divisions ) {
  22890. if ( divisions === undefined ) { divisions = 40; }
  22891. var points = [];
  22892. for ( var i = 0; i <= divisions; i ++ ) {
  22893. points.push( this.getPoint( i / divisions ) );
  22894. }
  22895. if ( this.autoClose ) {
  22896. points.push( points[ 0 ] );
  22897. }
  22898. return points;
  22899. },
  22900. getPoints: function ( divisions ) {
  22901. divisions = divisions || 12;
  22902. var points = [], last;
  22903. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22904. var curve = curves[ i ];
  22905. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22906. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22907. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22908. : divisions;
  22909. var pts = curve.getPoints( resolution );
  22910. for ( var j = 0; j < pts.length; j ++ ) {
  22911. var point = pts[ j ];
  22912. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22913. points.push( point );
  22914. last = point;
  22915. }
  22916. }
  22917. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22918. points.push( points[ 0 ] );
  22919. }
  22920. return points;
  22921. },
  22922. copy: function ( source ) {
  22923. Curve.prototype.copy.call( this, source );
  22924. this.curves = [];
  22925. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22926. var curve = source.curves[ i ];
  22927. this.curves.push( curve.clone() );
  22928. }
  22929. this.autoClose = source.autoClose;
  22930. return this;
  22931. },
  22932. toJSON: function () {
  22933. var data = Curve.prototype.toJSON.call( this );
  22934. data.autoClose = this.autoClose;
  22935. data.curves = [];
  22936. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22937. var curve = this.curves[ i ];
  22938. data.curves.push( curve.toJSON() );
  22939. }
  22940. return data;
  22941. },
  22942. fromJSON: function ( json ) {
  22943. Curve.prototype.fromJSON.call( this, json );
  22944. this.autoClose = json.autoClose;
  22945. this.curves = [];
  22946. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22947. var curve = json.curves[ i ];
  22948. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22949. }
  22950. return this;
  22951. }
  22952. } );
  22953. /**
  22954. * @author zz85 / http://www.lab4games.net/zz85/blog
  22955. * Creates free form 2d path using series of points, lines or curves.
  22956. **/
  22957. function Path( points ) {
  22958. CurvePath.call( this );
  22959. this.type = 'Path';
  22960. this.currentPoint = new Vector2();
  22961. if ( points ) {
  22962. this.setFromPoints( points );
  22963. }
  22964. }
  22965. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22966. constructor: Path,
  22967. setFromPoints: function ( points ) {
  22968. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22969. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22970. this.lineTo( points[ i ].x, points[ i ].y );
  22971. }
  22972. return this;
  22973. },
  22974. moveTo: function ( x, y ) {
  22975. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22976. return this;
  22977. },
  22978. lineTo: function ( x, y ) {
  22979. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22980. this.curves.push( curve );
  22981. this.currentPoint.set( x, y );
  22982. return this;
  22983. },
  22984. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22985. var curve = new QuadraticBezierCurve(
  22986. this.currentPoint.clone(),
  22987. new Vector2( aCPx, aCPy ),
  22988. new Vector2( aX, aY )
  22989. );
  22990. this.curves.push( curve );
  22991. this.currentPoint.set( aX, aY );
  22992. return this;
  22993. },
  22994. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22995. var curve = new CubicBezierCurve(
  22996. this.currentPoint.clone(),
  22997. new Vector2( aCP1x, aCP1y ),
  22998. new Vector2( aCP2x, aCP2y ),
  22999. new Vector2( aX, aY )
  23000. );
  23001. this.curves.push( curve );
  23002. this.currentPoint.set( aX, aY );
  23003. return this;
  23004. },
  23005. splineThru: function ( pts /*Array of Vector*/ ) {
  23006. var npts = [ this.currentPoint.clone() ].concat( pts );
  23007. var curve = new SplineCurve( npts );
  23008. this.curves.push( curve );
  23009. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23010. return this;
  23011. },
  23012. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23013. var x0 = this.currentPoint.x;
  23014. var y0 = this.currentPoint.y;
  23015. this.absarc( aX + x0, aY + y0, aRadius,
  23016. aStartAngle, aEndAngle, aClockwise );
  23017. return this;
  23018. },
  23019. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23020. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23021. return this;
  23022. },
  23023. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23024. var x0 = this.currentPoint.x;
  23025. var y0 = this.currentPoint.y;
  23026. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23027. return this;
  23028. },
  23029. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23030. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23031. if ( this.curves.length > 0 ) {
  23032. // if a previous curve is present, attempt to join
  23033. var firstPoint = curve.getPoint( 0 );
  23034. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23035. this.lineTo( firstPoint.x, firstPoint.y );
  23036. }
  23037. }
  23038. this.curves.push( curve );
  23039. var lastPoint = curve.getPoint( 1 );
  23040. this.currentPoint.copy( lastPoint );
  23041. return this;
  23042. },
  23043. copy: function ( source ) {
  23044. CurvePath.prototype.copy.call( this, source );
  23045. this.currentPoint.copy( source.currentPoint );
  23046. return this;
  23047. },
  23048. toJSON: function () {
  23049. var data = CurvePath.prototype.toJSON.call( this );
  23050. data.currentPoint = this.currentPoint.toArray();
  23051. return data;
  23052. },
  23053. fromJSON: function ( json ) {
  23054. CurvePath.prototype.fromJSON.call( this, json );
  23055. this.currentPoint.fromArray( json.currentPoint );
  23056. return this;
  23057. }
  23058. } );
  23059. /**
  23060. * @author zz85 / http://www.lab4games.net/zz85/blog
  23061. * Defines a 2d shape plane using paths.
  23062. **/
  23063. // STEP 1 Create a path.
  23064. // STEP 2 Turn path into shape.
  23065. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23066. // STEP 3a - Extract points from each shape, turn to vertices
  23067. // STEP 3b - Triangulate each shape, add faces.
  23068. function Shape( points ) {
  23069. Path.call( this, points );
  23070. this.uuid = MathUtils.generateUUID();
  23071. this.type = 'Shape';
  23072. this.holes = [];
  23073. }
  23074. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23075. constructor: Shape,
  23076. getPointsHoles: function ( divisions ) {
  23077. var holesPts = [];
  23078. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23079. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23080. }
  23081. return holesPts;
  23082. },
  23083. // get points of shape and holes (keypoints based on segments parameter)
  23084. extractPoints: function ( divisions ) {
  23085. return {
  23086. shape: this.getPoints( divisions ),
  23087. holes: this.getPointsHoles( divisions )
  23088. };
  23089. },
  23090. copy: function ( source ) {
  23091. Path.prototype.copy.call( this, source );
  23092. this.holes = [];
  23093. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23094. var hole = source.holes[ i ];
  23095. this.holes.push( hole.clone() );
  23096. }
  23097. return this;
  23098. },
  23099. toJSON: function () {
  23100. var data = Path.prototype.toJSON.call( this );
  23101. data.uuid = this.uuid;
  23102. data.holes = [];
  23103. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23104. var hole = this.holes[ i ];
  23105. data.holes.push( hole.toJSON() );
  23106. }
  23107. return data;
  23108. },
  23109. fromJSON: function ( json ) {
  23110. Path.prototype.fromJSON.call( this, json );
  23111. this.uuid = json.uuid;
  23112. this.holes = [];
  23113. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23114. var hole = json.holes[ i ];
  23115. this.holes.push( new Path().fromJSON( hole ) );
  23116. }
  23117. return this;
  23118. }
  23119. } );
  23120. /**
  23121. * @author mrdoob / http://mrdoob.com/
  23122. * @author alteredq / http://alteredqualia.com/
  23123. */
  23124. function Light( color, intensity ) {
  23125. Object3D.call( this );
  23126. this.type = 'Light';
  23127. this.color = new Color( color );
  23128. this.intensity = intensity !== undefined ? intensity : 1;
  23129. this.receiveShadow = undefined;
  23130. }
  23131. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23132. constructor: Light,
  23133. isLight: true,
  23134. copy: function ( source ) {
  23135. Object3D.prototype.copy.call( this, source );
  23136. this.color.copy( source.color );
  23137. this.intensity = source.intensity;
  23138. return this;
  23139. },
  23140. toJSON: function ( meta ) {
  23141. var data = Object3D.prototype.toJSON.call( this, meta );
  23142. data.object.color = this.color.getHex();
  23143. data.object.intensity = this.intensity;
  23144. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23145. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23146. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23147. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23148. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23149. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23150. return data;
  23151. }
  23152. } );
  23153. /**
  23154. * @author alteredq / http://alteredqualia.com/
  23155. */
  23156. function HemisphereLight( skyColor, groundColor, intensity ) {
  23157. Light.call( this, skyColor, intensity );
  23158. this.type = 'HemisphereLight';
  23159. this.castShadow = undefined;
  23160. this.position.copy( Object3D.DefaultUp );
  23161. this.updateMatrix();
  23162. this.groundColor = new Color( groundColor );
  23163. }
  23164. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23165. constructor: HemisphereLight,
  23166. isHemisphereLight: true,
  23167. copy: function ( source ) {
  23168. Light.prototype.copy.call( this, source );
  23169. this.groundColor.copy( source.groundColor );
  23170. return this;
  23171. }
  23172. } );
  23173. /**
  23174. * @author mrdoob / http://mrdoob.com/
  23175. */
  23176. function LightShadow( camera ) {
  23177. this.camera = camera;
  23178. this.bias = 0;
  23179. this.radius = 1;
  23180. this.mapSize = new Vector2( 512, 512 );
  23181. this.map = null;
  23182. this.mapPass = null;
  23183. this.matrix = new Matrix4();
  23184. this._frustum = new Frustum();
  23185. this._frameExtents = new Vector2( 1, 1 );
  23186. this._viewportCount = 1;
  23187. this._viewports = [
  23188. new Vector4( 0, 0, 1, 1 )
  23189. ];
  23190. }
  23191. Object.assign( LightShadow.prototype, {
  23192. _projScreenMatrix: new Matrix4(),
  23193. _lightPositionWorld: new Vector3(),
  23194. _lookTarget: new Vector3(),
  23195. getViewportCount: function () {
  23196. return this._viewportCount;
  23197. },
  23198. getFrustum: function () {
  23199. return this._frustum;
  23200. },
  23201. updateMatrices: function ( light ) {
  23202. var shadowCamera = this.camera,
  23203. shadowMatrix = this.matrix,
  23204. projScreenMatrix = this._projScreenMatrix,
  23205. lookTarget = this._lookTarget,
  23206. lightPositionWorld = this._lightPositionWorld;
  23207. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23208. shadowCamera.position.copy( lightPositionWorld );
  23209. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23210. shadowCamera.lookAt( lookTarget );
  23211. shadowCamera.updateMatrixWorld();
  23212. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23213. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23214. shadowMatrix.set(
  23215. 0.5, 0.0, 0.0, 0.5,
  23216. 0.0, 0.5, 0.0, 0.5,
  23217. 0.0, 0.0, 0.5, 0.5,
  23218. 0.0, 0.0, 0.0, 1.0
  23219. );
  23220. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23221. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23222. },
  23223. getViewport: function ( viewportIndex ) {
  23224. return this._viewports[ viewportIndex ];
  23225. },
  23226. getFrameExtents: function () {
  23227. return this._frameExtents;
  23228. },
  23229. copy: function ( source ) {
  23230. this.camera = source.camera.clone();
  23231. this.bias = source.bias;
  23232. this.radius = source.radius;
  23233. this.mapSize.copy( source.mapSize );
  23234. return this;
  23235. },
  23236. clone: function () {
  23237. return new this.constructor().copy( this );
  23238. },
  23239. toJSON: function () {
  23240. var object = {};
  23241. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23242. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23243. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23244. object.camera = this.camera.toJSON( false ).object;
  23245. delete object.camera.matrix;
  23246. return object;
  23247. }
  23248. } );
  23249. /**
  23250. * @author mrdoob / http://mrdoob.com/
  23251. */
  23252. function SpotLightShadow() {
  23253. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23254. }
  23255. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23256. constructor: SpotLightShadow,
  23257. isSpotLightShadow: true,
  23258. updateMatrices: function ( light ) {
  23259. var camera = this.camera;
  23260. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23261. var aspect = this.mapSize.width / this.mapSize.height;
  23262. var far = light.distance || camera.far;
  23263. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23264. camera.fov = fov;
  23265. camera.aspect = aspect;
  23266. camera.far = far;
  23267. camera.updateProjectionMatrix();
  23268. }
  23269. LightShadow.prototype.updateMatrices.call( this, light );
  23270. }
  23271. } );
  23272. /**
  23273. * @author alteredq / http://alteredqualia.com/
  23274. */
  23275. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23276. Light.call( this, color, intensity );
  23277. this.type = 'SpotLight';
  23278. this.position.copy( Object3D.DefaultUp );
  23279. this.updateMatrix();
  23280. this.target = new Object3D();
  23281. Object.defineProperty( this, 'power', {
  23282. get: function () {
  23283. // intensity = power per solid angle.
  23284. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23285. return this.intensity * Math.PI;
  23286. },
  23287. set: function ( power ) {
  23288. // intensity = power per solid angle.
  23289. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23290. this.intensity = power / Math.PI;
  23291. }
  23292. } );
  23293. this.distance = ( distance !== undefined ) ? distance : 0;
  23294. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23295. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23296. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23297. this.shadow = new SpotLightShadow();
  23298. }
  23299. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23300. constructor: SpotLight,
  23301. isSpotLight: true,
  23302. copy: function ( source ) {
  23303. Light.prototype.copy.call( this, source );
  23304. this.distance = source.distance;
  23305. this.angle = source.angle;
  23306. this.penumbra = source.penumbra;
  23307. this.decay = source.decay;
  23308. this.target = source.target.clone();
  23309. this.shadow = source.shadow.clone();
  23310. return this;
  23311. }
  23312. } );
  23313. function PointLightShadow() {
  23314. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23315. this._frameExtents = new Vector2( 4, 2 );
  23316. this._viewportCount = 6;
  23317. this._viewports = [
  23318. // These viewports map a cube-map onto a 2D texture with the
  23319. // following orientation:
  23320. //
  23321. // xzXZ
  23322. // y Y
  23323. //
  23324. // X - Positive x direction
  23325. // x - Negative x direction
  23326. // Y - Positive y direction
  23327. // y - Negative y direction
  23328. // Z - Positive z direction
  23329. // z - Negative z direction
  23330. // positive X
  23331. new Vector4( 2, 1, 1, 1 ),
  23332. // negative X
  23333. new Vector4( 0, 1, 1, 1 ),
  23334. // positive Z
  23335. new Vector4( 3, 1, 1, 1 ),
  23336. // negative Z
  23337. new Vector4( 1, 1, 1, 1 ),
  23338. // positive Y
  23339. new Vector4( 3, 0, 1, 1 ),
  23340. // negative Y
  23341. new Vector4( 1, 0, 1, 1 )
  23342. ];
  23343. this._cubeDirections = [
  23344. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23345. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23346. ];
  23347. this._cubeUps = [
  23348. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23349. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23350. ];
  23351. }
  23352. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23353. constructor: PointLightShadow,
  23354. isPointLightShadow: true,
  23355. updateMatrices: function ( light, viewportIndex ) {
  23356. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23357. var camera = this.camera,
  23358. shadowMatrix = this.matrix,
  23359. lightPositionWorld = this._lightPositionWorld,
  23360. lookTarget = this._lookTarget,
  23361. projScreenMatrix = this._projScreenMatrix;
  23362. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23363. camera.position.copy( lightPositionWorld );
  23364. lookTarget.copy( camera.position );
  23365. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23366. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23367. camera.lookAt( lookTarget );
  23368. camera.updateMatrixWorld();
  23369. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23370. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23371. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23372. }
  23373. } );
  23374. /**
  23375. * @author mrdoob / http://mrdoob.com/
  23376. */
  23377. function PointLight( color, intensity, distance, decay ) {
  23378. Light.call( this, color, intensity );
  23379. this.type = 'PointLight';
  23380. Object.defineProperty( this, 'power', {
  23381. get: function () {
  23382. // intensity = power per solid angle.
  23383. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23384. return this.intensity * 4 * Math.PI;
  23385. },
  23386. set: function ( power ) {
  23387. // intensity = power per solid angle.
  23388. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23389. this.intensity = power / ( 4 * Math.PI );
  23390. }
  23391. } );
  23392. this.distance = ( distance !== undefined ) ? distance : 0;
  23393. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23394. this.shadow = new PointLightShadow();
  23395. }
  23396. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23397. constructor: PointLight,
  23398. isPointLight: true,
  23399. copy: function ( source ) {
  23400. Light.prototype.copy.call( this, source );
  23401. this.distance = source.distance;
  23402. this.decay = source.decay;
  23403. this.shadow = source.shadow.clone();
  23404. return this;
  23405. }
  23406. } );
  23407. /**
  23408. * @author alteredq / http://alteredqualia.com/
  23409. * @author arose / http://github.com/arose
  23410. */
  23411. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23412. Camera.call( this );
  23413. this.type = 'OrthographicCamera';
  23414. this.zoom = 1;
  23415. this.view = null;
  23416. this.left = ( left !== undefined ) ? left : - 1;
  23417. this.right = ( right !== undefined ) ? right : 1;
  23418. this.top = ( top !== undefined ) ? top : 1;
  23419. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23420. this.near = ( near !== undefined ) ? near : 0.1;
  23421. this.far = ( far !== undefined ) ? far : 2000;
  23422. this.updateProjectionMatrix();
  23423. }
  23424. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23425. constructor: OrthographicCamera,
  23426. isOrthographicCamera: true,
  23427. copy: function ( source, recursive ) {
  23428. Camera.prototype.copy.call( this, source, recursive );
  23429. this.left = source.left;
  23430. this.right = source.right;
  23431. this.top = source.top;
  23432. this.bottom = source.bottom;
  23433. this.near = source.near;
  23434. this.far = source.far;
  23435. this.zoom = source.zoom;
  23436. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23437. return this;
  23438. },
  23439. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23440. if ( this.view === null ) {
  23441. this.view = {
  23442. enabled: true,
  23443. fullWidth: 1,
  23444. fullHeight: 1,
  23445. offsetX: 0,
  23446. offsetY: 0,
  23447. width: 1,
  23448. height: 1
  23449. };
  23450. }
  23451. this.view.enabled = true;
  23452. this.view.fullWidth = fullWidth;
  23453. this.view.fullHeight = fullHeight;
  23454. this.view.offsetX = x;
  23455. this.view.offsetY = y;
  23456. this.view.width = width;
  23457. this.view.height = height;
  23458. this.updateProjectionMatrix();
  23459. },
  23460. clearViewOffset: function () {
  23461. if ( this.view !== null ) {
  23462. this.view.enabled = false;
  23463. }
  23464. this.updateProjectionMatrix();
  23465. },
  23466. updateProjectionMatrix: function () {
  23467. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23468. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23469. var cx = ( this.right + this.left ) / 2;
  23470. var cy = ( this.top + this.bottom ) / 2;
  23471. var left = cx - dx;
  23472. var right = cx + dx;
  23473. var top = cy + dy;
  23474. var bottom = cy - dy;
  23475. if ( this.view !== null && this.view.enabled ) {
  23476. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23477. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23478. left += scaleW * this.view.offsetX;
  23479. right = left + scaleW * this.view.width;
  23480. top -= scaleH * this.view.offsetY;
  23481. bottom = top - scaleH * this.view.height;
  23482. }
  23483. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23484. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23485. },
  23486. toJSON: function ( meta ) {
  23487. var data = Object3D.prototype.toJSON.call( this, meta );
  23488. data.object.zoom = this.zoom;
  23489. data.object.left = this.left;
  23490. data.object.right = this.right;
  23491. data.object.top = this.top;
  23492. data.object.bottom = this.bottom;
  23493. data.object.near = this.near;
  23494. data.object.far = this.far;
  23495. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23496. return data;
  23497. }
  23498. } );
  23499. /**
  23500. * @author mrdoob / http://mrdoob.com/
  23501. */
  23502. function DirectionalLightShadow() {
  23503. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23504. }
  23505. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23506. constructor: DirectionalLightShadow,
  23507. isDirectionalLightShadow: true,
  23508. updateMatrices: function ( light ) {
  23509. LightShadow.prototype.updateMatrices.call( this, light );
  23510. }
  23511. } );
  23512. /**
  23513. * @author mrdoob / http://mrdoob.com/
  23514. * @author alteredq / http://alteredqualia.com/
  23515. */
  23516. function DirectionalLight( color, intensity ) {
  23517. Light.call( this, color, intensity );
  23518. this.type = 'DirectionalLight';
  23519. this.position.copy( Object3D.DefaultUp );
  23520. this.updateMatrix();
  23521. this.target = new Object3D();
  23522. this.shadow = new DirectionalLightShadow();
  23523. }
  23524. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23525. constructor: DirectionalLight,
  23526. isDirectionalLight: true,
  23527. copy: function ( source ) {
  23528. Light.prototype.copy.call( this, source );
  23529. this.target = source.target.clone();
  23530. this.shadow = source.shadow.clone();
  23531. return this;
  23532. }
  23533. } );
  23534. /**
  23535. * @author mrdoob / http://mrdoob.com/
  23536. */
  23537. function AmbientLight( color, intensity ) {
  23538. Light.call( this, color, intensity );
  23539. this.type = 'AmbientLight';
  23540. this.castShadow = undefined;
  23541. }
  23542. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23543. constructor: AmbientLight,
  23544. isAmbientLight: true
  23545. } );
  23546. /**
  23547. * @author abelnation / http://github.com/abelnation
  23548. */
  23549. function RectAreaLight( color, intensity, width, height ) {
  23550. Light.call( this, color, intensity );
  23551. this.type = 'RectAreaLight';
  23552. this.width = ( width !== undefined ) ? width : 10;
  23553. this.height = ( height !== undefined ) ? height : 10;
  23554. }
  23555. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23556. constructor: RectAreaLight,
  23557. isRectAreaLight: true,
  23558. copy: function ( source ) {
  23559. Light.prototype.copy.call( this, source );
  23560. this.width = source.width;
  23561. this.height = source.height;
  23562. return this;
  23563. },
  23564. toJSON: function ( meta ) {
  23565. var data = Light.prototype.toJSON.call( this, meta );
  23566. data.object.width = this.width;
  23567. data.object.height = this.height;
  23568. return data;
  23569. }
  23570. } );
  23571. /**
  23572. * @author mrdoob / http://mrdoob.com/
  23573. */
  23574. function MaterialLoader( manager ) {
  23575. Loader.call( this, manager );
  23576. this.textures = {};
  23577. }
  23578. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23579. constructor: MaterialLoader,
  23580. load: function ( url, onLoad, onProgress, onError ) {
  23581. var scope = this;
  23582. var loader = new FileLoader( scope.manager );
  23583. loader.setPath( scope.path );
  23584. loader.load( url, function ( text ) {
  23585. onLoad( scope.parse( JSON.parse( text ) ) );
  23586. }, onProgress, onError );
  23587. },
  23588. parse: function ( json ) {
  23589. var textures = this.textures;
  23590. function getTexture( name ) {
  23591. if ( textures[ name ] === undefined ) {
  23592. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23593. }
  23594. return textures[ name ];
  23595. }
  23596. var material = new Materials[ json.type ]();
  23597. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23598. if ( json.name !== undefined ) { material.name = json.name; }
  23599. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23600. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23601. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23602. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23603. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23604. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23605. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23606. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23607. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23608. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23609. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23610. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23611. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23612. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23613. if ( json.side !== undefined ) { material.side = json.side; }
  23614. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23615. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23616. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23617. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23618. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23619. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23620. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23621. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23622. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23623. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23624. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23625. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23626. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23627. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23628. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23629. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23630. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23631. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23632. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23633. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23634. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23635. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23636. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23637. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23638. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23639. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23640. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23641. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23642. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23643. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23644. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23645. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23646. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23647. // Shader Material
  23648. if ( json.uniforms !== undefined ) {
  23649. for ( var name in json.uniforms ) {
  23650. var uniform = json.uniforms[ name ];
  23651. material.uniforms[ name ] = {};
  23652. switch ( uniform.type ) {
  23653. case 't':
  23654. material.uniforms[ name ].value = getTexture( uniform.value );
  23655. break;
  23656. case 'c':
  23657. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23658. break;
  23659. case 'v2':
  23660. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23661. break;
  23662. case 'v3':
  23663. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23664. break;
  23665. case 'v4':
  23666. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23667. break;
  23668. case 'm3':
  23669. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23670. case 'm4':
  23671. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23672. break;
  23673. default:
  23674. material.uniforms[ name ].value = uniform.value;
  23675. }
  23676. }
  23677. }
  23678. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23679. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23680. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23681. if ( json.extensions !== undefined ) {
  23682. for ( var key in json.extensions ) {
  23683. material.extensions[ key ] = json.extensions[ key ];
  23684. }
  23685. }
  23686. // Deprecated
  23687. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23688. // for PointsMaterial
  23689. if ( json.size !== undefined ) { material.size = json.size; }
  23690. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23691. // maps
  23692. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23693. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23694. if ( json.alphaMap !== undefined ) {
  23695. material.alphaMap = getTexture( json.alphaMap );
  23696. material.transparent = true;
  23697. }
  23698. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23699. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23700. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23701. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23702. if ( json.normalScale !== undefined ) {
  23703. var normalScale = json.normalScale;
  23704. if ( Array.isArray( normalScale ) === false ) {
  23705. // Blender exporter used to export a scalar. See #7459
  23706. normalScale = [ normalScale, normalScale ];
  23707. }
  23708. material.normalScale = new Vector2().fromArray( normalScale );
  23709. }
  23710. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23711. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23712. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23713. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23714. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23715. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23716. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23717. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23718. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23719. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23720. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23721. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23722. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23723. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23724. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23725. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23726. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23727. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23728. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23729. return material;
  23730. },
  23731. setTextures: function ( value ) {
  23732. this.textures = value;
  23733. return this;
  23734. }
  23735. } );
  23736. /**
  23737. * @author Don McCurdy / https://www.donmccurdy.com
  23738. */
  23739. var LoaderUtils = {
  23740. decodeText: function ( array ) {
  23741. if ( typeof TextDecoder !== 'undefined' ) {
  23742. return new TextDecoder().decode( array );
  23743. }
  23744. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23745. // throws a "maximum call stack size exceeded" error for large arrays.
  23746. var s = '';
  23747. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23748. // Implicitly assumes little-endian.
  23749. s += String.fromCharCode( array[ i ] );
  23750. }
  23751. try {
  23752. // merges multi-byte utf-8 characters.
  23753. return decodeURIComponent( escape( s ) );
  23754. } catch ( e ) { // see #16358
  23755. return s;
  23756. }
  23757. },
  23758. extractUrlBase: function ( url ) {
  23759. var index = url.lastIndexOf( '/' );
  23760. if ( index === - 1 ) { return './'; }
  23761. return url.substr( 0, index + 1 );
  23762. }
  23763. };
  23764. /**
  23765. * @author benaadams / https://twitter.com/ben_a_adams
  23766. */
  23767. function InstancedBufferGeometry() {
  23768. BufferGeometry.call( this );
  23769. this.type = 'InstancedBufferGeometry';
  23770. this.maxInstancedCount = undefined;
  23771. }
  23772. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23773. constructor: InstancedBufferGeometry,
  23774. isInstancedBufferGeometry: true,
  23775. copy: function ( source ) {
  23776. BufferGeometry.prototype.copy.call( this, source );
  23777. this.maxInstancedCount = source.maxInstancedCount;
  23778. return this;
  23779. },
  23780. clone: function () {
  23781. return new this.constructor().copy( this );
  23782. },
  23783. toJSON: function () {
  23784. var data = BufferGeometry.prototype.toJSON.call( this );
  23785. data.maxInstancedCount = this.maxInstancedCount;
  23786. data.isInstancedBufferGeometry = true;
  23787. return data;
  23788. }
  23789. } );
  23790. /**
  23791. * @author benaadams / https://twitter.com/ben_a_adams
  23792. */
  23793. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23794. if ( typeof ( normalized ) === 'number' ) {
  23795. meshPerAttribute = normalized;
  23796. normalized = false;
  23797. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23798. }
  23799. BufferAttribute.call( this, array, itemSize, normalized );
  23800. this.meshPerAttribute = meshPerAttribute || 1;
  23801. }
  23802. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23803. constructor: InstancedBufferAttribute,
  23804. isInstancedBufferAttribute: true,
  23805. copy: function ( source ) {
  23806. BufferAttribute.prototype.copy.call( this, source );
  23807. this.meshPerAttribute = source.meshPerAttribute;
  23808. return this;
  23809. },
  23810. toJSON: function () {
  23811. var data = BufferAttribute.prototype.toJSON.call( this );
  23812. data.meshPerAttribute = this.meshPerAttribute;
  23813. data.isInstancedBufferAttribute = true;
  23814. return data;
  23815. }
  23816. } );
  23817. /**
  23818. * @author mrdoob / http://mrdoob.com/
  23819. */
  23820. function BufferGeometryLoader( manager ) {
  23821. Loader.call( this, manager );
  23822. }
  23823. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23824. constructor: BufferGeometryLoader,
  23825. load: function ( url, onLoad, onProgress, onError ) {
  23826. var scope = this;
  23827. var loader = new FileLoader( scope.manager );
  23828. loader.setPath( scope.path );
  23829. loader.load( url, function ( text ) {
  23830. onLoad( scope.parse( JSON.parse( text ) ) );
  23831. }, onProgress, onError );
  23832. },
  23833. parse: function ( json ) {
  23834. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23835. var index = json.data.index;
  23836. if ( index !== undefined ) {
  23837. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23838. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23839. }
  23840. var attributes = json.data.attributes;
  23841. for ( var key in attributes ) {
  23842. var attribute = attributes[ key ];
  23843. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23844. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23845. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23846. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23847. geometry.setAttribute( key, bufferAttribute );
  23848. }
  23849. var morphAttributes = json.data.morphAttributes;
  23850. if ( morphAttributes ) {
  23851. for ( var key in morphAttributes ) {
  23852. var attributeArray = morphAttributes[ key ];
  23853. var array = [];
  23854. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23855. var attribute = attributeArray[ i ];
  23856. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23857. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23858. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23859. array.push( bufferAttribute );
  23860. }
  23861. geometry.morphAttributes[ key ] = array;
  23862. }
  23863. }
  23864. var morphTargetsRelative = json.data.morphTargetsRelative;
  23865. if ( morphTargetsRelative ) {
  23866. geometry.morphTargetsRelative = true;
  23867. }
  23868. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23869. if ( groups !== undefined ) {
  23870. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23871. var group = groups[ i ];
  23872. geometry.addGroup( group.start, group.count, group.materialIndex );
  23873. }
  23874. }
  23875. var boundingSphere = json.data.boundingSphere;
  23876. if ( boundingSphere !== undefined ) {
  23877. var center = new Vector3();
  23878. if ( boundingSphere.center !== undefined ) {
  23879. center.fromArray( boundingSphere.center );
  23880. }
  23881. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23882. }
  23883. if ( json.name ) { geometry.name = json.name; }
  23884. if ( json.userData ) { geometry.userData = json.userData; }
  23885. return geometry;
  23886. }
  23887. } );
  23888. var TYPED_ARRAYS = {
  23889. Int8Array: Int8Array,
  23890. Uint8Array: Uint8Array,
  23891. // Workaround for IE11 pre KB2929437. See #11440
  23892. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23893. Int16Array: Int16Array,
  23894. Uint16Array: Uint16Array,
  23895. Int32Array: Int32Array,
  23896. Uint32Array: Uint32Array,
  23897. Float32Array: Float32Array,
  23898. Float64Array: Float64Array
  23899. };
  23900. /**
  23901. * @author mrdoob / http://mrdoob.com/
  23902. */
  23903. function ObjectLoader( manager ) {
  23904. Loader.call( this, manager );
  23905. }
  23906. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23907. constructor: ObjectLoader,
  23908. load: function ( url, onLoad, onProgress, onError ) {
  23909. var scope = this;
  23910. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23911. this.resourcePath = this.resourcePath || path;
  23912. var loader = new FileLoader( scope.manager );
  23913. loader.setPath( this.path );
  23914. loader.load( url, function ( text ) {
  23915. var json = null;
  23916. try {
  23917. json = JSON.parse( text );
  23918. } catch ( error ) {
  23919. if ( onError !== undefined ) { onError( error ); }
  23920. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23921. return;
  23922. }
  23923. var metadata = json.metadata;
  23924. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23925. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23926. return;
  23927. }
  23928. scope.parse( json, onLoad );
  23929. }, onProgress, onError );
  23930. },
  23931. parse: function ( json, onLoad ) {
  23932. var shapes = this.parseShape( json.shapes );
  23933. var geometries = this.parseGeometries( json.geometries, shapes );
  23934. var images = this.parseImages( json.images, function () {
  23935. if ( onLoad !== undefined ) { onLoad( object ); }
  23936. } );
  23937. var textures = this.parseTextures( json.textures, images );
  23938. var materials = this.parseMaterials( json.materials, textures );
  23939. var object = this.parseObject( json.object, geometries, materials );
  23940. if ( json.animations ) {
  23941. object.animations = this.parseAnimations( json.animations );
  23942. }
  23943. if ( json.images === undefined || json.images.length === 0 ) {
  23944. if ( onLoad !== undefined ) { onLoad( object ); }
  23945. }
  23946. return object;
  23947. },
  23948. parseShape: function ( json ) {
  23949. var shapes = {};
  23950. if ( json !== undefined ) {
  23951. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23952. var shape = new Shape().fromJSON( json[ i ] );
  23953. shapes[ shape.uuid ] = shape;
  23954. }
  23955. }
  23956. return shapes;
  23957. },
  23958. parseGeometries: function ( json, shapes ) {
  23959. var geometries = {};
  23960. if ( json !== undefined ) {
  23961. var bufferGeometryLoader = new BufferGeometryLoader();
  23962. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23963. var geometry;
  23964. var data = json[ i ];
  23965. switch ( data.type ) {
  23966. case 'PlaneGeometry':
  23967. case 'PlaneBufferGeometry':
  23968. geometry = new Geometries[ data.type ](
  23969. data.width,
  23970. data.height,
  23971. data.widthSegments,
  23972. data.heightSegments
  23973. );
  23974. break;
  23975. case 'BoxGeometry':
  23976. case 'BoxBufferGeometry':
  23977. case 'CubeGeometry': // backwards compatible
  23978. geometry = new Geometries[ data.type ](
  23979. data.width,
  23980. data.height,
  23981. data.depth,
  23982. data.widthSegments,
  23983. data.heightSegments,
  23984. data.depthSegments
  23985. );
  23986. break;
  23987. case 'CircleGeometry':
  23988. case 'CircleBufferGeometry':
  23989. geometry = new Geometries[ data.type ](
  23990. data.radius,
  23991. data.segments,
  23992. data.thetaStart,
  23993. data.thetaLength
  23994. );
  23995. break;
  23996. case 'CylinderGeometry':
  23997. case 'CylinderBufferGeometry':
  23998. geometry = new Geometries[ data.type ](
  23999. data.radiusTop,
  24000. data.radiusBottom,
  24001. data.height,
  24002. data.radialSegments,
  24003. data.heightSegments,
  24004. data.openEnded,
  24005. data.thetaStart,
  24006. data.thetaLength
  24007. );
  24008. break;
  24009. case 'ConeGeometry':
  24010. case 'ConeBufferGeometry':
  24011. geometry = new Geometries[ data.type ](
  24012. data.radius,
  24013. data.height,
  24014. data.radialSegments,
  24015. data.heightSegments,
  24016. data.openEnded,
  24017. data.thetaStart,
  24018. data.thetaLength
  24019. );
  24020. break;
  24021. case 'SphereGeometry':
  24022. case 'SphereBufferGeometry':
  24023. geometry = new Geometries[ data.type ](
  24024. data.radius,
  24025. data.widthSegments,
  24026. data.heightSegments,
  24027. data.phiStart,
  24028. data.phiLength,
  24029. data.thetaStart,
  24030. data.thetaLength
  24031. );
  24032. break;
  24033. case 'DodecahedronGeometry':
  24034. case 'DodecahedronBufferGeometry':
  24035. case 'IcosahedronGeometry':
  24036. case 'IcosahedronBufferGeometry':
  24037. case 'OctahedronGeometry':
  24038. case 'OctahedronBufferGeometry':
  24039. case 'TetrahedronGeometry':
  24040. case 'TetrahedronBufferGeometry':
  24041. geometry = new Geometries[ data.type ](
  24042. data.radius,
  24043. data.detail
  24044. );
  24045. break;
  24046. case 'RingGeometry':
  24047. case 'RingBufferGeometry':
  24048. geometry = new Geometries[ data.type ](
  24049. data.innerRadius,
  24050. data.outerRadius,
  24051. data.thetaSegments,
  24052. data.phiSegments,
  24053. data.thetaStart,
  24054. data.thetaLength
  24055. );
  24056. break;
  24057. case 'TorusGeometry':
  24058. case 'TorusBufferGeometry':
  24059. geometry = new Geometries[ data.type ](
  24060. data.radius,
  24061. data.tube,
  24062. data.radialSegments,
  24063. data.tubularSegments,
  24064. data.arc
  24065. );
  24066. break;
  24067. case 'TorusKnotGeometry':
  24068. case 'TorusKnotBufferGeometry':
  24069. geometry = new Geometries[ data.type ](
  24070. data.radius,
  24071. data.tube,
  24072. data.tubularSegments,
  24073. data.radialSegments,
  24074. data.p,
  24075. data.q
  24076. );
  24077. break;
  24078. case 'TubeGeometry':
  24079. case 'TubeBufferGeometry':
  24080. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24081. // User defined curves or instances of CurvePath will not be deserialized.
  24082. geometry = new Geometries[ data.type ](
  24083. new Curves[ data.path.type ]().fromJSON( data.path ),
  24084. data.tubularSegments,
  24085. data.radius,
  24086. data.radialSegments,
  24087. data.closed
  24088. );
  24089. break;
  24090. case 'LatheGeometry':
  24091. case 'LatheBufferGeometry':
  24092. geometry = new Geometries[ data.type ](
  24093. data.points,
  24094. data.segments,
  24095. data.phiStart,
  24096. data.phiLength
  24097. );
  24098. break;
  24099. case 'PolyhedronGeometry':
  24100. case 'PolyhedronBufferGeometry':
  24101. geometry = new Geometries[ data.type ](
  24102. data.vertices,
  24103. data.indices,
  24104. data.radius,
  24105. data.details
  24106. );
  24107. break;
  24108. case 'ShapeGeometry':
  24109. case 'ShapeBufferGeometry':
  24110. var geometryShapes = [];
  24111. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24112. var shape = shapes[ data.shapes[ j ] ];
  24113. geometryShapes.push( shape );
  24114. }
  24115. geometry = new Geometries[ data.type ](
  24116. geometryShapes,
  24117. data.curveSegments
  24118. );
  24119. break;
  24120. case 'ExtrudeGeometry':
  24121. case 'ExtrudeBufferGeometry':
  24122. var geometryShapes = [];
  24123. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24124. var shape = shapes[ data.shapes[ j ] ];
  24125. geometryShapes.push( shape );
  24126. }
  24127. var extrudePath = data.options.extrudePath;
  24128. if ( extrudePath !== undefined ) {
  24129. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24130. }
  24131. geometry = new Geometries[ data.type ](
  24132. geometryShapes,
  24133. data.options
  24134. );
  24135. break;
  24136. case 'BufferGeometry':
  24137. case 'InstancedBufferGeometry':
  24138. geometry = bufferGeometryLoader.parse( data );
  24139. break;
  24140. case 'Geometry':
  24141. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  24142. var geometryLoader = new THREE.LegacyJSONLoader();
  24143. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  24144. } else {
  24145. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  24146. }
  24147. break;
  24148. default:
  24149. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24150. continue;
  24151. }
  24152. geometry.uuid = data.uuid;
  24153. if ( data.name !== undefined ) { geometry.name = data.name; }
  24154. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24155. geometries[ data.uuid ] = geometry;
  24156. }
  24157. }
  24158. return geometries;
  24159. },
  24160. parseMaterials: function ( json, textures ) {
  24161. var cache = {}; // MultiMaterial
  24162. var materials = {};
  24163. if ( json !== undefined ) {
  24164. var loader = new MaterialLoader();
  24165. loader.setTextures( textures );
  24166. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24167. var data = json[ i ];
  24168. if ( data.type === 'MultiMaterial' ) {
  24169. // Deprecated
  24170. var array = [];
  24171. for ( var j = 0; j < data.materials.length; j ++ ) {
  24172. var material = data.materials[ j ];
  24173. if ( cache[ material.uuid ] === undefined ) {
  24174. cache[ material.uuid ] = loader.parse( material );
  24175. }
  24176. array.push( cache[ material.uuid ] );
  24177. }
  24178. materials[ data.uuid ] = array;
  24179. } else {
  24180. if ( cache[ data.uuid ] === undefined ) {
  24181. cache[ data.uuid ] = loader.parse( data );
  24182. }
  24183. materials[ data.uuid ] = cache[ data.uuid ];
  24184. }
  24185. }
  24186. }
  24187. return materials;
  24188. },
  24189. parseAnimations: function ( json ) {
  24190. var animations = [];
  24191. for ( var i = 0; i < json.length; i ++ ) {
  24192. var data = json[ i ];
  24193. var clip = AnimationClip.parse( data );
  24194. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24195. animations.push( clip );
  24196. }
  24197. return animations;
  24198. },
  24199. parseImages: function ( json, onLoad ) {
  24200. var scope = this;
  24201. var images = {};
  24202. function loadImage( url ) {
  24203. scope.manager.itemStart( url );
  24204. return loader.load( url, function () {
  24205. scope.manager.itemEnd( url );
  24206. }, undefined, function () {
  24207. scope.manager.itemError( url );
  24208. scope.manager.itemEnd( url );
  24209. } );
  24210. }
  24211. if ( json !== undefined && json.length > 0 ) {
  24212. var manager = new LoadingManager( onLoad );
  24213. var loader = new ImageLoader( manager );
  24214. loader.setCrossOrigin( this.crossOrigin );
  24215. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24216. var image = json[ i ];
  24217. var url = image.url;
  24218. if ( Array.isArray( url ) ) {
  24219. // load array of images e.g CubeTexture
  24220. images[ image.uuid ] = [];
  24221. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24222. var currentUrl = url[ j ];
  24223. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24224. images[ image.uuid ].push( loadImage( path ) );
  24225. }
  24226. } else {
  24227. // load single image
  24228. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24229. images[ image.uuid ] = loadImage( path );
  24230. }
  24231. }
  24232. }
  24233. return images;
  24234. },
  24235. parseTextures: function ( json, images ) {
  24236. function parseConstant( value, type ) {
  24237. if ( typeof value === 'number' ) { return value; }
  24238. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24239. return type[ value ];
  24240. }
  24241. var textures = {};
  24242. if ( json !== undefined ) {
  24243. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24244. var data = json[ i ];
  24245. if ( data.image === undefined ) {
  24246. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24247. }
  24248. if ( images[ data.image ] === undefined ) {
  24249. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24250. }
  24251. var texture;
  24252. if ( Array.isArray( images[ data.image ] ) ) {
  24253. texture = new CubeTexture( images[ data.image ] );
  24254. } else {
  24255. texture = new Texture( images[ data.image ] );
  24256. }
  24257. texture.needsUpdate = true;
  24258. texture.uuid = data.uuid;
  24259. if ( data.name !== undefined ) { texture.name = data.name; }
  24260. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24261. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24262. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24263. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24264. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24265. if ( data.wrap !== undefined ) {
  24266. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24267. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24268. }
  24269. if ( data.format !== undefined ) { texture.format = data.format; }
  24270. if ( data.type !== undefined ) { texture.type = data.type; }
  24271. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24272. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24273. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24274. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24275. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24276. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24277. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24278. textures[ data.uuid ] = texture;
  24279. }
  24280. }
  24281. return textures;
  24282. },
  24283. parseObject: function ( data, geometries, materials ) {
  24284. var object;
  24285. function getGeometry( name ) {
  24286. if ( geometries[ name ] === undefined ) {
  24287. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24288. }
  24289. return geometries[ name ];
  24290. }
  24291. function getMaterial( name ) {
  24292. if ( name === undefined ) { return undefined; }
  24293. if ( Array.isArray( name ) ) {
  24294. var array = [];
  24295. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24296. var uuid = name[ i ];
  24297. if ( materials[ uuid ] === undefined ) {
  24298. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24299. }
  24300. array.push( materials[ uuid ] );
  24301. }
  24302. return array;
  24303. }
  24304. if ( materials[ name ] === undefined ) {
  24305. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24306. }
  24307. return materials[ name ];
  24308. }
  24309. switch ( data.type ) {
  24310. case 'Scene':
  24311. object = new Scene();
  24312. if ( data.background !== undefined ) {
  24313. if ( Number.isInteger( data.background ) ) {
  24314. object.background = new Color( data.background );
  24315. }
  24316. }
  24317. if ( data.fog !== undefined ) {
  24318. if ( data.fog.type === 'Fog' ) {
  24319. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24320. } else if ( data.fog.type === 'FogExp2' ) {
  24321. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24322. }
  24323. }
  24324. break;
  24325. case 'PerspectiveCamera':
  24326. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24327. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24328. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24329. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24330. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24331. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24332. break;
  24333. case 'OrthographicCamera':
  24334. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24335. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24336. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24337. break;
  24338. case 'AmbientLight':
  24339. object = new AmbientLight( data.color, data.intensity );
  24340. break;
  24341. case 'DirectionalLight':
  24342. object = new DirectionalLight( data.color, data.intensity );
  24343. break;
  24344. case 'PointLight':
  24345. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24346. break;
  24347. case 'RectAreaLight':
  24348. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24349. break;
  24350. case 'SpotLight':
  24351. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24352. break;
  24353. case 'HemisphereLight':
  24354. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24355. break;
  24356. case 'SkinnedMesh':
  24357. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24358. case 'Mesh':
  24359. var geometry = getGeometry( data.geometry );
  24360. var material = getMaterial( data.material );
  24361. if ( geometry.bones && geometry.bones.length > 0 ) {
  24362. object = new SkinnedMesh( geometry, material );
  24363. } else {
  24364. object = new Mesh( geometry, material );
  24365. }
  24366. break;
  24367. case 'InstancedMesh':
  24368. var geometry = getGeometry( data.geometry );
  24369. var material = getMaterial( data.material );
  24370. var count = data.count;
  24371. var instanceMatrix = data.instanceMatrix;
  24372. object = new InstancedMesh( geometry, material, count );
  24373. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24374. break;
  24375. case 'LOD':
  24376. object = new LOD();
  24377. break;
  24378. case 'Line':
  24379. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24380. break;
  24381. case 'LineLoop':
  24382. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24383. break;
  24384. case 'LineSegments':
  24385. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24386. break;
  24387. case 'PointCloud':
  24388. case 'Points':
  24389. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24390. break;
  24391. case 'Sprite':
  24392. object = new Sprite( getMaterial( data.material ) );
  24393. break;
  24394. case 'Group':
  24395. object = new Group();
  24396. break;
  24397. default:
  24398. object = new Object3D();
  24399. }
  24400. object.uuid = data.uuid;
  24401. if ( data.name !== undefined ) { object.name = data.name; }
  24402. if ( data.matrix !== undefined ) {
  24403. object.matrix.fromArray( data.matrix );
  24404. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24405. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24406. } else {
  24407. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24408. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24409. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24410. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24411. }
  24412. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24413. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24414. if ( data.shadow ) {
  24415. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24416. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24417. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24418. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24419. }
  24420. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24421. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24422. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24423. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24424. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24425. if ( data.children !== undefined ) {
  24426. var children = data.children;
  24427. for ( var i = 0; i < children.length; i ++ ) {
  24428. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24429. }
  24430. }
  24431. if ( data.type === 'LOD' ) {
  24432. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24433. var levels = data.levels;
  24434. for ( var l = 0; l < levels.length; l ++ ) {
  24435. var level = levels[ l ];
  24436. var child = object.getObjectByProperty( 'uuid', level.object );
  24437. if ( child !== undefined ) {
  24438. object.addLevel( child, level.distance );
  24439. }
  24440. }
  24441. }
  24442. return object;
  24443. }
  24444. } );
  24445. var TEXTURE_MAPPING = {
  24446. UVMapping: UVMapping,
  24447. CubeReflectionMapping: CubeReflectionMapping,
  24448. CubeRefractionMapping: CubeRefractionMapping,
  24449. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24450. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24451. SphericalReflectionMapping: SphericalReflectionMapping,
  24452. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24453. CubeUVRefractionMapping: CubeUVRefractionMapping
  24454. };
  24455. var TEXTURE_WRAPPING = {
  24456. RepeatWrapping: RepeatWrapping,
  24457. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24458. MirroredRepeatWrapping: MirroredRepeatWrapping
  24459. };
  24460. var TEXTURE_FILTER = {
  24461. NearestFilter: NearestFilter,
  24462. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24463. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24464. LinearFilter: LinearFilter,
  24465. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24466. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24467. };
  24468. /**
  24469. * @author thespite / http://clicktorelease.com/
  24470. */
  24471. function ImageBitmapLoader( manager ) {
  24472. if ( typeof createImageBitmap === 'undefined' ) {
  24473. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24474. }
  24475. if ( typeof fetch === 'undefined' ) {
  24476. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24477. }
  24478. Loader.call( this, manager );
  24479. this.options = undefined;
  24480. }
  24481. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24482. constructor: ImageBitmapLoader,
  24483. setOptions: function setOptions( options ) {
  24484. this.options = options;
  24485. return this;
  24486. },
  24487. load: function ( url, onLoad, onProgress, onError ) {
  24488. if ( url === undefined ) { url = ''; }
  24489. if ( this.path !== undefined ) { url = this.path + url; }
  24490. url = this.manager.resolveURL( url );
  24491. var scope = this;
  24492. var cached = Cache.get( url );
  24493. if ( cached !== undefined ) {
  24494. scope.manager.itemStart( url );
  24495. setTimeout( function () {
  24496. if ( onLoad ) { onLoad( cached ); }
  24497. scope.manager.itemEnd( url );
  24498. }, 0 );
  24499. return cached;
  24500. }
  24501. fetch( url ).then( function ( res ) {
  24502. return res.blob();
  24503. } ).then( function ( blob ) {
  24504. if ( scope.options === undefined ) {
  24505. // Workaround for FireFox. It causes an error if you pass options.
  24506. return createImageBitmap( blob );
  24507. } else {
  24508. return createImageBitmap( blob, scope.options );
  24509. }
  24510. } ).then( function ( imageBitmap ) {
  24511. Cache.add( url, imageBitmap );
  24512. if ( onLoad ) { onLoad( imageBitmap ); }
  24513. scope.manager.itemEnd( url );
  24514. } ).catch( function ( e ) {
  24515. if ( onError ) { onError( e ); }
  24516. scope.manager.itemError( url );
  24517. scope.manager.itemEnd( url );
  24518. } );
  24519. scope.manager.itemStart( url );
  24520. }
  24521. } );
  24522. /**
  24523. * @author zz85 / http://www.lab4games.net/zz85/blog
  24524. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24525. **/
  24526. function ShapePath() {
  24527. this.type = 'ShapePath';
  24528. this.color = new Color();
  24529. this.subPaths = [];
  24530. this.currentPath = null;
  24531. }
  24532. Object.assign( ShapePath.prototype, {
  24533. moveTo: function ( x, y ) {
  24534. this.currentPath = new Path();
  24535. this.subPaths.push( this.currentPath );
  24536. this.currentPath.moveTo( x, y );
  24537. return this;
  24538. },
  24539. lineTo: function ( x, y ) {
  24540. this.currentPath.lineTo( x, y );
  24541. return this;
  24542. },
  24543. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24544. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24545. return this;
  24546. },
  24547. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24548. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24549. return this;
  24550. },
  24551. splineThru: function ( pts ) {
  24552. this.currentPath.splineThru( pts );
  24553. return this;
  24554. },
  24555. toShapes: function ( isCCW, noHoles ) {
  24556. function toShapesNoHoles( inSubpaths ) {
  24557. var shapes = [];
  24558. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24559. var tmpPath = inSubpaths[ i ];
  24560. var tmpShape = new Shape();
  24561. tmpShape.curves = tmpPath.curves;
  24562. shapes.push( tmpShape );
  24563. }
  24564. return shapes;
  24565. }
  24566. function isPointInsidePolygon( inPt, inPolygon ) {
  24567. var polyLen = inPolygon.length;
  24568. // inPt on polygon contour => immediate success or
  24569. // toggling of inside/outside at every single! intersection point of an edge
  24570. // with the horizontal line through inPt, left of inPt
  24571. // not counting lowerY endpoints of edges and whole edges on that line
  24572. var inside = false;
  24573. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24574. var edgeLowPt = inPolygon[ p ];
  24575. var edgeHighPt = inPolygon[ q ];
  24576. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24577. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24578. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24579. // not parallel
  24580. if ( edgeDy < 0 ) {
  24581. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24582. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24583. }
  24584. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24585. if ( inPt.y === edgeLowPt.y ) {
  24586. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24587. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24588. } else {
  24589. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24590. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24591. if ( perpEdge < 0 ) { continue; }
  24592. inside = ! inside; // true intersection left of inPt
  24593. }
  24594. } else {
  24595. // parallel or collinear
  24596. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24597. // edge lies on the same horizontal line as inPt
  24598. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24599. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24600. // continue;
  24601. }
  24602. }
  24603. return inside;
  24604. }
  24605. var isClockWise = ShapeUtils.isClockWise;
  24606. var subPaths = this.subPaths;
  24607. if ( subPaths.length === 0 ) { return []; }
  24608. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24609. var solid, tmpPath, tmpShape, shapes = [];
  24610. if ( subPaths.length === 1 ) {
  24611. tmpPath = subPaths[ 0 ];
  24612. tmpShape = new Shape();
  24613. tmpShape.curves = tmpPath.curves;
  24614. shapes.push( tmpShape );
  24615. return shapes;
  24616. }
  24617. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24618. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24619. // console.log("Holes first", holesFirst);
  24620. var betterShapeHoles = [];
  24621. var newShapes = [];
  24622. var newShapeHoles = [];
  24623. var mainIdx = 0;
  24624. var tmpPoints;
  24625. newShapes[ mainIdx ] = undefined;
  24626. newShapeHoles[ mainIdx ] = [];
  24627. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24628. tmpPath = subPaths[ i ];
  24629. tmpPoints = tmpPath.getPoints();
  24630. solid = isClockWise( tmpPoints );
  24631. solid = isCCW ? ! solid : solid;
  24632. if ( solid ) {
  24633. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24634. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24635. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24636. if ( holesFirst ) { mainIdx ++; }
  24637. newShapeHoles[ mainIdx ] = [];
  24638. //console.log('cw', i);
  24639. } else {
  24640. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24641. //console.log('ccw', i);
  24642. }
  24643. }
  24644. // only Holes? -> probably all Shapes with wrong orientation
  24645. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24646. if ( newShapes.length > 1 ) {
  24647. var ambiguous = false;
  24648. var toChange = [];
  24649. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24650. betterShapeHoles[ sIdx ] = [];
  24651. }
  24652. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24653. var sho = newShapeHoles[ sIdx ];
  24654. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24655. var ho = sho[ hIdx ];
  24656. var hole_unassigned = true;
  24657. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24658. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24659. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24660. if ( hole_unassigned ) {
  24661. hole_unassigned = false;
  24662. betterShapeHoles[ s2Idx ].push( ho );
  24663. } else {
  24664. ambiguous = true;
  24665. }
  24666. }
  24667. }
  24668. if ( hole_unassigned ) {
  24669. betterShapeHoles[ sIdx ].push( ho );
  24670. }
  24671. }
  24672. }
  24673. // console.log("ambiguous: ", ambiguous);
  24674. if ( toChange.length > 0 ) {
  24675. // console.log("to change: ", toChange);
  24676. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24677. }
  24678. }
  24679. var tmpHoles;
  24680. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24681. tmpShape = newShapes[ i ].s;
  24682. shapes.push( tmpShape );
  24683. tmpHoles = newShapeHoles[ i ];
  24684. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24685. tmpShape.holes.push( tmpHoles[ j ].h );
  24686. }
  24687. }
  24688. //console.log("shape", shapes);
  24689. return shapes;
  24690. }
  24691. } );
  24692. /**
  24693. * @author zz85 / http://www.lab4games.net/zz85/blog
  24694. * @author mrdoob / http://mrdoob.com/
  24695. */
  24696. function Font( data ) {
  24697. this.type = 'Font';
  24698. this.data = data;
  24699. }
  24700. Object.assign( Font.prototype, {
  24701. isFont: true,
  24702. generateShapes: function ( text, size ) {
  24703. if ( size === undefined ) { size = 100; }
  24704. var shapes = [];
  24705. var paths = createPaths( text, size, this.data );
  24706. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24707. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24708. }
  24709. return shapes;
  24710. }
  24711. } );
  24712. function createPaths( text, size, data ) {
  24713. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24714. var scale = size / data.resolution;
  24715. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24716. var paths = [];
  24717. var offsetX = 0, offsetY = 0;
  24718. for ( var i = 0; i < chars.length; i ++ ) {
  24719. var char = chars[ i ];
  24720. if ( char === '\n' ) {
  24721. offsetX = 0;
  24722. offsetY -= line_height;
  24723. } else {
  24724. var ret = createPath( char, scale, offsetX, offsetY, data );
  24725. offsetX += ret.offsetX;
  24726. paths.push( ret.path );
  24727. }
  24728. }
  24729. return paths;
  24730. }
  24731. function createPath( char, scale, offsetX, offsetY, data ) {
  24732. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24733. if ( ! glyph ) {
  24734. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24735. return;
  24736. }
  24737. var path = new ShapePath();
  24738. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24739. if ( glyph.o ) {
  24740. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24741. for ( var i = 0, l = outline.length; i < l; ) {
  24742. var action = outline[ i ++ ];
  24743. switch ( action ) {
  24744. case 'm': // moveTo
  24745. x = outline[ i ++ ] * scale + offsetX;
  24746. y = outline[ i ++ ] * scale + offsetY;
  24747. path.moveTo( x, y );
  24748. break;
  24749. case 'l': // lineTo
  24750. x = outline[ i ++ ] * scale + offsetX;
  24751. y = outline[ i ++ ] * scale + offsetY;
  24752. path.lineTo( x, y );
  24753. break;
  24754. case 'q': // quadraticCurveTo
  24755. cpx = outline[ i ++ ] * scale + offsetX;
  24756. cpy = outline[ i ++ ] * scale + offsetY;
  24757. cpx1 = outline[ i ++ ] * scale + offsetX;
  24758. cpy1 = outline[ i ++ ] * scale + offsetY;
  24759. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24760. break;
  24761. case 'b': // bezierCurveTo
  24762. cpx = outline[ i ++ ] * scale + offsetX;
  24763. cpy = outline[ i ++ ] * scale + offsetY;
  24764. cpx1 = outline[ i ++ ] * scale + offsetX;
  24765. cpy1 = outline[ i ++ ] * scale + offsetY;
  24766. cpx2 = outline[ i ++ ] * scale + offsetX;
  24767. cpy2 = outline[ i ++ ] * scale + offsetY;
  24768. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24769. break;
  24770. }
  24771. }
  24772. }
  24773. return { offsetX: glyph.ha * scale, path: path };
  24774. }
  24775. /**
  24776. * @author mrdoob / http://mrdoob.com/
  24777. */
  24778. function FontLoader( manager ) {
  24779. Loader.call( this, manager );
  24780. }
  24781. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24782. constructor: FontLoader,
  24783. load: function ( url, onLoad, onProgress, onError ) {
  24784. var scope = this;
  24785. var loader = new FileLoader( this.manager );
  24786. loader.setPath( this.path );
  24787. loader.load( url, function ( text ) {
  24788. var json;
  24789. try {
  24790. json = JSON.parse( text );
  24791. } catch ( e ) {
  24792. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24793. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24794. }
  24795. var font = scope.parse( json );
  24796. if ( onLoad ) { onLoad( font ); }
  24797. }, onProgress, onError );
  24798. },
  24799. parse: function ( json ) {
  24800. return new Font( json );
  24801. }
  24802. } );
  24803. /**
  24804. * @author mrdoob / http://mrdoob.com/
  24805. */
  24806. var _context;
  24807. var AudioContext = {
  24808. getContext: function () {
  24809. if ( _context === undefined ) {
  24810. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24811. }
  24812. return _context;
  24813. },
  24814. setContext: function ( value ) {
  24815. _context = value;
  24816. }
  24817. };
  24818. /**
  24819. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24820. */
  24821. function AudioLoader( manager ) {
  24822. Loader.call( this, manager );
  24823. }
  24824. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24825. constructor: AudioLoader,
  24826. load: function ( url, onLoad, onProgress, onError ) {
  24827. var loader = new FileLoader( this.manager );
  24828. loader.setResponseType( 'arraybuffer' );
  24829. loader.setPath( this.path );
  24830. loader.load( url, function ( buffer ) {
  24831. // Create a copy of the buffer. The `decodeAudioData` method
  24832. // detaches the buffer when complete, preventing reuse.
  24833. var bufferCopy = buffer.slice( 0 );
  24834. var context = AudioContext.getContext();
  24835. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24836. onLoad( audioBuffer );
  24837. } );
  24838. }, onProgress, onError );
  24839. }
  24840. } );
  24841. /**
  24842. * @author bhouston / http://clara.io
  24843. * @author WestLangley / http://github.com/WestLangley
  24844. *
  24845. * Primary reference:
  24846. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24847. *
  24848. * Secondary reference:
  24849. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24850. */
  24851. // 3-band SH defined by 9 coefficients
  24852. function SphericalHarmonics3() {
  24853. this.coefficients = [];
  24854. for ( var i = 0; i < 9; i ++ ) {
  24855. this.coefficients.push( new Vector3() );
  24856. }
  24857. }
  24858. Object.assign( SphericalHarmonics3.prototype, {
  24859. isSphericalHarmonics3: true,
  24860. set: function ( coefficients ) {
  24861. for ( var i = 0; i < 9; i ++ ) {
  24862. this.coefficients[ i ].copy( coefficients[ i ] );
  24863. }
  24864. return this;
  24865. },
  24866. zero: function () {
  24867. for ( var i = 0; i < 9; i ++ ) {
  24868. this.coefficients[ i ].set( 0, 0, 0 );
  24869. }
  24870. return this;
  24871. },
  24872. // get the radiance in the direction of the normal
  24873. // target is a Vector3
  24874. getAt: function ( normal, target ) {
  24875. // normal is assumed to be unit length
  24876. var x = normal.x, y = normal.y, z = normal.z;
  24877. var coeff = this.coefficients;
  24878. // band 0
  24879. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24880. // band 1
  24881. target.addScale( coeff[ 1 ], 0.488603 * y );
  24882. target.addScale( coeff[ 2 ], 0.488603 * z );
  24883. target.addScale( coeff[ 3 ], 0.488603 * x );
  24884. // band 2
  24885. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24886. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24887. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24888. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24889. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24890. return target;
  24891. },
  24892. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24893. // target is a Vector3
  24894. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24895. getIrradianceAt: function ( normal, target ) {
  24896. // normal is assumed to be unit length
  24897. var x = normal.x, y = normal.y, z = normal.z;
  24898. var coeff = this.coefficients;
  24899. // band 0
  24900. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24901. // band 1
  24902. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24903. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24904. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24905. // band 2
  24906. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24907. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24908. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24909. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24910. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24911. return target;
  24912. },
  24913. add: function ( sh ) {
  24914. for ( var i = 0; i < 9; i ++ ) {
  24915. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24916. }
  24917. return this;
  24918. },
  24919. scale: function ( s ) {
  24920. for ( var i = 0; i < 9; i ++ ) {
  24921. this.coefficients[ i ].multiplyScalar( s );
  24922. }
  24923. return this;
  24924. },
  24925. lerp: function ( sh, alpha ) {
  24926. for ( var i = 0; i < 9; i ++ ) {
  24927. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24928. }
  24929. return this;
  24930. },
  24931. equals: function ( sh ) {
  24932. for ( var i = 0; i < 9; i ++ ) {
  24933. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24934. return false;
  24935. }
  24936. }
  24937. return true;
  24938. },
  24939. copy: function ( sh ) {
  24940. return this.set( sh.coefficients );
  24941. },
  24942. clone: function () {
  24943. return new this.constructor().copy( this );
  24944. },
  24945. fromArray: function ( array, offset ) {
  24946. if ( offset === undefined ) { offset = 0; }
  24947. var coefficients = this.coefficients;
  24948. for ( var i = 0; i < 9; i ++ ) {
  24949. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24950. }
  24951. return this;
  24952. },
  24953. toArray: function ( array, offset ) {
  24954. if ( array === undefined ) { array = []; }
  24955. if ( offset === undefined ) { offset = 0; }
  24956. var coefficients = this.coefficients;
  24957. for ( var i = 0; i < 9; i ++ ) {
  24958. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24959. }
  24960. return array;
  24961. }
  24962. } );
  24963. Object.assign( SphericalHarmonics3, {
  24964. // evaluate the basis functions
  24965. // shBasis is an Array[ 9 ]
  24966. getBasisAt: function ( normal, shBasis ) {
  24967. // normal is assumed to be unit length
  24968. var x = normal.x, y = normal.y, z = normal.z;
  24969. // band 0
  24970. shBasis[ 0 ] = 0.282095;
  24971. // band 1
  24972. shBasis[ 1 ] = 0.488603 * y;
  24973. shBasis[ 2 ] = 0.488603 * z;
  24974. shBasis[ 3 ] = 0.488603 * x;
  24975. // band 2
  24976. shBasis[ 4 ] = 1.092548 * x * y;
  24977. shBasis[ 5 ] = 1.092548 * y * z;
  24978. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24979. shBasis[ 7 ] = 1.092548 * x * z;
  24980. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24981. }
  24982. } );
  24983. /**
  24984. * @author WestLangley / http://github.com/WestLangley
  24985. *
  24986. * A LightProbe is a source of indirect-diffuse light
  24987. */
  24988. function LightProbe( sh, intensity ) {
  24989. Light.call( this, undefined, intensity );
  24990. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24991. }
  24992. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24993. constructor: LightProbe,
  24994. isLightProbe: true,
  24995. copy: function ( source ) {
  24996. Light.prototype.copy.call( this, source );
  24997. this.sh.copy( source.sh );
  24998. this.intensity = source.intensity;
  24999. return this;
  25000. },
  25001. toJSON: function ( meta ) {
  25002. var data = Light.prototype.toJSON.call( this, meta );
  25003. // data.sh = this.sh.toArray(); // todo
  25004. return data;
  25005. }
  25006. } );
  25007. /**
  25008. * @author WestLangley / http://github.com/WestLangley
  25009. */
  25010. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25011. LightProbe.call( this, undefined, intensity );
  25012. var color1 = new Color().set( skyColor );
  25013. var color2 = new Color().set( groundColor );
  25014. var sky = new Vector3( color1.r, color1.g, color1.b );
  25015. var ground = new Vector3( color2.r, color2.g, color2.b );
  25016. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25017. var c0 = Math.sqrt( Math.PI );
  25018. var c1 = c0 * Math.sqrt( 0.75 );
  25019. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25020. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25021. }
  25022. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25023. constructor: HemisphereLightProbe,
  25024. isHemisphereLightProbe: true,
  25025. copy: function ( source ) { // modifying colors not currently supported
  25026. LightProbe.prototype.copy.call( this, source );
  25027. return this;
  25028. },
  25029. toJSON: function ( meta ) {
  25030. var data = LightProbe.prototype.toJSON.call( this, meta );
  25031. // data.sh = this.sh.toArray(); // todo
  25032. return data;
  25033. }
  25034. } );
  25035. /**
  25036. * @author WestLangley / http://github.com/WestLangley
  25037. */
  25038. function AmbientLightProbe( color, intensity ) {
  25039. LightProbe.call( this, undefined, intensity );
  25040. var color1 = new Color().set( color );
  25041. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25042. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25043. }
  25044. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25045. constructor: AmbientLightProbe,
  25046. isAmbientLightProbe: true,
  25047. copy: function ( source ) { // modifying color not currently supported
  25048. LightProbe.prototype.copy.call( this, source );
  25049. return this;
  25050. },
  25051. toJSON: function ( meta ) {
  25052. var data = LightProbe.prototype.toJSON.call( this, meta );
  25053. // data.sh = this.sh.toArray(); // todo
  25054. return data;
  25055. }
  25056. } );
  25057. var _eyeRight = new Matrix4();
  25058. var _eyeLeft = new Matrix4();
  25059. /**
  25060. * @author mrdoob / http://mrdoob.com/
  25061. */
  25062. function StereoCamera() {
  25063. this.type = 'StereoCamera';
  25064. this.aspect = 1;
  25065. this.eyeSep = 0.064;
  25066. this.cameraL = new PerspectiveCamera();
  25067. this.cameraL.layers.enable( 1 );
  25068. this.cameraL.matrixAutoUpdate = false;
  25069. this.cameraR = new PerspectiveCamera();
  25070. this.cameraR.layers.enable( 2 );
  25071. this.cameraR.matrixAutoUpdate = false;
  25072. this._cache = {
  25073. focus: null,
  25074. fov: null,
  25075. aspect: null,
  25076. near: null,
  25077. far: null,
  25078. zoom: null,
  25079. eyeSep: null
  25080. };
  25081. }
  25082. Object.assign( StereoCamera.prototype, {
  25083. update: function ( camera ) {
  25084. var cache = this._cache;
  25085. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25086. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25087. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25088. if ( needsUpdate ) {
  25089. cache.focus = camera.focus;
  25090. cache.fov = camera.fov;
  25091. cache.aspect = camera.aspect * this.aspect;
  25092. cache.near = camera.near;
  25093. cache.far = camera.far;
  25094. cache.zoom = camera.zoom;
  25095. cache.eyeSep = this.eyeSep;
  25096. // Off-axis stereoscopic effect based on
  25097. // http://paulbourke.net/stereographics/stereorender/
  25098. var projectionMatrix = camera.projectionMatrix.clone();
  25099. var eyeSepHalf = cache.eyeSep / 2;
  25100. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25101. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25102. var xmin, xmax;
  25103. // translate xOffset
  25104. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25105. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25106. // for left eye
  25107. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25108. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25109. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25110. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25111. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25112. // for right eye
  25113. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25114. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25115. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25116. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25117. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25118. }
  25119. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25120. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25121. }
  25122. } );
  25123. /**
  25124. * @author alteredq / http://alteredqualia.com/
  25125. */
  25126. function Clock( autoStart ) {
  25127. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25128. this.startTime = 0;
  25129. this.oldTime = 0;
  25130. this.elapsedTime = 0;
  25131. this.running = false;
  25132. }
  25133. Object.assign( Clock.prototype, {
  25134. start: function () {
  25135. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25136. this.oldTime = this.startTime;
  25137. this.elapsedTime = 0;
  25138. this.running = true;
  25139. },
  25140. stop: function () {
  25141. this.getElapsedTime();
  25142. this.running = false;
  25143. this.autoStart = false;
  25144. },
  25145. getElapsedTime: function () {
  25146. this.getDelta();
  25147. return this.elapsedTime;
  25148. },
  25149. getDelta: function () {
  25150. var diff = 0;
  25151. if ( this.autoStart && ! this.running ) {
  25152. this.start();
  25153. return 0;
  25154. }
  25155. if ( this.running ) {
  25156. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25157. diff = ( newTime - this.oldTime ) / 1000;
  25158. this.oldTime = newTime;
  25159. this.elapsedTime += diff;
  25160. }
  25161. return diff;
  25162. }
  25163. } );
  25164. /**
  25165. * @author mrdoob / http://mrdoob.com/
  25166. */
  25167. var _position$2 = new Vector3();
  25168. var _quaternion$3 = new Quaternion();
  25169. var _scale$1 = new Vector3();
  25170. var _orientation = new Vector3();
  25171. function AudioListener() {
  25172. Object3D.call( this );
  25173. this.type = 'AudioListener';
  25174. this.context = AudioContext.getContext();
  25175. this.gain = this.context.createGain();
  25176. this.gain.connect( this.context.destination );
  25177. this.filter = null;
  25178. this.timeDelta = 0;
  25179. // private
  25180. this._clock = new Clock();
  25181. }
  25182. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25183. constructor: AudioListener,
  25184. getInput: function () {
  25185. return this.gain;
  25186. },
  25187. removeFilter: function ( ) {
  25188. if ( this.filter !== null ) {
  25189. this.gain.disconnect( this.filter );
  25190. this.filter.disconnect( this.context.destination );
  25191. this.gain.connect( this.context.destination );
  25192. this.filter = null;
  25193. }
  25194. return this;
  25195. },
  25196. getFilter: function () {
  25197. return this.filter;
  25198. },
  25199. setFilter: function ( value ) {
  25200. if ( this.filter !== null ) {
  25201. this.gain.disconnect( this.filter );
  25202. this.filter.disconnect( this.context.destination );
  25203. } else {
  25204. this.gain.disconnect( this.context.destination );
  25205. }
  25206. this.filter = value;
  25207. this.gain.connect( this.filter );
  25208. this.filter.connect( this.context.destination );
  25209. return this;
  25210. },
  25211. getMasterVolume: function () {
  25212. return this.gain.gain.value;
  25213. },
  25214. setMasterVolume: function ( value ) {
  25215. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25216. return this;
  25217. },
  25218. updateMatrixWorld: function ( force ) {
  25219. Object3D.prototype.updateMatrixWorld.call( this, force );
  25220. var listener = this.context.listener;
  25221. var up = this.up;
  25222. this.timeDelta = this._clock.getDelta();
  25223. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25224. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25225. if ( listener.positionX ) {
  25226. // code path for Chrome (see #14393)
  25227. var endTime = this.context.currentTime + this.timeDelta;
  25228. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25229. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25230. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25231. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25232. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25233. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25234. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25235. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25236. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25237. } else {
  25238. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25239. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25240. }
  25241. }
  25242. } );
  25243. /**
  25244. * @author mrdoob / http://mrdoob.com/
  25245. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25246. */
  25247. function Audio( listener ) {
  25248. Object3D.call( this );
  25249. this.type = 'Audio';
  25250. this.listener = listener;
  25251. this.context = listener.context;
  25252. this.gain = this.context.createGain();
  25253. this.gain.connect( listener.getInput() );
  25254. this.autoplay = false;
  25255. this.buffer = null;
  25256. this.detune = 0;
  25257. this.loop = false;
  25258. this.loopStart = 0;
  25259. this.loopEnd = 0;
  25260. this.offset = 0;
  25261. this.duration = undefined;
  25262. this.playbackRate = 1;
  25263. this.isPlaying = false;
  25264. this.hasPlaybackControl = true;
  25265. this.sourceType = 'empty';
  25266. this._startedAt = 0;
  25267. this._pausedAt = 0;
  25268. this.filters = [];
  25269. }
  25270. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25271. constructor: Audio,
  25272. getOutput: function () {
  25273. return this.gain;
  25274. },
  25275. setNodeSource: function ( audioNode ) {
  25276. this.hasPlaybackControl = false;
  25277. this.sourceType = 'audioNode';
  25278. this.source = audioNode;
  25279. this.connect();
  25280. return this;
  25281. },
  25282. setMediaElementSource: function ( mediaElement ) {
  25283. this.hasPlaybackControl = false;
  25284. this.sourceType = 'mediaNode';
  25285. this.source = this.context.createMediaElementSource( mediaElement );
  25286. this.connect();
  25287. return this;
  25288. },
  25289. setMediaStreamSource: function ( mediaStream ) {
  25290. this.hasPlaybackControl = false;
  25291. this.sourceType = 'mediaStreamNode';
  25292. this.source = this.context.createMediaStreamSource( mediaStream );
  25293. this.connect();
  25294. return this;
  25295. },
  25296. setBuffer: function ( audioBuffer ) {
  25297. this.buffer = audioBuffer;
  25298. this.sourceType = 'buffer';
  25299. if ( this.autoplay ) { this.play(); }
  25300. return this;
  25301. },
  25302. play: function ( delay ) {
  25303. if ( delay === undefined ) { delay = 0; }
  25304. if ( this.isPlaying === true ) {
  25305. console.warn( 'THREE.Audio: Audio is already playing.' );
  25306. return;
  25307. }
  25308. if ( this.hasPlaybackControl === false ) {
  25309. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25310. return;
  25311. }
  25312. this._startedAt = this.context.currentTime + delay;
  25313. var source = this.context.createBufferSource();
  25314. source.buffer = this.buffer;
  25315. source.loop = this.loop;
  25316. source.loopStart = this.loopStart;
  25317. source.loopEnd = this.loopEnd;
  25318. source.onended = this.onEnded.bind( this );
  25319. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25320. this.isPlaying = true;
  25321. this.source = source;
  25322. this.setDetune( this.detune );
  25323. this.setPlaybackRate( this.playbackRate );
  25324. return this.connect();
  25325. },
  25326. pause: function () {
  25327. if ( this.hasPlaybackControl === false ) {
  25328. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25329. return;
  25330. }
  25331. if ( this.isPlaying === true ) {
  25332. this._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;
  25333. this.source.stop();
  25334. this.source.onended = null;
  25335. this.isPlaying = false;
  25336. }
  25337. return this;
  25338. },
  25339. stop: function () {
  25340. if ( this.hasPlaybackControl === false ) {
  25341. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25342. return;
  25343. }
  25344. this._pausedAt = 0;
  25345. this.source.stop();
  25346. this.source.onended = null;
  25347. this.isPlaying = false;
  25348. return this;
  25349. },
  25350. connect: function () {
  25351. if ( this.filters.length > 0 ) {
  25352. this.source.connect( this.filters[ 0 ] );
  25353. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25354. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25355. }
  25356. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25357. } else {
  25358. this.source.connect( this.getOutput() );
  25359. }
  25360. return this;
  25361. },
  25362. disconnect: function () {
  25363. if ( this.filters.length > 0 ) {
  25364. this.source.disconnect( this.filters[ 0 ] );
  25365. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25366. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25367. }
  25368. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25369. } else {
  25370. this.source.disconnect( this.getOutput() );
  25371. }
  25372. return this;
  25373. },
  25374. getFilters: function () {
  25375. return this.filters;
  25376. },
  25377. setFilters: function ( value ) {
  25378. if ( ! value ) { value = []; }
  25379. if ( this.isPlaying === true ) {
  25380. this.disconnect();
  25381. this.filters = value;
  25382. this.connect();
  25383. } else {
  25384. this.filters = value;
  25385. }
  25386. return this;
  25387. },
  25388. setDetune: function ( value ) {
  25389. this.detune = value;
  25390. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25391. if ( this.isPlaying === true ) {
  25392. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25393. }
  25394. return this;
  25395. },
  25396. getDetune: function () {
  25397. return this.detune;
  25398. },
  25399. getFilter: function () {
  25400. return this.getFilters()[ 0 ];
  25401. },
  25402. setFilter: function ( filter ) {
  25403. return this.setFilters( filter ? [ filter ] : [] );
  25404. },
  25405. setPlaybackRate: function ( value ) {
  25406. if ( this.hasPlaybackControl === false ) {
  25407. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25408. return;
  25409. }
  25410. this.playbackRate = value;
  25411. if ( this.isPlaying === true ) {
  25412. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25413. }
  25414. return this;
  25415. },
  25416. getPlaybackRate: function () {
  25417. return this.playbackRate;
  25418. },
  25419. onEnded: function () {
  25420. this.isPlaying = false;
  25421. },
  25422. getLoop: function () {
  25423. if ( this.hasPlaybackControl === false ) {
  25424. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25425. return false;
  25426. }
  25427. return this.loop;
  25428. },
  25429. setLoop: function ( value ) {
  25430. if ( this.hasPlaybackControl === false ) {
  25431. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25432. return;
  25433. }
  25434. this.loop = value;
  25435. if ( this.isPlaying === true ) {
  25436. this.source.loop = this.loop;
  25437. }
  25438. return this;
  25439. },
  25440. setLoopStart: function ( value ) {
  25441. this.loopStart = value;
  25442. return this;
  25443. },
  25444. setLoopEnd: function ( value ) {
  25445. this.loopEnd = value;
  25446. return this;
  25447. },
  25448. getVolume: function () {
  25449. return this.gain.gain.value;
  25450. },
  25451. setVolume: function ( value ) {
  25452. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25453. return this;
  25454. }
  25455. } );
  25456. /**
  25457. * @author mrdoob / http://mrdoob.com/
  25458. */
  25459. var _position$3 = new Vector3();
  25460. var _quaternion$4 = new Quaternion();
  25461. var _scale$2 = new Vector3();
  25462. var _orientation$1 = new Vector3();
  25463. function PositionalAudio( listener ) {
  25464. Audio.call( this, listener );
  25465. this.panner = this.context.createPanner();
  25466. this.panner.panningModel = 'HRTF';
  25467. this.panner.connect( this.gain );
  25468. }
  25469. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25470. constructor: PositionalAudio,
  25471. getOutput: function () {
  25472. return this.panner;
  25473. },
  25474. getRefDistance: function () {
  25475. return this.panner.refDistance;
  25476. },
  25477. setRefDistance: function ( value ) {
  25478. this.panner.refDistance = value;
  25479. return this;
  25480. },
  25481. getRolloffFactor: function () {
  25482. return this.panner.rolloffFactor;
  25483. },
  25484. setRolloffFactor: function ( value ) {
  25485. this.panner.rolloffFactor = value;
  25486. return this;
  25487. },
  25488. getDistanceModel: function () {
  25489. return this.panner.distanceModel;
  25490. },
  25491. setDistanceModel: function ( value ) {
  25492. this.panner.distanceModel = value;
  25493. return this;
  25494. },
  25495. getMaxDistance: function () {
  25496. return this.panner.maxDistance;
  25497. },
  25498. setMaxDistance: function ( value ) {
  25499. this.panner.maxDistance = value;
  25500. return this;
  25501. },
  25502. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25503. this.panner.coneInnerAngle = coneInnerAngle;
  25504. this.panner.coneOuterAngle = coneOuterAngle;
  25505. this.panner.coneOuterGain = coneOuterGain;
  25506. return this;
  25507. },
  25508. updateMatrixWorld: function ( force ) {
  25509. Object3D.prototype.updateMatrixWorld.call( this, force );
  25510. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25511. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25512. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25513. var panner = this.panner;
  25514. if ( panner.positionX ) {
  25515. // code path for Chrome and Firefox (see #14393)
  25516. var endTime = this.context.currentTime + this.listener.timeDelta;
  25517. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25518. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25519. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25520. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25521. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25522. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25523. } else {
  25524. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25525. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25526. }
  25527. }
  25528. } );
  25529. /**
  25530. * @author mrdoob / http://mrdoob.com/
  25531. */
  25532. function AudioAnalyser( audio, fftSize ) {
  25533. this.analyser = audio.context.createAnalyser();
  25534. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25535. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25536. audio.getOutput().connect( this.analyser );
  25537. }
  25538. Object.assign( AudioAnalyser.prototype, {
  25539. getFrequencyData: function () {
  25540. this.analyser.getByteFrequencyData( this.data );
  25541. return this.data;
  25542. },
  25543. getAverageFrequency: function () {
  25544. var value = 0, data = this.getFrequencyData();
  25545. for ( var i = 0; i < data.length; i ++ ) {
  25546. value += data[ i ];
  25547. }
  25548. return value / data.length;
  25549. }
  25550. } );
  25551. /**
  25552. *
  25553. * Buffered scene graph property that allows weighted accumulation.
  25554. *
  25555. *
  25556. * @author Ben Houston / http://clara.io/
  25557. * @author David Sarno / http://lighthaus.us/
  25558. * @author tschw
  25559. */
  25560. function PropertyMixer( binding, typeName, valueSize ) {
  25561. this.binding = binding;
  25562. this.valueSize = valueSize;
  25563. var bufferType = Float64Array,
  25564. mixFunction;
  25565. switch ( typeName ) {
  25566. case 'quaternion':
  25567. mixFunction = this._slerp;
  25568. break;
  25569. case 'string':
  25570. case 'bool':
  25571. bufferType = Array;
  25572. mixFunction = this._select;
  25573. break;
  25574. default:
  25575. mixFunction = this._lerp;
  25576. }
  25577. this.buffer = new bufferType( valueSize * 4 );
  25578. // layout: [ incoming | accu0 | accu1 | orig ]
  25579. //
  25580. // interpolators can use .buffer as their .result
  25581. // the data then goes to 'incoming'
  25582. //
  25583. // 'accu0' and 'accu1' are used frame-interleaved for
  25584. // the cumulative result and are compared to detect
  25585. // changes
  25586. //
  25587. // 'orig' stores the original state of the property
  25588. this._mixBufferRegion = mixFunction;
  25589. this.cumulativeWeight = 0;
  25590. this.useCount = 0;
  25591. this.referenceCount = 0;
  25592. }
  25593. Object.assign( PropertyMixer.prototype, {
  25594. // accumulate data in the 'incoming' region into 'accu<i>'
  25595. accumulate: function ( accuIndex, weight ) {
  25596. // note: happily accumulating nothing when weight = 0, the caller knows
  25597. // the weight and shouldn't have made the call in the first place
  25598. var buffer = this.buffer,
  25599. stride = this.valueSize,
  25600. offset = accuIndex * stride + stride,
  25601. currentWeight = this.cumulativeWeight;
  25602. if ( currentWeight === 0 ) {
  25603. // accuN := incoming * weight
  25604. for ( var i = 0; i !== stride; ++ i ) {
  25605. buffer[ offset + i ] = buffer[ i ];
  25606. }
  25607. currentWeight = weight;
  25608. } else {
  25609. // accuN := accuN + incoming * weight
  25610. currentWeight += weight;
  25611. var mix = weight / currentWeight;
  25612. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25613. }
  25614. this.cumulativeWeight = currentWeight;
  25615. },
  25616. // apply the state of 'accu<i>' to the binding when accus differ
  25617. apply: function ( accuIndex ) {
  25618. var stride = this.valueSize,
  25619. buffer = this.buffer,
  25620. offset = accuIndex * stride + stride,
  25621. weight = this.cumulativeWeight,
  25622. binding = this.binding;
  25623. this.cumulativeWeight = 0;
  25624. if ( weight < 1 ) {
  25625. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25626. var originalValueOffset = stride * 3;
  25627. this._mixBufferRegion(
  25628. buffer, offset, originalValueOffset, 1 - weight, stride );
  25629. }
  25630. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25631. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25632. // value has changed -> update scene graph
  25633. binding.setValue( buffer, offset );
  25634. break;
  25635. }
  25636. }
  25637. },
  25638. // remember the state of the bound property and copy it to both accus
  25639. saveOriginalState: function () {
  25640. var binding = this.binding;
  25641. var buffer = this.buffer,
  25642. stride = this.valueSize,
  25643. originalValueOffset = stride * 3;
  25644. binding.getValue( buffer, originalValueOffset );
  25645. // accu[0..1] := orig -- initially detect changes against the original
  25646. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25647. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25648. }
  25649. this.cumulativeWeight = 0;
  25650. },
  25651. // apply the state previously taken via 'saveOriginalState' to the binding
  25652. restoreOriginalState: function () {
  25653. var originalValueOffset = this.valueSize * 3;
  25654. this.binding.setValue( this.buffer, originalValueOffset );
  25655. },
  25656. // mix functions
  25657. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25658. if ( t >= 0.5 ) {
  25659. for ( var i = 0; i !== stride; ++ i ) {
  25660. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25661. }
  25662. }
  25663. },
  25664. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25665. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25666. },
  25667. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25668. var s = 1 - t;
  25669. for ( var i = 0; i !== stride; ++ i ) {
  25670. var j = dstOffset + i;
  25671. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25672. }
  25673. }
  25674. } );
  25675. /**
  25676. *
  25677. * A reference to a real property in the scene graph.
  25678. *
  25679. *
  25680. * @author Ben Houston / http://clara.io/
  25681. * @author David Sarno / http://lighthaus.us/
  25682. * @author tschw
  25683. */
  25684. // Characters [].:/ are reserved for track binding syntax.
  25685. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25686. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25687. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25688. // only latin characters, and the unicode \p{L} is not yet supported. So
  25689. // instead, we exclude reserved characters and match everything else.
  25690. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25691. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25692. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25693. // be matched to parse the rest of the track name.
  25694. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25695. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25696. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25697. // Object on target node, and accessor. May not contain reserved
  25698. // characters. Accessor may contain any character except closing bracket.
  25699. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25700. // Property and accessor. May not contain reserved characters. Accessor may
  25701. // contain any non-bracket characters.
  25702. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25703. var _trackRe = new RegExp( ''
  25704. + '^'
  25705. + _directoryRe
  25706. + _nodeRe
  25707. + _objectRe
  25708. + _propertyRe
  25709. + '$'
  25710. );
  25711. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25712. function Composite( targetGroup, path, optionalParsedPath ) {
  25713. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25714. this._targetGroup = targetGroup;
  25715. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25716. }
  25717. Object.assign( Composite.prototype, {
  25718. getValue: function ( array, offset ) {
  25719. this.bind(); // bind all binding
  25720. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25721. binding = this._bindings[ firstValidIndex ];
  25722. // and only call .getValue on the first
  25723. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25724. },
  25725. setValue: function ( array, offset ) {
  25726. var bindings = this._bindings;
  25727. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25728. bindings[ i ].setValue( array, offset );
  25729. }
  25730. },
  25731. bind: function () {
  25732. var bindings = this._bindings;
  25733. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25734. bindings[ i ].bind();
  25735. }
  25736. },
  25737. unbind: function () {
  25738. var bindings = this._bindings;
  25739. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25740. bindings[ i ].unbind();
  25741. }
  25742. }
  25743. } );
  25744. function PropertyBinding( rootNode, path, parsedPath ) {
  25745. this.path = path;
  25746. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25747. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25748. this.rootNode = rootNode;
  25749. }
  25750. Object.assign( PropertyBinding, {
  25751. Composite: Composite,
  25752. create: function ( root, path, parsedPath ) {
  25753. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25754. return new PropertyBinding( root, path, parsedPath );
  25755. } else {
  25756. return new PropertyBinding.Composite( root, path, parsedPath );
  25757. }
  25758. },
  25759. /**
  25760. * Replaces spaces with underscores and removes unsupported characters from
  25761. * node names, to ensure compatibility with parseTrackName().
  25762. *
  25763. * @param {string} name Node name to be sanitized.
  25764. * @return {string}
  25765. */
  25766. sanitizeNodeName: function ( name ) {
  25767. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25768. },
  25769. parseTrackName: function ( trackName ) {
  25770. var matches = _trackRe.exec( trackName );
  25771. if ( ! matches ) {
  25772. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25773. }
  25774. var results = {
  25775. // directoryName: matches[ 1 ], // (tschw) currently unused
  25776. nodeName: matches[ 2 ],
  25777. objectName: matches[ 3 ],
  25778. objectIndex: matches[ 4 ],
  25779. propertyName: matches[ 5 ], // required
  25780. propertyIndex: matches[ 6 ]
  25781. };
  25782. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25783. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25784. var objectName = results.nodeName.substring( lastDot + 1 );
  25785. // Object names must be checked against a whitelist. Otherwise, there
  25786. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25787. // 'bar' could be the objectName, or part of a nodeName (which can
  25788. // include '.' characters).
  25789. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25790. results.nodeName = results.nodeName.substring( 0, lastDot );
  25791. results.objectName = objectName;
  25792. }
  25793. }
  25794. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25795. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25796. }
  25797. return results;
  25798. },
  25799. findNode: function ( root, nodeName ) {
  25800. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25801. return root;
  25802. }
  25803. // search into skeleton bones.
  25804. if ( root.skeleton ) {
  25805. var bone = root.skeleton.getBoneByName( nodeName );
  25806. if ( bone !== undefined ) {
  25807. return bone;
  25808. }
  25809. }
  25810. // search into node subtree.
  25811. if ( root.children ) {
  25812. var searchNodeSubtree = function ( children ) {
  25813. for ( var i = 0; i < children.length; i ++ ) {
  25814. var childNode = children[ i ];
  25815. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25816. return childNode;
  25817. }
  25818. var result = searchNodeSubtree( childNode.children );
  25819. if ( result ) { return result; }
  25820. }
  25821. return null;
  25822. };
  25823. var subTreeNode = searchNodeSubtree( root.children );
  25824. if ( subTreeNode ) {
  25825. return subTreeNode;
  25826. }
  25827. }
  25828. return null;
  25829. }
  25830. } );
  25831. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25832. // these are used to "bind" a nonexistent property
  25833. _getValue_unavailable: function () {},
  25834. _setValue_unavailable: function () {},
  25835. BindingType: {
  25836. Direct: 0,
  25837. EntireArray: 1,
  25838. ArrayElement: 2,
  25839. HasFromToArray: 3
  25840. },
  25841. Versioning: {
  25842. None: 0,
  25843. NeedsUpdate: 1,
  25844. MatrixWorldNeedsUpdate: 2
  25845. },
  25846. GetterByBindingType: [
  25847. function getValue_direct( buffer, offset ) {
  25848. buffer[ offset ] = this.node[ this.propertyName ];
  25849. },
  25850. function getValue_array( buffer, offset ) {
  25851. var source = this.resolvedProperty;
  25852. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25853. buffer[ offset ++ ] = source[ i ];
  25854. }
  25855. },
  25856. function getValue_arrayElement( buffer, offset ) {
  25857. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25858. },
  25859. function getValue_toArray( buffer, offset ) {
  25860. this.resolvedProperty.toArray( buffer, offset );
  25861. }
  25862. ],
  25863. SetterByBindingTypeAndVersioning: [
  25864. [
  25865. // Direct
  25866. function setValue_direct( buffer, offset ) {
  25867. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25868. },
  25869. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25870. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25871. this.targetObject.needsUpdate = true;
  25872. },
  25873. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25874. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25875. this.targetObject.matrixWorldNeedsUpdate = true;
  25876. }
  25877. ], [
  25878. // EntireArray
  25879. function setValue_array( buffer, offset ) {
  25880. var dest = this.resolvedProperty;
  25881. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25882. dest[ i ] = buffer[ offset ++ ];
  25883. }
  25884. },
  25885. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25886. var dest = this.resolvedProperty;
  25887. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25888. dest[ i ] = buffer[ offset ++ ];
  25889. }
  25890. this.targetObject.needsUpdate = true;
  25891. },
  25892. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25893. var dest = this.resolvedProperty;
  25894. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25895. dest[ i ] = buffer[ offset ++ ];
  25896. }
  25897. this.targetObject.matrixWorldNeedsUpdate = true;
  25898. }
  25899. ], [
  25900. // ArrayElement
  25901. function setValue_arrayElement( buffer, offset ) {
  25902. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25903. },
  25904. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25905. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25906. this.targetObject.needsUpdate = true;
  25907. },
  25908. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25909. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25910. this.targetObject.matrixWorldNeedsUpdate = true;
  25911. }
  25912. ], [
  25913. // HasToFromArray
  25914. function setValue_fromArray( buffer, offset ) {
  25915. this.resolvedProperty.fromArray( buffer, offset );
  25916. },
  25917. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25918. this.resolvedProperty.fromArray( buffer, offset );
  25919. this.targetObject.needsUpdate = true;
  25920. },
  25921. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25922. this.resolvedProperty.fromArray( buffer, offset );
  25923. this.targetObject.matrixWorldNeedsUpdate = true;
  25924. }
  25925. ]
  25926. ],
  25927. getValue: function getValue_unbound( targetArray, offset ) {
  25928. this.bind();
  25929. this.getValue( targetArray, offset );
  25930. // Note: This class uses a State pattern on a per-method basis:
  25931. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25932. // prototype version of these methods with one that represents
  25933. // the bound state. When the property is not found, the methods
  25934. // become no-ops.
  25935. },
  25936. setValue: function getValue_unbound( sourceArray, offset ) {
  25937. this.bind();
  25938. this.setValue( sourceArray, offset );
  25939. },
  25940. // create getter / setter pair for a property in the scene graph
  25941. bind: function () {
  25942. var targetObject = this.node,
  25943. parsedPath = this.parsedPath,
  25944. objectName = parsedPath.objectName,
  25945. propertyName = parsedPath.propertyName,
  25946. propertyIndex = parsedPath.propertyIndex;
  25947. if ( ! targetObject ) {
  25948. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25949. this.node = targetObject;
  25950. }
  25951. // set fail state so we can just 'return' on error
  25952. this.getValue = this._getValue_unavailable;
  25953. this.setValue = this._setValue_unavailable;
  25954. // ensure there is a value node
  25955. if ( ! targetObject ) {
  25956. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25957. return;
  25958. }
  25959. if ( objectName ) {
  25960. var objectIndex = parsedPath.objectIndex;
  25961. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25962. switch ( objectName ) {
  25963. case 'materials':
  25964. if ( ! targetObject.material ) {
  25965. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25966. return;
  25967. }
  25968. if ( ! targetObject.material.materials ) {
  25969. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25970. return;
  25971. }
  25972. targetObject = targetObject.material.materials;
  25973. break;
  25974. case 'bones':
  25975. if ( ! targetObject.skeleton ) {
  25976. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25977. return;
  25978. }
  25979. // potential future optimization: skip this if propertyIndex is already an integer
  25980. // and convert the integer string to a true integer.
  25981. targetObject = targetObject.skeleton.bones;
  25982. // support resolving morphTarget names into indices.
  25983. for ( var i = 0; i < targetObject.length; i ++ ) {
  25984. if ( targetObject[ i ].name === objectIndex ) {
  25985. objectIndex = i;
  25986. break;
  25987. }
  25988. }
  25989. break;
  25990. default:
  25991. if ( targetObject[ objectName ] === undefined ) {
  25992. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25993. return;
  25994. }
  25995. targetObject = targetObject[ objectName ];
  25996. }
  25997. if ( objectIndex !== undefined ) {
  25998. if ( targetObject[ objectIndex ] === undefined ) {
  25999. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26000. return;
  26001. }
  26002. targetObject = targetObject[ objectIndex ];
  26003. }
  26004. }
  26005. // resolve property
  26006. var nodeProperty = targetObject[ propertyName ];
  26007. if ( nodeProperty === undefined ) {
  26008. var nodeName = parsedPath.nodeName;
  26009. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26010. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26011. return;
  26012. }
  26013. // determine versioning scheme
  26014. var versioning = this.Versioning.None;
  26015. this.targetObject = targetObject;
  26016. if ( targetObject.needsUpdate !== undefined ) { // material
  26017. versioning = this.Versioning.NeedsUpdate;
  26018. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26019. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26020. }
  26021. // determine how the property gets bound
  26022. var bindingType = this.BindingType.Direct;
  26023. if ( propertyIndex !== undefined ) {
  26024. // access a sub element of the property array (only primitives are supported right now)
  26025. if ( propertyName === "morphTargetInfluences" ) {
  26026. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26027. // support resolving morphTarget names into indices.
  26028. if ( ! targetObject.geometry ) {
  26029. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26030. return;
  26031. }
  26032. if ( targetObject.geometry.isBufferGeometry ) {
  26033. if ( ! targetObject.geometry.morphAttributes ) {
  26034. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26035. return;
  26036. }
  26037. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  26038. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  26039. propertyIndex = i;
  26040. break;
  26041. }
  26042. }
  26043. } else {
  26044. if ( ! targetObject.geometry.morphTargets ) {
  26045. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  26046. return;
  26047. }
  26048. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  26049. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  26050. propertyIndex = i;
  26051. break;
  26052. }
  26053. }
  26054. }
  26055. }
  26056. bindingType = this.BindingType.ArrayElement;
  26057. this.resolvedProperty = nodeProperty;
  26058. this.propertyIndex = propertyIndex;
  26059. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26060. // must use copy for Object3D.Euler/Quaternion
  26061. bindingType = this.BindingType.HasFromToArray;
  26062. this.resolvedProperty = nodeProperty;
  26063. } else if ( Array.isArray( nodeProperty ) ) {
  26064. bindingType = this.BindingType.EntireArray;
  26065. this.resolvedProperty = nodeProperty;
  26066. } else {
  26067. this.propertyName = propertyName;
  26068. }
  26069. // select getter / setter
  26070. this.getValue = this.GetterByBindingType[ bindingType ];
  26071. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26072. },
  26073. unbind: function () {
  26074. this.node = null;
  26075. // back to the prototype version of getValue / setValue
  26076. // note: avoiding to mutate the shape of 'this' via 'delete'
  26077. this.getValue = this._getValue_unbound;
  26078. this.setValue = this._setValue_unbound;
  26079. }
  26080. } );
  26081. //!\ DECLARE ALIAS AFTER assign prototype !
  26082. Object.assign( PropertyBinding.prototype, {
  26083. // initial state of these methods that calls 'bind'
  26084. _getValue_unbound: PropertyBinding.prototype.getValue,
  26085. _setValue_unbound: PropertyBinding.prototype.setValue,
  26086. } );
  26087. /**
  26088. *
  26089. * A group of objects that receives a shared animation state.
  26090. *
  26091. * Usage:
  26092. *
  26093. * - Add objects you would otherwise pass as 'root' to the
  26094. * constructor or the .clipAction method of AnimationMixer.
  26095. *
  26096. * - Instead pass this object as 'root'.
  26097. *
  26098. * - You can also add and remove objects later when the mixer
  26099. * is running.
  26100. *
  26101. * Note:
  26102. *
  26103. * Objects of this class appear as one object to the mixer,
  26104. * so cache control of the individual objects must be done
  26105. * on the group.
  26106. *
  26107. * Limitation:
  26108. *
  26109. * - The animated properties must be compatible among the
  26110. * all objects in the group.
  26111. *
  26112. * - A single property can either be controlled through a
  26113. * target group or directly, but not both.
  26114. *
  26115. * @author tschw
  26116. */
  26117. function AnimationObjectGroup() {
  26118. this.uuid = MathUtils.generateUUID();
  26119. // cached objects followed by the active ones
  26120. this._objects = Array.prototype.slice.call( arguments );
  26121. this.nCachedObjects_ = 0; // threshold
  26122. // note: read by PropertyBinding.Composite
  26123. var indices = {};
  26124. this._indicesByUUID = indices; // for bookkeeping
  26125. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26126. indices[ arguments[ i ].uuid ] = i;
  26127. }
  26128. this._paths = []; // inside: string
  26129. this._parsedPaths = []; // inside: { we don't care, here }
  26130. this._bindings = []; // inside: Array< PropertyBinding >
  26131. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26132. var scope = this;
  26133. this.stats = {
  26134. objects: {
  26135. get total() {
  26136. return scope._objects.length;
  26137. },
  26138. get inUse() {
  26139. return this.total - scope.nCachedObjects_;
  26140. }
  26141. },
  26142. get bindingsPerObject() {
  26143. return scope._bindings.length;
  26144. }
  26145. };
  26146. }
  26147. Object.assign( AnimationObjectGroup.prototype, {
  26148. isAnimationObjectGroup: true,
  26149. add: function () {
  26150. var objects = this._objects,
  26151. nObjects = objects.length,
  26152. nCachedObjects = this.nCachedObjects_,
  26153. indicesByUUID = this._indicesByUUID,
  26154. paths = this._paths,
  26155. parsedPaths = this._parsedPaths,
  26156. bindings = this._bindings,
  26157. nBindings = bindings.length,
  26158. knownObject = undefined;
  26159. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26160. var object = arguments[ i ],
  26161. uuid = object.uuid,
  26162. index = indicesByUUID[ uuid ];
  26163. if ( index === undefined ) {
  26164. // unknown object -> add it to the ACTIVE region
  26165. index = nObjects ++;
  26166. indicesByUUID[ uuid ] = index;
  26167. objects.push( object );
  26168. // accounting is done, now do the same for all bindings
  26169. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26170. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26171. }
  26172. } else if ( index < nCachedObjects ) {
  26173. knownObject = objects[ index ];
  26174. // move existing object to the ACTIVE region
  26175. var firstActiveIndex = -- nCachedObjects,
  26176. lastCachedObject = objects[ firstActiveIndex ];
  26177. indicesByUUID[ lastCachedObject.uuid ] = index;
  26178. objects[ index ] = lastCachedObject;
  26179. indicesByUUID[ uuid ] = firstActiveIndex;
  26180. objects[ firstActiveIndex ] = object;
  26181. // accounting is done, now do the same for all bindings
  26182. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26183. var bindingsForPath = bindings[ j ],
  26184. lastCached = bindingsForPath[ firstActiveIndex ],
  26185. binding = bindingsForPath[ index ];
  26186. bindingsForPath[ index ] = lastCached;
  26187. if ( binding === undefined ) {
  26188. // since we do not bother to create new bindings
  26189. // for objects that are cached, the binding may
  26190. // or may not exist
  26191. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26192. }
  26193. bindingsForPath[ firstActiveIndex ] = binding;
  26194. }
  26195. } else if ( objects[ index ] !== knownObject ) {
  26196. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26197. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26198. } // else the object is already where we want it to be
  26199. } // for arguments
  26200. this.nCachedObjects_ = nCachedObjects;
  26201. },
  26202. remove: function () {
  26203. var objects = this._objects,
  26204. nCachedObjects = this.nCachedObjects_,
  26205. indicesByUUID = this._indicesByUUID,
  26206. bindings = this._bindings,
  26207. nBindings = bindings.length;
  26208. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26209. var object = arguments[ i ],
  26210. uuid = object.uuid,
  26211. index = indicesByUUID[ uuid ];
  26212. if ( index !== undefined && index >= nCachedObjects ) {
  26213. // move existing object into the CACHED region
  26214. var lastCachedIndex = nCachedObjects ++,
  26215. firstActiveObject = objects[ lastCachedIndex ];
  26216. indicesByUUID[ firstActiveObject.uuid ] = index;
  26217. objects[ index ] = firstActiveObject;
  26218. indicesByUUID[ uuid ] = lastCachedIndex;
  26219. objects[ lastCachedIndex ] = object;
  26220. // accounting is done, now do the same for all bindings
  26221. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26222. var bindingsForPath = bindings[ j ],
  26223. firstActive = bindingsForPath[ lastCachedIndex ],
  26224. binding = bindingsForPath[ index ];
  26225. bindingsForPath[ index ] = firstActive;
  26226. bindingsForPath[ lastCachedIndex ] = binding;
  26227. }
  26228. }
  26229. } // for arguments
  26230. this.nCachedObjects_ = nCachedObjects;
  26231. },
  26232. // remove & forget
  26233. uncache: function () {
  26234. var objects = this._objects,
  26235. nObjects = objects.length,
  26236. nCachedObjects = this.nCachedObjects_,
  26237. indicesByUUID = this._indicesByUUID,
  26238. bindings = this._bindings,
  26239. nBindings = bindings.length;
  26240. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26241. var object = arguments[ i ],
  26242. uuid = object.uuid,
  26243. index = indicesByUUID[ uuid ];
  26244. if ( index !== undefined ) {
  26245. delete indicesByUUID[ uuid ];
  26246. if ( index < nCachedObjects ) {
  26247. // object is cached, shrink the CACHED region
  26248. var firstActiveIndex = -- nCachedObjects,
  26249. lastCachedObject = objects[ firstActiveIndex ],
  26250. lastIndex = -- nObjects,
  26251. lastObject = objects[ lastIndex ];
  26252. // last cached object takes this object's place
  26253. indicesByUUID[ lastCachedObject.uuid ] = index;
  26254. objects[ index ] = lastCachedObject;
  26255. // last object goes to the activated slot and pop
  26256. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26257. objects[ firstActiveIndex ] = lastObject;
  26258. objects.pop();
  26259. // accounting is done, now do the same for all bindings
  26260. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26261. var bindingsForPath = bindings[ j ],
  26262. lastCached = bindingsForPath[ firstActiveIndex ],
  26263. last = bindingsForPath[ lastIndex ];
  26264. bindingsForPath[ index ] = lastCached;
  26265. bindingsForPath[ firstActiveIndex ] = last;
  26266. bindingsForPath.pop();
  26267. }
  26268. } else {
  26269. // object is active, just swap with the last and pop
  26270. var lastIndex = -- nObjects,
  26271. lastObject = objects[ lastIndex ];
  26272. indicesByUUID[ lastObject.uuid ] = index;
  26273. objects[ index ] = lastObject;
  26274. objects.pop();
  26275. // accounting is done, now do the same for all bindings
  26276. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26277. var bindingsForPath = bindings[ j ];
  26278. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26279. bindingsForPath.pop();
  26280. }
  26281. } // cached or active
  26282. } // if object is known
  26283. } // for arguments
  26284. this.nCachedObjects_ = nCachedObjects;
  26285. },
  26286. // Internal interface used by befriended PropertyBinding.Composite:
  26287. subscribe_: function ( path, parsedPath ) {
  26288. // returns an array of bindings for the given path that is changed
  26289. // according to the contained objects in the group
  26290. var indicesByPath = this._bindingsIndicesByPath,
  26291. index = indicesByPath[ path ],
  26292. bindings = this._bindings;
  26293. if ( index !== undefined ) { return bindings[ index ]; }
  26294. var paths = this._paths,
  26295. parsedPaths = this._parsedPaths,
  26296. objects = this._objects,
  26297. nObjects = objects.length,
  26298. nCachedObjects = this.nCachedObjects_,
  26299. bindingsForPath = new Array( nObjects );
  26300. index = bindings.length;
  26301. indicesByPath[ path ] = index;
  26302. paths.push( path );
  26303. parsedPaths.push( parsedPath );
  26304. bindings.push( bindingsForPath );
  26305. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26306. var object = objects[ i ];
  26307. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26308. }
  26309. return bindingsForPath;
  26310. },
  26311. unsubscribe_: function ( path ) {
  26312. // tells the group to forget about a property path and no longer
  26313. // update the array previously obtained with 'subscribe_'
  26314. var indicesByPath = this._bindingsIndicesByPath,
  26315. index = indicesByPath[ path ];
  26316. if ( index !== undefined ) {
  26317. var paths = this._paths,
  26318. parsedPaths = this._parsedPaths,
  26319. bindings = this._bindings,
  26320. lastBindingsIndex = bindings.length - 1,
  26321. lastBindings = bindings[ lastBindingsIndex ],
  26322. lastBindingsPath = path[ lastBindingsIndex ];
  26323. indicesByPath[ lastBindingsPath ] = index;
  26324. bindings[ index ] = lastBindings;
  26325. bindings.pop();
  26326. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26327. parsedPaths.pop();
  26328. paths[ index ] = paths[ lastBindingsIndex ];
  26329. paths.pop();
  26330. }
  26331. }
  26332. } );
  26333. /**
  26334. *
  26335. * Action provided by AnimationMixer for scheduling clip playback on specific
  26336. * objects.
  26337. *
  26338. * @author Ben Houston / http://clara.io/
  26339. * @author David Sarno / http://lighthaus.us/
  26340. * @author tschw
  26341. *
  26342. */
  26343. function AnimationAction( mixer, clip, localRoot ) {
  26344. this._mixer = mixer;
  26345. this._clip = clip;
  26346. this._localRoot = localRoot || null;
  26347. var tracks = clip.tracks,
  26348. nTracks = tracks.length,
  26349. interpolants = new Array( nTracks );
  26350. var interpolantSettings = {
  26351. endingStart: ZeroCurvatureEnding,
  26352. endingEnd: ZeroCurvatureEnding
  26353. };
  26354. for ( var i = 0; i !== nTracks; ++ i ) {
  26355. var interpolant = tracks[ i ].createInterpolant( null );
  26356. interpolants[ i ] = interpolant;
  26357. interpolant.settings = interpolantSettings;
  26358. }
  26359. this._interpolantSettings = interpolantSettings;
  26360. this._interpolants = interpolants; // bound by the mixer
  26361. // inside: PropertyMixer (managed by the mixer)
  26362. this._propertyBindings = new Array( nTracks );
  26363. this._cacheIndex = null; // for the memory manager
  26364. this._byClipCacheIndex = null; // for the memory manager
  26365. this._timeScaleInterpolant = null;
  26366. this._weightInterpolant = null;
  26367. this.loop = LoopRepeat;
  26368. this._loopCount = - 1;
  26369. // global mixer time when the action is to be started
  26370. // it's set back to 'null' upon start of the action
  26371. this._startTime = null;
  26372. // scaled local time of the action
  26373. // gets clamped or wrapped to 0..clip.duration according to loop
  26374. this.time = 0;
  26375. this.timeScale = 1;
  26376. this._effectiveTimeScale = 1;
  26377. this.weight = 1;
  26378. this._effectiveWeight = 1;
  26379. this.repetitions = Infinity; // no. of repetitions when looping
  26380. this.paused = false; // true -> zero effective time scale
  26381. this.enabled = true; // false -> zero effective weight
  26382. this.clampWhenFinished = false;// keep feeding the last frame?
  26383. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26384. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26385. }
  26386. Object.assign( AnimationAction.prototype, {
  26387. // State & Scheduling
  26388. play: function () {
  26389. this._mixer._activateAction( this );
  26390. return this;
  26391. },
  26392. stop: function () {
  26393. this._mixer._deactivateAction( this );
  26394. return this.reset();
  26395. },
  26396. reset: function () {
  26397. this.paused = false;
  26398. this.enabled = true;
  26399. this.time = 0; // restart clip
  26400. this._loopCount = - 1;// forget previous loops
  26401. this._startTime = null;// forget scheduling
  26402. return this.stopFading().stopWarping();
  26403. },
  26404. isRunning: function () {
  26405. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26406. this._startTime === null && this._mixer._isActiveAction( this );
  26407. },
  26408. // return true when play has been called
  26409. isScheduled: function () {
  26410. return this._mixer._isActiveAction( this );
  26411. },
  26412. startAt: function ( time ) {
  26413. this._startTime = time;
  26414. return this;
  26415. },
  26416. setLoop: function ( mode, repetitions ) {
  26417. this.loop = mode;
  26418. this.repetitions = repetitions;
  26419. return this;
  26420. },
  26421. // Weight
  26422. // set the weight stopping any scheduled fading
  26423. // although .enabled = false yields an effective weight of zero, this
  26424. // method does *not* change .enabled, because it would be confusing
  26425. setEffectiveWeight: function ( weight ) {
  26426. this.weight = weight;
  26427. // note: same logic as when updated at runtime
  26428. this._effectiveWeight = this.enabled ? weight : 0;
  26429. return this.stopFading();
  26430. },
  26431. // return the weight considering fading and .enabled
  26432. getEffectiveWeight: function () {
  26433. return this._effectiveWeight;
  26434. },
  26435. fadeIn: function ( duration ) {
  26436. return this._scheduleFading( duration, 0, 1 );
  26437. },
  26438. fadeOut: function ( duration ) {
  26439. return this._scheduleFading( duration, 1, 0 );
  26440. },
  26441. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26442. fadeOutAction.fadeOut( duration );
  26443. this.fadeIn( duration );
  26444. if ( warp ) {
  26445. var fadeInDuration = this._clip.duration,
  26446. fadeOutDuration = fadeOutAction._clip.duration,
  26447. startEndRatio = fadeOutDuration / fadeInDuration,
  26448. endStartRatio = fadeInDuration / fadeOutDuration;
  26449. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26450. this.warp( endStartRatio, 1.0, duration );
  26451. }
  26452. return this;
  26453. },
  26454. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26455. return fadeInAction.crossFadeFrom( this, duration, warp );
  26456. },
  26457. stopFading: function () {
  26458. var weightInterpolant = this._weightInterpolant;
  26459. if ( weightInterpolant !== null ) {
  26460. this._weightInterpolant = null;
  26461. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26462. }
  26463. return this;
  26464. },
  26465. // Time Scale Control
  26466. // set the time scale stopping any scheduled warping
  26467. // although .paused = true yields an effective time scale of zero, this
  26468. // method does *not* change .paused, because it would be confusing
  26469. setEffectiveTimeScale: function ( timeScale ) {
  26470. this.timeScale = timeScale;
  26471. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26472. return this.stopWarping();
  26473. },
  26474. // return the time scale considering warping and .paused
  26475. getEffectiveTimeScale: function () {
  26476. return this._effectiveTimeScale;
  26477. },
  26478. setDuration: function ( duration ) {
  26479. this.timeScale = this._clip.duration / duration;
  26480. return this.stopWarping();
  26481. },
  26482. syncWith: function ( action ) {
  26483. this.time = action.time;
  26484. this.timeScale = action.timeScale;
  26485. return this.stopWarping();
  26486. },
  26487. halt: function ( duration ) {
  26488. return this.warp( this._effectiveTimeScale, 0, duration );
  26489. },
  26490. warp: function ( startTimeScale, endTimeScale, duration ) {
  26491. var mixer = this._mixer, now = mixer.time,
  26492. interpolant = this._timeScaleInterpolant,
  26493. timeScale = this.timeScale;
  26494. if ( interpolant === null ) {
  26495. interpolant = mixer._lendControlInterpolant();
  26496. this._timeScaleInterpolant = interpolant;
  26497. }
  26498. var times = interpolant.parameterPositions,
  26499. values = interpolant.sampleValues;
  26500. times[ 0 ] = now;
  26501. times[ 1 ] = now + duration;
  26502. values[ 0 ] = startTimeScale / timeScale;
  26503. values[ 1 ] = endTimeScale / timeScale;
  26504. return this;
  26505. },
  26506. stopWarping: function () {
  26507. var timeScaleInterpolant = this._timeScaleInterpolant;
  26508. if ( timeScaleInterpolant !== null ) {
  26509. this._timeScaleInterpolant = null;
  26510. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26511. }
  26512. return this;
  26513. },
  26514. // Object Accessors
  26515. getMixer: function () {
  26516. return this._mixer;
  26517. },
  26518. getClip: function () {
  26519. return this._clip;
  26520. },
  26521. getRoot: function () {
  26522. return this._localRoot || this._mixer._root;
  26523. },
  26524. // Interna
  26525. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26526. // called by the mixer
  26527. if ( ! this.enabled ) {
  26528. // call ._updateWeight() to update ._effectiveWeight
  26529. this._updateWeight( time );
  26530. return;
  26531. }
  26532. var startTime = this._startTime;
  26533. if ( startTime !== null ) {
  26534. // check for scheduled start of action
  26535. var timeRunning = ( time - startTime ) * timeDirection;
  26536. if ( timeRunning < 0 || timeDirection === 0 ) {
  26537. return; // yet to come / don't decide when delta = 0
  26538. }
  26539. // start
  26540. this._startTime = null; // unschedule
  26541. deltaTime = timeDirection * timeRunning;
  26542. }
  26543. // apply time scale and advance time
  26544. deltaTime *= this._updateTimeScale( time );
  26545. var clipTime = this._updateTime( deltaTime );
  26546. // note: _updateTime may disable the action resulting in
  26547. // an effective weight of 0
  26548. var weight = this._updateWeight( time );
  26549. if ( weight > 0 ) {
  26550. var interpolants = this._interpolants;
  26551. var propertyMixers = this._propertyBindings;
  26552. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26553. interpolants[ j ].evaluate( clipTime );
  26554. propertyMixers[ j ].accumulate( accuIndex, weight );
  26555. }
  26556. }
  26557. },
  26558. _updateWeight: function ( time ) {
  26559. var weight = 0;
  26560. if ( this.enabled ) {
  26561. weight = this.weight;
  26562. var interpolant = this._weightInterpolant;
  26563. if ( interpolant !== null ) {
  26564. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26565. weight *= interpolantValue;
  26566. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26567. this.stopFading();
  26568. if ( interpolantValue === 0 ) {
  26569. // faded out, disable
  26570. this.enabled = false;
  26571. }
  26572. }
  26573. }
  26574. }
  26575. this._effectiveWeight = weight;
  26576. return weight;
  26577. },
  26578. _updateTimeScale: function ( time ) {
  26579. var timeScale = 0;
  26580. if ( ! this.paused ) {
  26581. timeScale = this.timeScale;
  26582. var interpolant = this._timeScaleInterpolant;
  26583. if ( interpolant !== null ) {
  26584. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26585. timeScale *= interpolantValue;
  26586. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26587. this.stopWarping();
  26588. if ( timeScale === 0 ) {
  26589. // motion has halted, pause
  26590. this.paused = true;
  26591. } else {
  26592. // warp done - apply final time scale
  26593. this.timeScale = timeScale;
  26594. }
  26595. }
  26596. }
  26597. }
  26598. this._effectiveTimeScale = timeScale;
  26599. return timeScale;
  26600. },
  26601. _updateTime: function ( deltaTime ) {
  26602. var time = this.time + deltaTime;
  26603. var duration = this._clip.duration;
  26604. var loop = this.loop;
  26605. var loopCount = this._loopCount;
  26606. var pingPong = ( loop === LoopPingPong );
  26607. if ( deltaTime === 0 ) {
  26608. if ( loopCount === - 1 ) { return time; }
  26609. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26610. }
  26611. if ( loop === LoopOnce ) {
  26612. if ( loopCount === - 1 ) {
  26613. // just started
  26614. this._loopCount = 0;
  26615. this._setEndings( true, true, false );
  26616. }
  26617. handle_stop: {
  26618. if ( time >= duration ) {
  26619. time = duration;
  26620. } else if ( time < 0 ) {
  26621. time = 0;
  26622. } else {
  26623. this.time = time;
  26624. break handle_stop;
  26625. }
  26626. if ( this.clampWhenFinished ) { this.paused = true; }
  26627. else { this.enabled = false; }
  26628. this.time = time;
  26629. this._mixer.dispatchEvent( {
  26630. type: 'finished', action: this,
  26631. direction: deltaTime < 0 ? - 1 : 1
  26632. } );
  26633. }
  26634. } else { // repetitive Repeat or PingPong
  26635. if ( loopCount === - 1 ) {
  26636. // just started
  26637. if ( deltaTime >= 0 ) {
  26638. loopCount = 0;
  26639. this._setEndings( true, this.repetitions === 0, pingPong );
  26640. } else {
  26641. // when looping in reverse direction, the initial
  26642. // transition through zero counts as a repetition,
  26643. // so leave loopCount at -1
  26644. this._setEndings( this.repetitions === 0, true, pingPong );
  26645. }
  26646. }
  26647. if ( time >= duration || time < 0 ) {
  26648. // wrap around
  26649. var loopDelta = Math.floor( time / duration ); // signed
  26650. time -= duration * loopDelta;
  26651. loopCount += Math.abs( loopDelta );
  26652. var pending = this.repetitions - loopCount;
  26653. if ( pending <= 0 ) {
  26654. // have to stop (switch state, clamp time, fire event)
  26655. if ( this.clampWhenFinished ) { this.paused = true; }
  26656. else { this.enabled = false; }
  26657. time = deltaTime > 0 ? duration : 0;
  26658. this.time = time;
  26659. this._mixer.dispatchEvent( {
  26660. type: 'finished', action: this,
  26661. direction: deltaTime > 0 ? 1 : - 1
  26662. } );
  26663. } else {
  26664. // keep running
  26665. if ( pending === 1 ) {
  26666. // entering the last round
  26667. var atStart = deltaTime < 0;
  26668. this._setEndings( atStart, ! atStart, pingPong );
  26669. } else {
  26670. this._setEndings( false, false, pingPong );
  26671. }
  26672. this._loopCount = loopCount;
  26673. this.time = time;
  26674. this._mixer.dispatchEvent( {
  26675. type: 'loop', action: this, loopDelta: loopDelta
  26676. } );
  26677. }
  26678. } else {
  26679. this.time = time;
  26680. }
  26681. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26682. // invert time for the "pong round"
  26683. return duration - time;
  26684. }
  26685. }
  26686. return time;
  26687. },
  26688. _setEndings: function ( atStart, atEnd, pingPong ) {
  26689. var settings = this._interpolantSettings;
  26690. if ( pingPong ) {
  26691. settings.endingStart = ZeroSlopeEnding;
  26692. settings.endingEnd = ZeroSlopeEnding;
  26693. } else {
  26694. // assuming for LoopOnce atStart == atEnd == true
  26695. if ( atStart ) {
  26696. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26697. } else {
  26698. settings.endingStart = WrapAroundEnding;
  26699. }
  26700. if ( atEnd ) {
  26701. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26702. } else {
  26703. settings.endingEnd = WrapAroundEnding;
  26704. }
  26705. }
  26706. },
  26707. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26708. var mixer = this._mixer, now = mixer.time,
  26709. interpolant = this._weightInterpolant;
  26710. if ( interpolant === null ) {
  26711. interpolant = mixer._lendControlInterpolant();
  26712. this._weightInterpolant = interpolant;
  26713. }
  26714. var times = interpolant.parameterPositions,
  26715. values = interpolant.sampleValues;
  26716. times[ 0 ] = now;
  26717. values[ 0 ] = weightNow;
  26718. times[ 1 ] = now + duration;
  26719. values[ 1 ] = weightThen;
  26720. return this;
  26721. }
  26722. } );
  26723. /**
  26724. *
  26725. * Player for AnimationClips.
  26726. *
  26727. *
  26728. * @author Ben Houston / http://clara.io/
  26729. * @author David Sarno / http://lighthaus.us/
  26730. * @author tschw
  26731. */
  26732. function AnimationMixer( root ) {
  26733. this._root = root;
  26734. this._initMemoryManager();
  26735. this._accuIndex = 0;
  26736. this.time = 0;
  26737. this.timeScale = 1.0;
  26738. }
  26739. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26740. constructor: AnimationMixer,
  26741. _bindAction: function ( action, prototypeAction ) {
  26742. var root = action._localRoot || this._root,
  26743. tracks = action._clip.tracks,
  26744. nTracks = tracks.length,
  26745. bindings = action._propertyBindings,
  26746. interpolants = action._interpolants,
  26747. rootUuid = root.uuid,
  26748. bindingsByRoot = this._bindingsByRootAndName,
  26749. bindingsByName = bindingsByRoot[ rootUuid ];
  26750. if ( bindingsByName === undefined ) {
  26751. bindingsByName = {};
  26752. bindingsByRoot[ rootUuid ] = bindingsByName;
  26753. }
  26754. for ( var i = 0; i !== nTracks; ++ i ) {
  26755. var track = tracks[ i ],
  26756. trackName = track.name,
  26757. binding = bindingsByName[ trackName ];
  26758. if ( binding !== undefined ) {
  26759. bindings[ i ] = binding;
  26760. } else {
  26761. binding = bindings[ i ];
  26762. if ( binding !== undefined ) {
  26763. // existing binding, make sure the cache knows
  26764. if ( binding._cacheIndex === null ) {
  26765. ++ binding.referenceCount;
  26766. this._addInactiveBinding( binding, rootUuid, trackName );
  26767. }
  26768. continue;
  26769. }
  26770. var path = prototypeAction && prototypeAction.
  26771. _propertyBindings[ i ].binding.parsedPath;
  26772. binding = new PropertyMixer(
  26773. PropertyBinding.create( root, trackName, path ),
  26774. track.ValueTypeName, track.getValueSize() );
  26775. ++ binding.referenceCount;
  26776. this._addInactiveBinding( binding, rootUuid, trackName );
  26777. bindings[ i ] = binding;
  26778. }
  26779. interpolants[ i ].resultBuffer = binding.buffer;
  26780. }
  26781. },
  26782. _activateAction: function ( action ) {
  26783. if ( ! this._isActiveAction( action ) ) {
  26784. if ( action._cacheIndex === null ) {
  26785. // this action has been forgotten by the cache, but the user
  26786. // appears to be still using it -> rebind
  26787. var rootUuid = ( action._localRoot || this._root ).uuid,
  26788. clipUuid = action._clip.uuid,
  26789. actionsForClip = this._actionsByClip[ clipUuid ];
  26790. this._bindAction( action,
  26791. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26792. this._addInactiveAction( action, clipUuid, rootUuid );
  26793. }
  26794. var bindings = action._propertyBindings;
  26795. // increment reference counts / sort out state
  26796. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26797. var binding = bindings[ i ];
  26798. if ( binding.useCount ++ === 0 ) {
  26799. this._lendBinding( binding );
  26800. binding.saveOriginalState();
  26801. }
  26802. }
  26803. this._lendAction( action );
  26804. }
  26805. },
  26806. _deactivateAction: function ( action ) {
  26807. if ( this._isActiveAction( action ) ) {
  26808. var bindings = action._propertyBindings;
  26809. // decrement reference counts / sort out state
  26810. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26811. var binding = bindings[ i ];
  26812. if ( -- binding.useCount === 0 ) {
  26813. binding.restoreOriginalState();
  26814. this._takeBackBinding( binding );
  26815. }
  26816. }
  26817. this._takeBackAction( action );
  26818. }
  26819. },
  26820. // Memory manager
  26821. _initMemoryManager: function () {
  26822. this._actions = []; // 'nActiveActions' followed by inactive ones
  26823. this._nActiveActions = 0;
  26824. this._actionsByClip = {};
  26825. // inside:
  26826. // {
  26827. // knownActions: Array< AnimationAction > - used as prototypes
  26828. // actionByRoot: AnimationAction - lookup
  26829. // }
  26830. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26831. this._nActiveBindings = 0;
  26832. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26833. this._controlInterpolants = []; // same game as above
  26834. this._nActiveControlInterpolants = 0;
  26835. var scope = this;
  26836. this.stats = {
  26837. actions: {
  26838. get total() {
  26839. return scope._actions.length;
  26840. },
  26841. get inUse() {
  26842. return scope._nActiveActions;
  26843. }
  26844. },
  26845. bindings: {
  26846. get total() {
  26847. return scope._bindings.length;
  26848. },
  26849. get inUse() {
  26850. return scope._nActiveBindings;
  26851. }
  26852. },
  26853. controlInterpolants: {
  26854. get total() {
  26855. return scope._controlInterpolants.length;
  26856. },
  26857. get inUse() {
  26858. return scope._nActiveControlInterpolants;
  26859. }
  26860. }
  26861. };
  26862. },
  26863. // Memory management for AnimationAction objects
  26864. _isActiveAction: function ( action ) {
  26865. var index = action._cacheIndex;
  26866. return index !== null && index < this._nActiveActions;
  26867. },
  26868. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26869. var actions = this._actions,
  26870. actionsByClip = this._actionsByClip,
  26871. actionsForClip = actionsByClip[ clipUuid ];
  26872. if ( actionsForClip === undefined ) {
  26873. actionsForClip = {
  26874. knownActions: [ action ],
  26875. actionByRoot: {}
  26876. };
  26877. action._byClipCacheIndex = 0;
  26878. actionsByClip[ clipUuid ] = actionsForClip;
  26879. } else {
  26880. var knownActions = actionsForClip.knownActions;
  26881. action._byClipCacheIndex = knownActions.length;
  26882. knownActions.push( action );
  26883. }
  26884. action._cacheIndex = actions.length;
  26885. actions.push( action );
  26886. actionsForClip.actionByRoot[ rootUuid ] = action;
  26887. },
  26888. _removeInactiveAction: function ( action ) {
  26889. var actions = this._actions,
  26890. lastInactiveAction = actions[ actions.length - 1 ],
  26891. cacheIndex = action._cacheIndex;
  26892. lastInactiveAction._cacheIndex = cacheIndex;
  26893. actions[ cacheIndex ] = lastInactiveAction;
  26894. actions.pop();
  26895. action._cacheIndex = null;
  26896. var clipUuid = action._clip.uuid,
  26897. actionsByClip = this._actionsByClip,
  26898. actionsForClip = actionsByClip[ clipUuid ],
  26899. knownActionsForClip = actionsForClip.knownActions,
  26900. lastKnownAction =
  26901. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26902. byClipCacheIndex = action._byClipCacheIndex;
  26903. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26904. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26905. knownActionsForClip.pop();
  26906. action._byClipCacheIndex = null;
  26907. var actionByRoot = actionsForClip.actionByRoot,
  26908. rootUuid = ( action._localRoot || this._root ).uuid;
  26909. delete actionByRoot[ rootUuid ];
  26910. if ( knownActionsForClip.length === 0 ) {
  26911. delete actionsByClip[ clipUuid ];
  26912. }
  26913. this._removeInactiveBindingsForAction( action );
  26914. },
  26915. _removeInactiveBindingsForAction: function ( action ) {
  26916. var bindings = action._propertyBindings;
  26917. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26918. var binding = bindings[ i ];
  26919. if ( -- binding.referenceCount === 0 ) {
  26920. this._removeInactiveBinding( binding );
  26921. }
  26922. }
  26923. },
  26924. _lendAction: function ( action ) {
  26925. // [ active actions | inactive actions ]
  26926. // [ active actions >| inactive actions ]
  26927. // s a
  26928. // <-swap->
  26929. // a s
  26930. var actions = this._actions,
  26931. prevIndex = action._cacheIndex,
  26932. lastActiveIndex = this._nActiveActions ++,
  26933. firstInactiveAction = actions[ lastActiveIndex ];
  26934. action._cacheIndex = lastActiveIndex;
  26935. actions[ lastActiveIndex ] = action;
  26936. firstInactiveAction._cacheIndex = prevIndex;
  26937. actions[ prevIndex ] = firstInactiveAction;
  26938. },
  26939. _takeBackAction: function ( action ) {
  26940. // [ active actions | inactive actions ]
  26941. // [ active actions |< inactive actions ]
  26942. // a s
  26943. // <-swap->
  26944. // s a
  26945. var actions = this._actions,
  26946. prevIndex = action._cacheIndex,
  26947. firstInactiveIndex = -- this._nActiveActions,
  26948. lastActiveAction = actions[ firstInactiveIndex ];
  26949. action._cacheIndex = firstInactiveIndex;
  26950. actions[ firstInactiveIndex ] = action;
  26951. lastActiveAction._cacheIndex = prevIndex;
  26952. actions[ prevIndex ] = lastActiveAction;
  26953. },
  26954. // Memory management for PropertyMixer objects
  26955. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26956. var bindingsByRoot = this._bindingsByRootAndName,
  26957. bindingByName = bindingsByRoot[ rootUuid ],
  26958. bindings = this._bindings;
  26959. if ( bindingByName === undefined ) {
  26960. bindingByName = {};
  26961. bindingsByRoot[ rootUuid ] = bindingByName;
  26962. }
  26963. bindingByName[ trackName ] = binding;
  26964. binding._cacheIndex = bindings.length;
  26965. bindings.push( binding );
  26966. },
  26967. _removeInactiveBinding: function ( binding ) {
  26968. var bindings = this._bindings,
  26969. propBinding = binding.binding,
  26970. rootUuid = propBinding.rootNode.uuid,
  26971. trackName = propBinding.path,
  26972. bindingsByRoot = this._bindingsByRootAndName,
  26973. bindingByName = bindingsByRoot[ rootUuid ],
  26974. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26975. cacheIndex = binding._cacheIndex;
  26976. lastInactiveBinding._cacheIndex = cacheIndex;
  26977. bindings[ cacheIndex ] = lastInactiveBinding;
  26978. bindings.pop();
  26979. delete bindingByName[ trackName ];
  26980. if ( Object.keys( bindingByName ).length === 0 ) {
  26981. delete bindingsByRoot[ rootUuid ];
  26982. }
  26983. },
  26984. _lendBinding: function ( binding ) {
  26985. var bindings = this._bindings,
  26986. prevIndex = binding._cacheIndex,
  26987. lastActiveIndex = this._nActiveBindings ++,
  26988. firstInactiveBinding = bindings[ lastActiveIndex ];
  26989. binding._cacheIndex = lastActiveIndex;
  26990. bindings[ lastActiveIndex ] = binding;
  26991. firstInactiveBinding._cacheIndex = prevIndex;
  26992. bindings[ prevIndex ] = firstInactiveBinding;
  26993. },
  26994. _takeBackBinding: function ( binding ) {
  26995. var bindings = this._bindings,
  26996. prevIndex = binding._cacheIndex,
  26997. firstInactiveIndex = -- this._nActiveBindings,
  26998. lastActiveBinding = bindings[ firstInactiveIndex ];
  26999. binding._cacheIndex = firstInactiveIndex;
  27000. bindings[ firstInactiveIndex ] = binding;
  27001. lastActiveBinding._cacheIndex = prevIndex;
  27002. bindings[ prevIndex ] = lastActiveBinding;
  27003. },
  27004. // Memory management of Interpolants for weight and time scale
  27005. _lendControlInterpolant: function () {
  27006. var interpolants = this._controlInterpolants,
  27007. lastActiveIndex = this._nActiveControlInterpolants ++,
  27008. interpolant = interpolants[ lastActiveIndex ];
  27009. if ( interpolant === undefined ) {
  27010. interpolant = new LinearInterpolant(
  27011. new Float32Array( 2 ), new Float32Array( 2 ),
  27012. 1, this._controlInterpolantsResultBuffer );
  27013. interpolant.__cacheIndex = lastActiveIndex;
  27014. interpolants[ lastActiveIndex ] = interpolant;
  27015. }
  27016. return interpolant;
  27017. },
  27018. _takeBackControlInterpolant: function ( interpolant ) {
  27019. var interpolants = this._controlInterpolants,
  27020. prevIndex = interpolant.__cacheIndex,
  27021. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27022. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27023. interpolant.__cacheIndex = firstInactiveIndex;
  27024. interpolants[ firstInactiveIndex ] = interpolant;
  27025. lastActiveInterpolant.__cacheIndex = prevIndex;
  27026. interpolants[ prevIndex ] = lastActiveInterpolant;
  27027. },
  27028. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27029. // return an action for a clip optionally using a custom root target
  27030. // object (this method allocates a lot of dynamic memory in case a
  27031. // previously unknown clip/root combination is specified)
  27032. clipAction: function ( clip, optionalRoot ) {
  27033. var root = optionalRoot || this._root,
  27034. rootUuid = root.uuid,
  27035. clipObject = typeof clip === 'string' ?
  27036. AnimationClip.findByName( root, clip ) : clip,
  27037. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  27038. actionsForClip = this._actionsByClip[ clipUuid ],
  27039. prototypeAction = null;
  27040. if ( actionsForClip !== undefined ) {
  27041. var existingAction =
  27042. actionsForClip.actionByRoot[ rootUuid ];
  27043. if ( existingAction !== undefined ) {
  27044. return existingAction;
  27045. }
  27046. // we know the clip, so we don't have to parse all
  27047. // the bindings again but can just copy
  27048. prototypeAction = actionsForClip.knownActions[ 0 ];
  27049. // also, take the clip from the prototype action
  27050. if ( clipObject === null )
  27051. { clipObject = prototypeAction._clip; }
  27052. }
  27053. // clip must be known when specified via string
  27054. if ( clipObject === null ) { return null; }
  27055. // allocate all resources required to run it
  27056. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  27057. this._bindAction( newAction, prototypeAction );
  27058. // and make the action known to the memory manager
  27059. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27060. return newAction;
  27061. },
  27062. // get an existing action
  27063. existingAction: function ( clip, optionalRoot ) {
  27064. var root = optionalRoot || this._root,
  27065. rootUuid = root.uuid,
  27066. clipObject = typeof clip === 'string' ?
  27067. AnimationClip.findByName( root, clip ) : clip,
  27068. clipUuid = clipObject ? clipObject.uuid : clip,
  27069. actionsForClip = this._actionsByClip[ clipUuid ];
  27070. if ( actionsForClip !== undefined ) {
  27071. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27072. }
  27073. return null;
  27074. },
  27075. // deactivates all previously scheduled actions
  27076. stopAllAction: function () {
  27077. var actions = this._actions,
  27078. nActions = this._nActiveActions,
  27079. bindings = this._bindings,
  27080. nBindings = this._nActiveBindings;
  27081. this._nActiveActions = 0;
  27082. this._nActiveBindings = 0;
  27083. for ( var i = 0; i !== nActions; ++ i ) {
  27084. actions[ i ].reset();
  27085. }
  27086. for ( var i = 0; i !== nBindings; ++ i ) {
  27087. bindings[ i ].useCount = 0;
  27088. }
  27089. return this;
  27090. },
  27091. // advance the time and update apply the animation
  27092. update: function ( deltaTime ) {
  27093. deltaTime *= this.timeScale;
  27094. var actions = this._actions,
  27095. nActions = this._nActiveActions,
  27096. time = this.time += deltaTime,
  27097. timeDirection = Math.sign( deltaTime ),
  27098. accuIndex = this._accuIndex ^= 1;
  27099. // run active actions
  27100. for ( var i = 0; i !== nActions; ++ i ) {
  27101. var action = actions[ i ];
  27102. action._update( time, deltaTime, timeDirection, accuIndex );
  27103. }
  27104. // update scene graph
  27105. var bindings = this._bindings,
  27106. nBindings = this._nActiveBindings;
  27107. for ( var i = 0; i !== nBindings; ++ i ) {
  27108. bindings[ i ].apply( accuIndex );
  27109. }
  27110. return this;
  27111. },
  27112. // Allows you to seek to a specific time in an animation.
  27113. setTime: function ( timeInSeconds ) {
  27114. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27115. for ( var i = 0; i < this._actions.length; i ++ ) {
  27116. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27117. }
  27118. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27119. },
  27120. // return this mixer's root target object
  27121. getRoot: function () {
  27122. return this._root;
  27123. },
  27124. // free all resources specific to a particular clip
  27125. uncacheClip: function ( clip ) {
  27126. var actions = this._actions,
  27127. clipUuid = clip.uuid,
  27128. actionsByClip = this._actionsByClip,
  27129. actionsForClip = actionsByClip[ clipUuid ];
  27130. if ( actionsForClip !== undefined ) {
  27131. // note: just calling _removeInactiveAction would mess up the
  27132. // iteration state and also require updating the state we can
  27133. // just throw away
  27134. var actionsToRemove = actionsForClip.knownActions;
  27135. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27136. var action = actionsToRemove[ i ];
  27137. this._deactivateAction( action );
  27138. var cacheIndex = action._cacheIndex,
  27139. lastInactiveAction = actions[ actions.length - 1 ];
  27140. action._cacheIndex = null;
  27141. action._byClipCacheIndex = null;
  27142. lastInactiveAction._cacheIndex = cacheIndex;
  27143. actions[ cacheIndex ] = lastInactiveAction;
  27144. actions.pop();
  27145. this._removeInactiveBindingsForAction( action );
  27146. }
  27147. delete actionsByClip[ clipUuid ];
  27148. }
  27149. },
  27150. // free all resources specific to a particular root target object
  27151. uncacheRoot: function ( root ) {
  27152. var rootUuid = root.uuid,
  27153. actionsByClip = this._actionsByClip;
  27154. for ( var clipUuid in actionsByClip ) {
  27155. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27156. action = actionByRoot[ rootUuid ];
  27157. if ( action !== undefined ) {
  27158. this._deactivateAction( action );
  27159. this._removeInactiveAction( action );
  27160. }
  27161. }
  27162. var bindingsByRoot = this._bindingsByRootAndName,
  27163. bindingByName = bindingsByRoot[ rootUuid ];
  27164. if ( bindingByName !== undefined ) {
  27165. for ( var trackName in bindingByName ) {
  27166. var binding = bindingByName[ trackName ];
  27167. binding.restoreOriginalState();
  27168. this._removeInactiveBinding( binding );
  27169. }
  27170. }
  27171. },
  27172. // remove a targeted clip from the cache
  27173. uncacheAction: function ( clip, optionalRoot ) {
  27174. var action = this.existingAction( clip, optionalRoot );
  27175. if ( action !== null ) {
  27176. this._deactivateAction( action );
  27177. this._removeInactiveAction( action );
  27178. }
  27179. }
  27180. } );
  27181. /**
  27182. * @author mrdoob / http://mrdoob.com/
  27183. */
  27184. function Uniform( value ) {
  27185. if ( typeof value === 'string' ) {
  27186. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27187. value = arguments[ 1 ];
  27188. }
  27189. this.value = value;
  27190. }
  27191. Uniform.prototype.clone = function () {
  27192. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27193. };
  27194. /**
  27195. * @author benaadams / https://twitter.com/ben_a_adams
  27196. */
  27197. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27198. InterleavedBuffer.call( this, array, stride );
  27199. this.meshPerAttribute = meshPerAttribute || 1;
  27200. }
  27201. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27202. constructor: InstancedInterleavedBuffer,
  27203. isInstancedInterleavedBuffer: true,
  27204. copy: function ( source ) {
  27205. InterleavedBuffer.prototype.copy.call( this, source );
  27206. this.meshPerAttribute = source.meshPerAttribute;
  27207. return this;
  27208. }
  27209. } );
  27210. /**
  27211. * @author mrdoob / http://mrdoob.com/
  27212. * @author bhouston / http://clara.io/
  27213. * @author stephomi / http://stephaneginier.com/
  27214. */
  27215. function Raycaster( origin, direction, near, far ) {
  27216. this.ray = new Ray( origin, direction );
  27217. // direction is assumed to be normalized (for accurate distance calculations)
  27218. this.near = near || 0;
  27219. this.far = far || Infinity;
  27220. this.camera = null;
  27221. this.params = {
  27222. Mesh: {},
  27223. Line: {},
  27224. LOD: {},
  27225. Points: { threshold: 1 },
  27226. Sprite: {}
  27227. };
  27228. Object.defineProperties( this.params, {
  27229. PointCloud: {
  27230. get: function () {
  27231. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27232. return this.Points;
  27233. }
  27234. }
  27235. } );
  27236. }
  27237. function ascSort( a, b ) {
  27238. return a.distance - b.distance;
  27239. }
  27240. function intersectObject( object, raycaster, intersects, recursive ) {
  27241. if ( object.visible === false ) { return; }
  27242. object.raycast( raycaster, intersects );
  27243. if ( recursive === true ) {
  27244. var children = object.children;
  27245. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27246. intersectObject( children[ i ], raycaster, intersects, true );
  27247. }
  27248. }
  27249. }
  27250. Object.assign( Raycaster.prototype, {
  27251. linePrecision: 1,
  27252. set: function ( origin, direction ) {
  27253. // direction is assumed to be normalized (for accurate distance calculations)
  27254. this.ray.set( origin, direction );
  27255. },
  27256. setFromCamera: function ( coords, camera ) {
  27257. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27258. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27259. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27260. this.camera = camera;
  27261. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27262. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27263. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27264. this.camera = camera;
  27265. } else {
  27266. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27267. }
  27268. },
  27269. intersectObject: function ( object, recursive, optionalTarget ) {
  27270. var intersects = optionalTarget || [];
  27271. intersectObject( object, this, intersects, recursive );
  27272. intersects.sort( ascSort );
  27273. return intersects;
  27274. },
  27275. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27276. var intersects = optionalTarget || [];
  27277. if ( Array.isArray( objects ) === false ) {
  27278. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27279. return intersects;
  27280. }
  27281. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27282. intersectObject( objects[ i ], this, intersects, recursive );
  27283. }
  27284. intersects.sort( ascSort );
  27285. return intersects;
  27286. }
  27287. } );
  27288. /**
  27289. * @author bhouston / http://clara.io
  27290. * @author WestLangley / http://github.com/WestLangley
  27291. *
  27292. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27293. *
  27294. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27295. * The azimuthal angle (theta) is measured from the positive z-axis.
  27296. */
  27297. function Spherical( radius, phi, theta ) {
  27298. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27299. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27300. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27301. return this;
  27302. }
  27303. Object.assign( Spherical.prototype, {
  27304. set: function ( radius, phi, theta ) {
  27305. this.radius = radius;
  27306. this.phi = phi;
  27307. this.theta = theta;
  27308. return this;
  27309. },
  27310. clone: function () {
  27311. return new this.constructor().copy( this );
  27312. },
  27313. copy: function ( other ) {
  27314. this.radius = other.radius;
  27315. this.phi = other.phi;
  27316. this.theta = other.theta;
  27317. return this;
  27318. },
  27319. // restrict phi to be betwee EPS and PI-EPS
  27320. makeSafe: function () {
  27321. var EPS = 0.000001;
  27322. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27323. return this;
  27324. },
  27325. setFromVector3: function ( v ) {
  27326. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27327. },
  27328. setFromCartesianCoords: function ( x, y, z ) {
  27329. this.radius = Math.sqrt( x * x + y * y + z * z );
  27330. if ( this.radius === 0 ) {
  27331. this.theta = 0;
  27332. this.phi = 0;
  27333. } else {
  27334. this.theta = Math.atan2( x, z );
  27335. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27336. }
  27337. return this;
  27338. }
  27339. } );
  27340. /**
  27341. * @author Mugen87 / https://github.com/Mugen87
  27342. *
  27343. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27344. *
  27345. */
  27346. function Cylindrical( radius, theta, y ) {
  27347. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27348. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27349. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27350. return this;
  27351. }
  27352. Object.assign( Cylindrical.prototype, {
  27353. set: function ( radius, theta, y ) {
  27354. this.radius = radius;
  27355. this.theta = theta;
  27356. this.y = y;
  27357. return this;
  27358. },
  27359. clone: function () {
  27360. return new this.constructor().copy( this );
  27361. },
  27362. copy: function ( other ) {
  27363. this.radius = other.radius;
  27364. this.theta = other.theta;
  27365. this.y = other.y;
  27366. return this;
  27367. },
  27368. setFromVector3: function ( v ) {
  27369. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27370. },
  27371. setFromCartesianCoords: function ( x, y, z ) {
  27372. this.radius = Math.sqrt( x * x + z * z );
  27373. this.theta = Math.atan2( x, z );
  27374. this.y = y;
  27375. return this;
  27376. }
  27377. } );
  27378. /**
  27379. * @author bhouston / http://clara.io
  27380. */
  27381. var _vector$7 = new Vector2();
  27382. function Box2( min, max ) {
  27383. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27384. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27385. }
  27386. Object.assign( Box2.prototype, {
  27387. set: function ( min, max ) {
  27388. this.min.copy( min );
  27389. this.max.copy( max );
  27390. return this;
  27391. },
  27392. setFromPoints: function ( points ) {
  27393. this.makeEmpty();
  27394. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27395. this.expandByPoint( points[ i ] );
  27396. }
  27397. return this;
  27398. },
  27399. setFromCenterAndSize: function ( center, size ) {
  27400. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27401. this.min.copy( center ).sub( halfSize );
  27402. this.max.copy( center ).add( halfSize );
  27403. return this;
  27404. },
  27405. clone: function () {
  27406. return new this.constructor().copy( this );
  27407. },
  27408. copy: function ( box ) {
  27409. this.min.copy( box.min );
  27410. this.max.copy( box.max );
  27411. return this;
  27412. },
  27413. makeEmpty: function () {
  27414. this.min.x = this.min.y = + Infinity;
  27415. this.max.x = this.max.y = - Infinity;
  27416. return this;
  27417. },
  27418. isEmpty: function () {
  27419. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27420. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27421. },
  27422. getCenter: function ( target ) {
  27423. if ( target === undefined ) {
  27424. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27425. target = new Vector2();
  27426. }
  27427. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27428. },
  27429. getSize: function ( target ) {
  27430. if ( target === undefined ) {
  27431. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27432. target = new Vector2();
  27433. }
  27434. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27435. },
  27436. expandByPoint: function ( point ) {
  27437. this.min.min( point );
  27438. this.max.max( point );
  27439. return this;
  27440. },
  27441. expandByVector: function ( vector ) {
  27442. this.min.sub( vector );
  27443. this.max.add( vector );
  27444. return this;
  27445. },
  27446. expandByScalar: function ( scalar ) {
  27447. this.min.addScalar( - scalar );
  27448. this.max.addScalar( scalar );
  27449. return this;
  27450. },
  27451. containsPoint: function ( point ) {
  27452. return point.x < this.min.x || point.x > this.max.x ||
  27453. point.y < this.min.y || point.y > this.max.y ? false : true;
  27454. },
  27455. containsBox: function ( box ) {
  27456. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27457. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27458. },
  27459. getParameter: function ( point, target ) {
  27460. // This can potentially have a divide by zero if the box
  27461. // has a size dimension of 0.
  27462. if ( target === undefined ) {
  27463. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27464. target = new Vector2();
  27465. }
  27466. return target.set(
  27467. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27468. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27469. );
  27470. },
  27471. intersectsBox: function ( box ) {
  27472. // using 4 splitting planes to rule out intersections
  27473. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27474. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27475. },
  27476. clampPoint: function ( point, target ) {
  27477. if ( target === undefined ) {
  27478. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27479. target = new Vector2();
  27480. }
  27481. return target.copy( point ).clamp( this.min, this.max );
  27482. },
  27483. distanceToPoint: function ( point ) {
  27484. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27485. return clampedPoint.sub( point ).length();
  27486. },
  27487. intersect: function ( box ) {
  27488. this.min.max( box.min );
  27489. this.max.min( box.max );
  27490. return this;
  27491. },
  27492. union: function ( box ) {
  27493. this.min.min( box.min );
  27494. this.max.max( box.max );
  27495. return this;
  27496. },
  27497. translate: function ( offset ) {
  27498. this.min.add( offset );
  27499. this.max.add( offset );
  27500. return this;
  27501. },
  27502. equals: function ( box ) {
  27503. return box.min.equals( this.min ) && box.max.equals( this.max );
  27504. }
  27505. } );
  27506. /**
  27507. * @author bhouston / http://clara.io
  27508. */
  27509. var _startP = new Vector3();
  27510. var _startEnd = new Vector3();
  27511. function Line3( start, end ) {
  27512. this.start = ( start !== undefined ) ? start : new Vector3();
  27513. this.end = ( end !== undefined ) ? end : new Vector3();
  27514. }
  27515. Object.assign( Line3.prototype, {
  27516. set: function ( start, end ) {
  27517. this.start.copy( start );
  27518. this.end.copy( end );
  27519. return this;
  27520. },
  27521. clone: function () {
  27522. return new this.constructor().copy( this );
  27523. },
  27524. copy: function ( line ) {
  27525. this.start.copy( line.start );
  27526. this.end.copy( line.end );
  27527. return this;
  27528. },
  27529. getCenter: function ( target ) {
  27530. if ( target === undefined ) {
  27531. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27532. target = new Vector3();
  27533. }
  27534. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27535. },
  27536. delta: function ( target ) {
  27537. if ( target === undefined ) {
  27538. console.warn( 'THREE.Line3: .delta() target is now required' );
  27539. target = new Vector3();
  27540. }
  27541. return target.subVectors( this.end, this.start );
  27542. },
  27543. distanceSq: function () {
  27544. return this.start.distanceToSquared( this.end );
  27545. },
  27546. distance: function () {
  27547. return this.start.distanceTo( this.end );
  27548. },
  27549. at: function ( t, target ) {
  27550. if ( target === undefined ) {
  27551. console.warn( 'THREE.Line3: .at() target is now required' );
  27552. target = new Vector3();
  27553. }
  27554. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27555. },
  27556. closestPointToPointParameter: function ( point, clampToLine ) {
  27557. _startP.subVectors( point, this.start );
  27558. _startEnd.subVectors( this.end, this.start );
  27559. var startEnd2 = _startEnd.dot( _startEnd );
  27560. var startEnd_startP = _startEnd.dot( _startP );
  27561. var t = startEnd_startP / startEnd2;
  27562. if ( clampToLine ) {
  27563. t = MathUtils.clamp( t, 0, 1 );
  27564. }
  27565. return t;
  27566. },
  27567. closestPointToPoint: function ( point, clampToLine, target ) {
  27568. var t = this.closestPointToPointParameter( point, clampToLine );
  27569. if ( target === undefined ) {
  27570. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27571. target = new Vector3();
  27572. }
  27573. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27574. },
  27575. applyMatrix4: function ( matrix ) {
  27576. this.start.applyMatrix4( matrix );
  27577. this.end.applyMatrix4( matrix );
  27578. return this;
  27579. },
  27580. equals: function ( line ) {
  27581. return line.start.equals( this.start ) && line.end.equals( this.end );
  27582. }
  27583. } );
  27584. /**
  27585. * @author alteredq / http://alteredqualia.com/
  27586. */
  27587. function ImmediateRenderObject( material ) {
  27588. Object3D.call( this );
  27589. this.material = material;
  27590. this.render = function ( /* renderCallback */ ) {};
  27591. }
  27592. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27593. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27594. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27595. /**
  27596. * @author alteredq / http://alteredqualia.com/
  27597. * @author mrdoob / http://mrdoob.com/
  27598. * @author WestLangley / http://github.com/WestLangley
  27599. */
  27600. var _vector$8 = new Vector3();
  27601. function SpotLightHelper( light, color ) {
  27602. Object3D.call( this );
  27603. this.light = light;
  27604. this.light.updateMatrixWorld();
  27605. this.matrix = light.matrixWorld;
  27606. this.matrixAutoUpdate = false;
  27607. this.color = color;
  27608. var geometry = new BufferGeometry();
  27609. var positions = [
  27610. 0, 0, 0, 0, 0, 1,
  27611. 0, 0, 0, 1, 0, 1,
  27612. 0, 0, 0, - 1, 0, 1,
  27613. 0, 0, 0, 0, 1, 1,
  27614. 0, 0, 0, 0, - 1, 1
  27615. ];
  27616. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27617. var p1 = ( i / l ) * Math.PI * 2;
  27618. var p2 = ( j / l ) * Math.PI * 2;
  27619. positions.push(
  27620. Math.cos( p1 ), Math.sin( p1 ), 1,
  27621. Math.cos( p2 ), Math.sin( p2 ), 1
  27622. );
  27623. }
  27624. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27625. var material = new LineBasicMaterial( { fog: false } );
  27626. this.cone = new LineSegments( geometry, material );
  27627. this.add( this.cone );
  27628. this.update();
  27629. }
  27630. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27631. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27632. SpotLightHelper.prototype.dispose = function () {
  27633. this.cone.geometry.dispose();
  27634. this.cone.material.dispose();
  27635. };
  27636. SpotLightHelper.prototype.update = function () {
  27637. this.light.updateMatrixWorld();
  27638. var coneLength = this.light.distance ? this.light.distance : 1000;
  27639. var coneWidth = coneLength * Math.tan( this.light.angle );
  27640. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27641. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27642. this.cone.lookAt( _vector$8 );
  27643. if ( this.color !== undefined ) {
  27644. this.cone.material.color.set( this.color );
  27645. } else {
  27646. this.cone.material.color.copy( this.light.color );
  27647. }
  27648. };
  27649. /**
  27650. * @author Sean Griffin / http://twitter.com/sgrif
  27651. * @author Michael Guerrero / http://realitymeltdown.com
  27652. * @author mrdoob / http://mrdoob.com/
  27653. * @author ikerr / http://verold.com
  27654. * @author Mugen87 / https://github.com/Mugen87
  27655. */
  27656. var _vector$9 = new Vector3();
  27657. var _boneMatrix = new Matrix4();
  27658. var _matrixWorldInv = new Matrix4();
  27659. function getBoneList( object ) {
  27660. var boneList = [];
  27661. if ( object && object.isBone ) {
  27662. boneList.push( object );
  27663. }
  27664. for ( var i = 0; i < object.children.length; i ++ ) {
  27665. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27666. }
  27667. return boneList;
  27668. }
  27669. function SkeletonHelper( object ) {
  27670. var bones = getBoneList( object );
  27671. var geometry = new BufferGeometry();
  27672. var vertices = [];
  27673. var colors = [];
  27674. var color1 = new Color( 0, 0, 1 );
  27675. var color2 = new Color( 0, 1, 0 );
  27676. for ( var i = 0; i < bones.length; i ++ ) {
  27677. var bone = bones[ i ];
  27678. if ( bone.parent && bone.parent.isBone ) {
  27679. vertices.push( 0, 0, 0 );
  27680. vertices.push( 0, 0, 0 );
  27681. colors.push( color1.r, color1.g, color1.b );
  27682. colors.push( color2.r, color2.g, color2.b );
  27683. }
  27684. }
  27685. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27686. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27687. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27688. LineSegments.call( this, geometry, material );
  27689. this.root = object;
  27690. this.bones = bones;
  27691. this.matrix = object.matrixWorld;
  27692. this.matrixAutoUpdate = false;
  27693. }
  27694. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27695. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27696. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27697. var bones = this.bones;
  27698. var geometry = this.geometry;
  27699. var position = geometry.getAttribute( 'position' );
  27700. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27701. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27702. var bone = bones[ i ];
  27703. if ( bone.parent && bone.parent.isBone ) {
  27704. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27705. _vector$9.setFromMatrixPosition( _boneMatrix );
  27706. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27707. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27708. _vector$9.setFromMatrixPosition( _boneMatrix );
  27709. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27710. j += 2;
  27711. }
  27712. }
  27713. geometry.getAttribute( 'position' ).needsUpdate = true;
  27714. Object3D.prototype.updateMatrixWorld.call( this, force );
  27715. };
  27716. /**
  27717. * @author alteredq / http://alteredqualia.com/
  27718. * @author mrdoob / http://mrdoob.com/
  27719. */
  27720. function PointLightHelper( light, sphereSize, color ) {
  27721. this.light = light;
  27722. this.light.updateMatrixWorld();
  27723. this.color = color;
  27724. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27725. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27726. Mesh.call( this, geometry, material );
  27727. this.matrix = this.light.matrixWorld;
  27728. this.matrixAutoUpdate = false;
  27729. this.update();
  27730. /*
  27731. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27732. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27733. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27734. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27735. var d = light.distance;
  27736. if ( d === 0.0 ) {
  27737. this.lightDistance.visible = false;
  27738. } else {
  27739. this.lightDistance.scale.set( d, d, d );
  27740. }
  27741. this.add( this.lightDistance );
  27742. */
  27743. }
  27744. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27745. PointLightHelper.prototype.constructor = PointLightHelper;
  27746. PointLightHelper.prototype.dispose = function () {
  27747. this.geometry.dispose();
  27748. this.material.dispose();
  27749. };
  27750. PointLightHelper.prototype.update = function () {
  27751. if ( this.color !== undefined ) {
  27752. this.material.color.set( this.color );
  27753. } else {
  27754. this.material.color.copy( this.light.color );
  27755. }
  27756. /*
  27757. var d = this.light.distance;
  27758. if ( d === 0.0 ) {
  27759. this.lightDistance.visible = false;
  27760. } else {
  27761. this.lightDistance.visible = true;
  27762. this.lightDistance.scale.set( d, d, d );
  27763. }
  27764. */
  27765. };
  27766. /**
  27767. * @author alteredq / http://alteredqualia.com/
  27768. * @author mrdoob / http://mrdoob.com/
  27769. * @author Mugen87 / https://github.com/Mugen87
  27770. */
  27771. var _vector$a = new Vector3();
  27772. var _color1 = new Color();
  27773. var _color2 = new Color();
  27774. function HemisphereLightHelper( light, size, color ) {
  27775. Object3D.call( this );
  27776. this.light = light;
  27777. this.light.updateMatrixWorld();
  27778. this.matrix = light.matrixWorld;
  27779. this.matrixAutoUpdate = false;
  27780. this.color = color;
  27781. var geometry = new OctahedronBufferGeometry( size );
  27782. geometry.rotateY( Math.PI * 0.5 );
  27783. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27784. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27785. var position = geometry.getAttribute( 'position' );
  27786. var colors = new Float32Array( position.count * 3 );
  27787. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27788. this.add( new Mesh( geometry, this.material ) );
  27789. this.update();
  27790. }
  27791. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27792. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27793. HemisphereLightHelper.prototype.dispose = function () {
  27794. this.children[ 0 ].geometry.dispose();
  27795. this.children[ 0 ].material.dispose();
  27796. };
  27797. HemisphereLightHelper.prototype.update = function () {
  27798. var mesh = this.children[ 0 ];
  27799. if ( this.color !== undefined ) {
  27800. this.material.color.set( this.color );
  27801. } else {
  27802. var colors = mesh.geometry.getAttribute( 'color' );
  27803. _color1.copy( this.light.color );
  27804. _color2.copy( this.light.groundColor );
  27805. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27806. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27807. colors.setXYZ( i, color.r, color.g, color.b );
  27808. }
  27809. colors.needsUpdate = true;
  27810. }
  27811. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27812. };
  27813. /**
  27814. * @author mrdoob / http://mrdoob.com/
  27815. */
  27816. function GridHelper( size, divisions, color1, color2 ) {
  27817. size = size || 10;
  27818. divisions = divisions || 10;
  27819. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27820. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27821. var center = divisions / 2;
  27822. var step = size / divisions;
  27823. var halfSize = size / 2;
  27824. var vertices = [], colors = [];
  27825. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27826. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27827. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27828. var color = i === center ? color1 : color2;
  27829. color.toArray( colors, j ); j += 3;
  27830. color.toArray( colors, j ); j += 3;
  27831. color.toArray( colors, j ); j += 3;
  27832. color.toArray( colors, j ); j += 3;
  27833. }
  27834. var geometry = new BufferGeometry();
  27835. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27836. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27837. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27838. LineSegments.call( this, geometry, material );
  27839. }
  27840. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27841. constructor: GridHelper,
  27842. copy: function ( source ) {
  27843. LineSegments.prototype.copy.call( this, source );
  27844. this.geometry.copy( source.geometry );
  27845. this.material.copy( source.material );
  27846. return this;
  27847. },
  27848. clone: function () {
  27849. return new this.constructor().copy( this );
  27850. }
  27851. } );
  27852. /**
  27853. * @author mrdoob / http://mrdoob.com/
  27854. * @author Mugen87 / http://github.com/Mugen87
  27855. * @author Hectate / http://www.github.com/Hectate
  27856. */
  27857. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27858. radius = radius || 10;
  27859. radials = radials || 16;
  27860. circles = circles || 8;
  27861. divisions = divisions || 64;
  27862. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27863. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27864. var vertices = [];
  27865. var colors = [];
  27866. var x, z;
  27867. var v, i, j, r, color;
  27868. // create the radials
  27869. for ( i = 0; i <= radials; i ++ ) {
  27870. v = ( i / radials ) * ( Math.PI * 2 );
  27871. x = Math.sin( v ) * radius;
  27872. z = Math.cos( v ) * radius;
  27873. vertices.push( 0, 0, 0 );
  27874. vertices.push( x, 0, z );
  27875. color = ( i & 1 ) ? color1 : color2;
  27876. colors.push( color.r, color.g, color.b );
  27877. colors.push( color.r, color.g, color.b );
  27878. }
  27879. // create the circles
  27880. for ( i = 0; i <= circles; i ++ ) {
  27881. color = ( i & 1 ) ? color1 : color2;
  27882. r = radius - ( radius / circles * i );
  27883. for ( j = 0; j < divisions; j ++ ) {
  27884. // first vertex
  27885. v = ( j / divisions ) * ( Math.PI * 2 );
  27886. x = Math.sin( v ) * r;
  27887. z = Math.cos( v ) * r;
  27888. vertices.push( x, 0, z );
  27889. colors.push( color.r, color.g, color.b );
  27890. // second vertex
  27891. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27892. x = Math.sin( v ) * r;
  27893. z = Math.cos( v ) * r;
  27894. vertices.push( x, 0, z );
  27895. colors.push( color.r, color.g, color.b );
  27896. }
  27897. }
  27898. var geometry = new BufferGeometry();
  27899. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27900. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27901. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27902. LineSegments.call( this, geometry, material );
  27903. }
  27904. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27905. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27906. /**
  27907. * @author alteredq / http://alteredqualia.com/
  27908. * @author mrdoob / http://mrdoob.com/
  27909. * @author WestLangley / http://github.com/WestLangley
  27910. */
  27911. var _v1$5 = new Vector3();
  27912. var _v2$3 = new Vector3();
  27913. var _v3$1 = new Vector3();
  27914. function DirectionalLightHelper( light, size, color ) {
  27915. Object3D.call( this );
  27916. this.light = light;
  27917. this.light.updateMatrixWorld();
  27918. this.matrix = light.matrixWorld;
  27919. this.matrixAutoUpdate = false;
  27920. this.color = color;
  27921. if ( size === undefined ) { size = 1; }
  27922. var geometry = new BufferGeometry();
  27923. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27924. - size, size, 0,
  27925. size, size, 0,
  27926. size, - size, 0,
  27927. - size, - size, 0,
  27928. - size, size, 0
  27929. ], 3 ) );
  27930. var material = new LineBasicMaterial( { fog: false } );
  27931. this.lightPlane = new Line( geometry, material );
  27932. this.add( this.lightPlane );
  27933. geometry = new BufferGeometry();
  27934. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27935. this.targetLine = new Line( geometry, material );
  27936. this.add( this.targetLine );
  27937. this.update();
  27938. }
  27939. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27940. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27941. DirectionalLightHelper.prototype.dispose = function () {
  27942. this.lightPlane.geometry.dispose();
  27943. this.lightPlane.material.dispose();
  27944. this.targetLine.geometry.dispose();
  27945. this.targetLine.material.dispose();
  27946. };
  27947. DirectionalLightHelper.prototype.update = function () {
  27948. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27949. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27950. _v3$1.subVectors( _v2$3, _v1$5 );
  27951. this.lightPlane.lookAt( _v2$3 );
  27952. if ( this.color !== undefined ) {
  27953. this.lightPlane.material.color.set( this.color );
  27954. this.targetLine.material.color.set( this.color );
  27955. } else {
  27956. this.lightPlane.material.color.copy( this.light.color );
  27957. this.targetLine.material.color.copy( this.light.color );
  27958. }
  27959. this.targetLine.lookAt( _v2$3 );
  27960. this.targetLine.scale.z = _v3$1.length();
  27961. };
  27962. /**
  27963. * @author alteredq / http://alteredqualia.com/
  27964. * @author Mugen87 / https://github.com/Mugen87
  27965. *
  27966. * - shows frustum, line of sight and up of the camera
  27967. * - suitable for fast updates
  27968. * - based on frustum visualization in lightgl.js shadowmap example
  27969. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27970. */
  27971. var _vector$b = new Vector3();
  27972. var _camera = new Camera();
  27973. function CameraHelper( camera ) {
  27974. var geometry = new BufferGeometry();
  27975. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27976. var vertices = [];
  27977. var colors = [];
  27978. var pointMap = {};
  27979. // colors
  27980. var colorFrustum = new Color( 0xffaa00 );
  27981. var colorCone = new Color( 0xff0000 );
  27982. var colorUp = new Color( 0x00aaff );
  27983. var colorTarget = new Color( 0xffffff );
  27984. var colorCross = new Color( 0x333333 );
  27985. // near
  27986. addLine( 'n1', 'n2', colorFrustum );
  27987. addLine( 'n2', 'n4', colorFrustum );
  27988. addLine( 'n4', 'n3', colorFrustum );
  27989. addLine( 'n3', 'n1', colorFrustum );
  27990. // far
  27991. addLine( 'f1', 'f2', colorFrustum );
  27992. addLine( 'f2', 'f4', colorFrustum );
  27993. addLine( 'f4', 'f3', colorFrustum );
  27994. addLine( 'f3', 'f1', colorFrustum );
  27995. // sides
  27996. addLine( 'n1', 'f1', colorFrustum );
  27997. addLine( 'n2', 'f2', colorFrustum );
  27998. addLine( 'n3', 'f3', colorFrustum );
  27999. addLine( 'n4', 'f4', colorFrustum );
  28000. // cone
  28001. addLine( 'p', 'n1', colorCone );
  28002. addLine( 'p', 'n2', colorCone );
  28003. addLine( 'p', 'n3', colorCone );
  28004. addLine( 'p', 'n4', colorCone );
  28005. // up
  28006. addLine( 'u1', 'u2', colorUp );
  28007. addLine( 'u2', 'u3', colorUp );
  28008. addLine( 'u3', 'u1', colorUp );
  28009. // target
  28010. addLine( 'c', 't', colorTarget );
  28011. addLine( 'p', 'c', colorCross );
  28012. // cross
  28013. addLine( 'cn1', 'cn2', colorCross );
  28014. addLine( 'cn3', 'cn4', colorCross );
  28015. addLine( 'cf1', 'cf2', colorCross );
  28016. addLine( 'cf3', 'cf4', colorCross );
  28017. function addLine( a, b, color ) {
  28018. addPoint( a, color );
  28019. addPoint( b, color );
  28020. }
  28021. function addPoint( id, color ) {
  28022. vertices.push( 0, 0, 0 );
  28023. colors.push( color.r, color.g, color.b );
  28024. if ( pointMap[ id ] === undefined ) {
  28025. pointMap[ id ] = [];
  28026. }
  28027. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28028. }
  28029. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28030. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28031. LineSegments.call( this, geometry, material );
  28032. this.camera = camera;
  28033. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28034. this.matrix = camera.matrixWorld;
  28035. this.matrixAutoUpdate = false;
  28036. this.pointMap = pointMap;
  28037. this.update();
  28038. }
  28039. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28040. CameraHelper.prototype.constructor = CameraHelper;
  28041. CameraHelper.prototype.update = function () {
  28042. var geometry = this.geometry;
  28043. var pointMap = this.pointMap;
  28044. var w = 1, h = 1;
  28045. // we need just camera projection matrix inverse
  28046. // world matrix must be identity
  28047. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28048. // center / target
  28049. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28050. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28051. // near
  28052. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28053. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28054. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28055. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28056. // far
  28057. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28058. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28059. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28060. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28061. // up
  28062. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28063. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28064. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28065. // cross
  28066. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28067. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28068. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28069. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28070. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28071. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28072. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28073. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28074. geometry.getAttribute( 'position' ).needsUpdate = true;
  28075. };
  28076. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28077. _vector$b.set( x, y, z ).unproject( camera );
  28078. var points = pointMap[ point ];
  28079. if ( points !== undefined ) {
  28080. var position = geometry.getAttribute( 'position' );
  28081. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28082. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28083. }
  28084. }
  28085. }
  28086. /**
  28087. * @author mrdoob / http://mrdoob.com/
  28088. * @author Mugen87 / http://github.com/Mugen87
  28089. */
  28090. var _box$3 = new Box3();
  28091. function BoxHelper( object, color ) {
  28092. this.object = object;
  28093. if ( color === undefined ) { color = 0xffff00; }
  28094. 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 ] );
  28095. var positions = new Float32Array( 8 * 3 );
  28096. var geometry = new BufferGeometry();
  28097. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28098. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28099. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28100. this.matrixAutoUpdate = false;
  28101. this.update();
  28102. }
  28103. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28104. BoxHelper.prototype.constructor = BoxHelper;
  28105. BoxHelper.prototype.update = function ( object ) {
  28106. if ( object !== undefined ) {
  28107. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28108. }
  28109. if ( this.object !== undefined ) {
  28110. _box$3.setFromObject( this.object );
  28111. }
  28112. if ( _box$3.isEmpty() ) { return; }
  28113. var min = _box$3.min;
  28114. var max = _box$3.max;
  28115. /*
  28116. 5____4
  28117. 1/___0/|
  28118. | 6__|_7
  28119. 2/___3/
  28120. 0: max.x, max.y, max.z
  28121. 1: min.x, max.y, max.z
  28122. 2: min.x, min.y, max.z
  28123. 3: max.x, min.y, max.z
  28124. 4: max.x, max.y, min.z
  28125. 5: min.x, max.y, min.z
  28126. 6: min.x, min.y, min.z
  28127. 7: max.x, min.y, min.z
  28128. */
  28129. var position = this.geometry.attributes.position;
  28130. var array = position.array;
  28131. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28132. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28133. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28134. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28135. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28136. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28137. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28138. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28139. position.needsUpdate = true;
  28140. this.geometry.computeBoundingSphere();
  28141. };
  28142. BoxHelper.prototype.setFromObject = function ( object ) {
  28143. this.object = object;
  28144. this.update();
  28145. return this;
  28146. };
  28147. BoxHelper.prototype.copy = function ( source ) {
  28148. LineSegments.prototype.copy.call( this, source );
  28149. this.object = source.object;
  28150. return this;
  28151. };
  28152. BoxHelper.prototype.clone = function () {
  28153. return new this.constructor().copy( this );
  28154. };
  28155. /**
  28156. * @author WestLangley / http://github.com/WestLangley
  28157. */
  28158. function Box3Helper( box, color ) {
  28159. this.type = 'Box3Helper';
  28160. this.box = box;
  28161. color = color || 0xffff00;
  28162. 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 ] );
  28163. 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 ];
  28164. var geometry = new BufferGeometry();
  28165. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28166. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28167. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28168. this.geometry.computeBoundingSphere();
  28169. }
  28170. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28171. Box3Helper.prototype.constructor = Box3Helper;
  28172. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28173. var box = this.box;
  28174. if ( box.isEmpty() ) { return; }
  28175. box.getCenter( this.position );
  28176. box.getSize( this.scale );
  28177. this.scale.multiplyScalar( 0.5 );
  28178. Object3D.prototype.updateMatrixWorld.call( this, force );
  28179. };
  28180. /**
  28181. * @author WestLangley / http://github.com/WestLangley
  28182. */
  28183. function PlaneHelper( plane, size, hex ) {
  28184. this.type = 'PlaneHelper';
  28185. this.plane = plane;
  28186. this.size = ( size === undefined ) ? 1 : size;
  28187. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28188. 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 ];
  28189. var geometry = new BufferGeometry();
  28190. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28191. geometry.computeBoundingSphere();
  28192. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28193. //
  28194. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28195. var geometry2 = new BufferGeometry();
  28196. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28197. geometry2.computeBoundingSphere();
  28198. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28199. }
  28200. PlaneHelper.prototype = Object.create( Line.prototype );
  28201. PlaneHelper.prototype.constructor = PlaneHelper;
  28202. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28203. var scale = - this.plane.constant;
  28204. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28205. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28206. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28207. this.lookAt( this.plane.normal );
  28208. Object3D.prototype.updateMatrixWorld.call( this, force );
  28209. };
  28210. /**
  28211. * @author WestLangley / http://github.com/WestLangley
  28212. * @author zz85 / http://github.com/zz85
  28213. * @author bhouston / http://clara.io
  28214. *
  28215. * Creates an arrow for visualizing directions
  28216. *
  28217. * Parameters:
  28218. * dir - Vector3
  28219. * origin - Vector3
  28220. * length - Number
  28221. * color - color in hex value
  28222. * headLength - Number
  28223. * headWidth - Number
  28224. */
  28225. var _axis = new Vector3();
  28226. var _lineGeometry, _coneGeometry;
  28227. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28228. // dir is assumed to be normalized
  28229. Object3D.call( this );
  28230. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28231. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28232. if ( length === undefined ) { length = 1; }
  28233. if ( color === undefined ) { color = 0xffff00; }
  28234. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28235. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28236. if ( _lineGeometry === undefined ) {
  28237. _lineGeometry = new BufferGeometry();
  28238. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28239. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28240. _coneGeometry.translate( 0, - 0.5, 0 );
  28241. }
  28242. this.position.copy( origin );
  28243. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28244. this.line.matrixAutoUpdate = false;
  28245. this.add( this.line );
  28246. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28247. this.cone.matrixAutoUpdate = false;
  28248. this.add( this.cone );
  28249. this.setDirection( dir );
  28250. this.setLength( length, headLength, headWidth );
  28251. }
  28252. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28253. ArrowHelper.prototype.constructor = ArrowHelper;
  28254. ArrowHelper.prototype.setDirection = function ( dir ) {
  28255. // dir is assumed to be normalized
  28256. if ( dir.y > 0.99999 ) {
  28257. this.quaternion.set( 0, 0, 0, 1 );
  28258. } else if ( dir.y < - 0.99999 ) {
  28259. this.quaternion.set( 1, 0, 0, 0 );
  28260. } else {
  28261. _axis.set( dir.z, 0, - dir.x ).normalize();
  28262. var radians = Math.acos( dir.y );
  28263. this.quaternion.setFromAxisAngle( _axis, radians );
  28264. }
  28265. };
  28266. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28267. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28268. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28269. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28270. this.line.updateMatrix();
  28271. this.cone.scale.set( headWidth, headLength, headWidth );
  28272. this.cone.position.y = length;
  28273. this.cone.updateMatrix();
  28274. };
  28275. ArrowHelper.prototype.setColor = function ( color ) {
  28276. this.line.material.color.set( color );
  28277. this.cone.material.color.set( color );
  28278. };
  28279. ArrowHelper.prototype.copy = function ( source ) {
  28280. Object3D.prototype.copy.call( this, source, false );
  28281. this.line.copy( source.line );
  28282. this.cone.copy( source.cone );
  28283. return this;
  28284. };
  28285. ArrowHelper.prototype.clone = function () {
  28286. return new this.constructor().copy( this );
  28287. };
  28288. /**
  28289. * @author sroucheray / http://sroucheray.org/
  28290. * @author mrdoob / http://mrdoob.com/
  28291. */
  28292. function AxesHelper( size ) {
  28293. size = size || 1;
  28294. var vertices = [
  28295. 0, 0, 0, size, 0, 0,
  28296. 0, 0, 0, 0, size, 0,
  28297. 0, 0, 0, 0, 0, size
  28298. ];
  28299. var colors = [
  28300. 1, 0, 0, 1, 0.6, 0,
  28301. 0, 1, 0, 0.6, 1, 0,
  28302. 0, 0, 1, 0, 0.6, 1
  28303. ];
  28304. var geometry = new BufferGeometry();
  28305. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28306. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28307. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28308. LineSegments.call( this, geometry, material );
  28309. }
  28310. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28311. AxesHelper.prototype.constructor = AxesHelper;
  28312. /**
  28313. * @author Emmett Lalish / elalish
  28314. *
  28315. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28316. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28317. * blur to be quickly accessed based on material roughness. It is packed into a
  28318. * special CubeUV format that allows us to perform custom interpolation so that
  28319. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28320. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28321. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28322. * higher roughness levels. In this way we maintain resolution to smoothly
  28323. * interpolate diffuse lighting while limiting sampling computation.
  28324. */
  28325. var LOD_MIN = 4;
  28326. var LOD_MAX = 8;
  28327. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28328. // The standard deviations (radians) associated with the extra mips. These are
  28329. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28330. // geometric shadowing function. These sigma values squared must match the
  28331. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28332. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28333. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28334. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28335. // samples and exit early, but not recompile the shader.
  28336. var MAX_SAMPLES = 20;
  28337. var ENCODINGS = {};
  28338. ENCODINGS[ LinearEncoding ] = 0;
  28339. ENCODINGS[ sRGBEncoding ] = 1;
  28340. ENCODINGS[ RGBEEncoding ] = 2;
  28341. ENCODINGS[ RGBM7Encoding ] = 3;
  28342. ENCODINGS[ RGBM16Encoding ] = 4;
  28343. ENCODINGS[ RGBDEncoding ] = 5;
  28344. ENCODINGS[ GammaEncoding ] = 6;
  28345. var _flatCamera = new OrthographicCamera();
  28346. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28347. var _equirectShader = null;
  28348. var _cubemapShader = null;
  28349. var ref = _createPlanes();
  28350. var _lodPlanes = ref._lodPlanes;
  28351. var _sizeLods = ref._sizeLods;
  28352. var _sigmas = ref._sigmas;
  28353. var _pingPongRenderTarget = null;
  28354. var _renderer = null;
  28355. var _oldTarget = null;
  28356. // Golden Ratio
  28357. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28358. var INV_PHI = 1 / PHI;
  28359. // Vertices of a dodecahedron (except the opposites, which represent the
  28360. // same axis), used as axis directions evenly spread on a sphere.
  28361. var _axisDirections = [
  28362. new Vector3( 1, 1, 1 ),
  28363. new Vector3( - 1, 1, 1 ),
  28364. new Vector3( 1, 1, - 1 ),
  28365. new Vector3( - 1, 1, - 1 ),
  28366. new Vector3( 0, PHI, INV_PHI ),
  28367. new Vector3( 0, PHI, - INV_PHI ),
  28368. new Vector3( INV_PHI, 0, PHI ),
  28369. new Vector3( - INV_PHI, 0, PHI ),
  28370. new Vector3( PHI, INV_PHI, 0 ),
  28371. new Vector3( - PHI, INV_PHI, 0 ) ];
  28372. function PMREMGenerator( renderer ) {
  28373. _renderer = renderer;
  28374. _compileMaterial( _blurMaterial );
  28375. }
  28376. PMREMGenerator.prototype = {
  28377. constructor: PMREMGenerator,
  28378. /**
  28379. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28380. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28381. * in radians to be applied to the scene before PMREM generation. Optional near
  28382. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28383. * is placed at the origin).
  28384. */
  28385. fromScene: function ( scene, sigma, near, far ) {
  28386. if ( sigma === void 0 ) sigma = 0;
  28387. if ( near === void 0 ) near = 0.1;
  28388. if ( far === void 0 ) far = 100;
  28389. _oldTarget = _renderer.getRenderTarget();
  28390. var cubeUVRenderTarget = _allocateTargets();
  28391. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28392. if ( sigma > 0 ) {
  28393. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28394. }
  28395. _applyPMREM( cubeUVRenderTarget );
  28396. _cleanup( cubeUVRenderTarget );
  28397. return cubeUVRenderTarget;
  28398. },
  28399. /**
  28400. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28401. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28402. * as this matches best with the 256 x 256 cubemap output.
  28403. */
  28404. fromEquirectangular: function ( equirectangular ) {
  28405. equirectangular.magFilter = NearestFilter;
  28406. equirectangular.minFilter = NearestFilter;
  28407. equirectangular.generateMipmaps = false;
  28408. return this.fromCubemap( equirectangular );
  28409. },
  28410. /**
  28411. * Generates a PMREM from an cubemap texture, which can be either LDR
  28412. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28413. * as this matches best with the 256 x 256 cubemap output.
  28414. */
  28415. fromCubemap: function ( cubemap ) {
  28416. _oldTarget = _renderer.getRenderTarget();
  28417. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28418. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28419. _applyPMREM( cubeUVRenderTarget );
  28420. _cleanup( cubeUVRenderTarget );
  28421. return cubeUVRenderTarget;
  28422. },
  28423. /**
  28424. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28425. * your texture's network fetch for increased concurrency.
  28426. */
  28427. compileCubemapShader: function () {
  28428. if ( _cubemapShader == null ) {
  28429. _cubemapShader = _getCubemapShader();
  28430. _compileMaterial( _cubemapShader );
  28431. }
  28432. },
  28433. /**
  28434. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28435. * your texture's network fetch for increased concurrency.
  28436. */
  28437. compileEquirectangularShader: function () {
  28438. if ( _equirectShader == null ) {
  28439. _equirectShader = _getEquirectShader();
  28440. _compileMaterial( _equirectShader );
  28441. }
  28442. },
  28443. /**
  28444. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28445. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28446. * one of them will cause any others to also become unusable.
  28447. */
  28448. dispose: function () {
  28449. _blurMaterial.dispose();
  28450. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28451. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28452. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28453. _lodPlanes[ i ].dispose();
  28454. }
  28455. },
  28456. };
  28457. function _createPlanes() {
  28458. var _lodPlanes = [];
  28459. var _sizeLods = [];
  28460. var _sigmas = [];
  28461. var lod = LOD_MAX;
  28462. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28463. var sizeLod = Math.pow( 2, lod );
  28464. _sizeLods.push( sizeLod );
  28465. var sigma = 1.0 / sizeLod;
  28466. if ( i > LOD_MAX - LOD_MIN ) {
  28467. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28468. } else if ( i == 0 ) {
  28469. sigma = 0;
  28470. }
  28471. _sigmas.push( sigma );
  28472. var texelSize = 1.0 / ( sizeLod - 1 );
  28473. var min = - texelSize / 2;
  28474. var max = 1 + texelSize / 2;
  28475. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28476. var cubeFaces = 6;
  28477. var vertices = 6;
  28478. var positionSize = 3;
  28479. var uvSize = 2;
  28480. var faceIndexSize = 1;
  28481. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28482. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28483. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28484. for ( var face = 0; face < cubeFaces; face ++ ) {
  28485. var x = ( face % 3 ) * 2 / 3 - 1;
  28486. var y = face > 2 ? 0 : - 1;
  28487. var coordinates = [
  28488. x, y, 0,
  28489. x + 2 / 3, y, 0,
  28490. x + 2 / 3, y + 1, 0,
  28491. x, y, 0,
  28492. x + 2 / 3, y + 1, 0,
  28493. x, y + 1, 0
  28494. ];
  28495. position.set( coordinates, positionSize * vertices * face );
  28496. uv.set( uv1, uvSize * vertices * face );
  28497. var fill = [ face, face, face, face, face, face ];
  28498. faceIndex.set( fill, faceIndexSize * vertices * face );
  28499. }
  28500. var planes = new BufferGeometry();
  28501. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28502. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28503. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28504. _lodPlanes.push( planes );
  28505. if ( lod > LOD_MIN ) {
  28506. lod --;
  28507. }
  28508. }
  28509. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28510. }
  28511. function _allocateTargets( equirectangular ) {
  28512. var params = {
  28513. magFilter: NearestFilter,
  28514. minFilter: NearestFilter,
  28515. generateMipmaps: false,
  28516. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28517. format: equirectangular ? equirectangular.format : RGBEFormat,
  28518. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28519. depthBuffer: false,
  28520. stencilBuffer: false
  28521. };
  28522. var cubeUVRenderTarget = _createRenderTarget( params );
  28523. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28524. _pingPongRenderTarget = _createRenderTarget( params );
  28525. return cubeUVRenderTarget;
  28526. }
  28527. function _cleanup( outputTarget ) {
  28528. _pingPongRenderTarget.dispose();
  28529. _renderer.setRenderTarget( _oldTarget );
  28530. outputTarget.scissorTest = false;
  28531. // reset viewport and scissor
  28532. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28533. }
  28534. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28535. var fov = 90;
  28536. var aspect = 1;
  28537. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28538. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28539. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28540. var outputEncoding = _renderer.outputEncoding;
  28541. var toneMapping = _renderer.toneMapping;
  28542. var toneMappingExposure = _renderer.toneMappingExposure;
  28543. var clearColor = _renderer.getClearColor();
  28544. var clearAlpha = _renderer.getClearAlpha();
  28545. _renderer.toneMapping = LinearToneMapping;
  28546. _renderer.toneMappingExposure = 1.0;
  28547. _renderer.outputEncoding = LinearEncoding;
  28548. scene.scale.z *= - 1;
  28549. var background = scene.background;
  28550. if ( background && background.isColor ) {
  28551. background.convertSRGBToLinear();
  28552. // Convert linear to RGBE
  28553. var maxComponent = Math.max( background.r, background.g, background.b );
  28554. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28555. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28556. var alpha = ( fExp + 128.0 ) / 255.0;
  28557. _renderer.setClearColor( background, alpha );
  28558. scene.background = null;
  28559. }
  28560. for ( var i = 0; i < 6; i ++ ) {
  28561. var col = i % 3;
  28562. if ( col == 0 ) {
  28563. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28564. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28565. } else if ( col == 1 ) {
  28566. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28567. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28568. } else {
  28569. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28570. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28571. }
  28572. _setViewport( cubeUVRenderTarget,
  28573. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28574. _renderer.setRenderTarget( cubeUVRenderTarget );
  28575. _renderer.render( scene, cubeCamera );
  28576. }
  28577. _renderer.toneMapping = toneMapping;
  28578. _renderer.toneMappingExposure = toneMappingExposure;
  28579. _renderer.outputEncoding = outputEncoding;
  28580. _renderer.setClearColor( clearColor, clearAlpha );
  28581. scene.scale.z *= - 1;
  28582. }
  28583. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28584. var scene = new Scene();
  28585. if ( texture.isCubeTexture ) {
  28586. if ( _cubemapShader == null ) {
  28587. _cubemapShader = _getCubemapShader();
  28588. }
  28589. } else {
  28590. if ( _equirectShader == null ) {
  28591. _equirectShader = _getEquirectShader();
  28592. }
  28593. }
  28594. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28595. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28596. var uniforms = material.uniforms;
  28597. uniforms[ 'envMap' ].value = texture;
  28598. if ( ! texture.isCubeTexture ) {
  28599. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28600. }
  28601. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28602. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28603. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28604. _renderer.setRenderTarget( cubeUVRenderTarget );
  28605. _renderer.render( scene, _flatCamera );
  28606. }
  28607. function _compileMaterial( material ) {
  28608. var tmpScene = new Scene();
  28609. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28610. _renderer.compile( tmpScene, _flatCamera );
  28611. }
  28612. function _createRenderTarget( params ) {
  28613. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28614. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28615. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28616. cubeUVRenderTarget.scissorTest = true;
  28617. return cubeUVRenderTarget;
  28618. }
  28619. function _setViewport( target, x, y, width, height ) {
  28620. target.viewport.set( x, y, width, height );
  28621. target.scissor.set( x, y, width, height );
  28622. }
  28623. function _applyPMREM( cubeUVRenderTarget ) {
  28624. var autoClear = _renderer.autoClear;
  28625. _renderer.autoClear = false;
  28626. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28627. var sigma = Math.sqrt(
  28628. _sigmas[ i ] * _sigmas[ i ] -
  28629. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28630. var poleAxis =
  28631. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28632. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28633. }
  28634. _renderer.autoClear = autoClear;
  28635. }
  28636. /**
  28637. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28638. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28639. * the blur latitudinally (around the poles), and then longitudinally (towards
  28640. * the poles) to approximate the orthogonally-separable blur. It is least
  28641. * accurate at the poles, but still does a decent job.
  28642. */
  28643. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28644. _halfBlur(
  28645. cubeUVRenderTarget,
  28646. _pingPongRenderTarget,
  28647. lodIn,
  28648. lodOut,
  28649. sigma,
  28650. 'latitudinal',
  28651. poleAxis );
  28652. _halfBlur(
  28653. _pingPongRenderTarget,
  28654. cubeUVRenderTarget,
  28655. lodOut,
  28656. lodOut,
  28657. sigma,
  28658. 'longitudinal',
  28659. poleAxis );
  28660. }
  28661. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28662. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28663. console.error(
  28664. 'blur direction must be either latitudinal or longitudinal!' );
  28665. }
  28666. // Number of standard deviations at which to cut off the discrete approximation.
  28667. var STANDARD_DEVIATIONS = 3;
  28668. var blurScene = new Scene();
  28669. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28670. var blurUniforms = _blurMaterial.uniforms;
  28671. var pixels = _sizeLods[ lodIn ] - 1;
  28672. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28673. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28674. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28675. if ( samples > MAX_SAMPLES ) {
  28676. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28677. }
  28678. var weights = [];
  28679. var sum = 0;
  28680. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28681. var x = i / sigmaPixels;
  28682. var weight = Math.exp( - x * x / 2 );
  28683. weights.push( weight );
  28684. if ( i == 0 ) {
  28685. sum += weight;
  28686. } else if ( i < samples ) {
  28687. sum += 2 * weight;
  28688. }
  28689. }
  28690. for ( var i = 0; i < weights.length; i ++ ) {
  28691. weights[ i ] = weights[ i ] / sum;
  28692. }
  28693. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28694. blurUniforms[ 'samples' ].value = samples;
  28695. blurUniforms[ 'weights' ].value = weights;
  28696. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28697. if ( poleAxis ) {
  28698. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28699. }
  28700. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28701. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28702. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28703. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28704. var outputSize = _sizeLods[ lodOut ];
  28705. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28706. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28707. 2 * outputSize *
  28708. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28709. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28710. _renderer.setRenderTarget( targetOut );
  28711. _renderer.render( blurScene, _flatCamera );
  28712. }
  28713. function _getBlurShader( maxSamples ) {
  28714. var weights = new Float32Array( maxSamples );
  28715. var poleAxis = new Vector3( 0, 1, 0 );
  28716. var shaderMaterial = new RawShaderMaterial( {
  28717. defines: { 'n': maxSamples },
  28718. uniforms: {
  28719. 'envMap': { value: null },
  28720. 'samples': { value: 1 },
  28721. 'weights': { value: weights },
  28722. 'latitudinal': { value: false },
  28723. 'dTheta': { value: 0 },
  28724. 'mipInt': { value: 0 },
  28725. 'poleAxis': { value: poleAxis },
  28726. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28727. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28728. },
  28729. vertexShader: _getCommonVertexShader(),
  28730. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28731. blending: NoBlending,
  28732. depthTest: false,
  28733. depthWrite: false
  28734. } );
  28735. shaderMaterial.type = 'SphericalGaussianBlur';
  28736. return shaderMaterial;
  28737. }
  28738. function _getEquirectShader() {
  28739. var texelSize = new Vector2( 1, 1 );
  28740. var shaderMaterial = new RawShaderMaterial( {
  28741. uniforms: {
  28742. 'envMap': { value: null },
  28743. 'texelSize': { value: texelSize },
  28744. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28745. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28746. },
  28747. vertexShader: _getCommonVertexShader(),
  28748. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28749. blending: NoBlending,
  28750. depthTest: false,
  28751. depthWrite: false
  28752. } );
  28753. shaderMaterial.type = 'EquirectangularToCubeUV';
  28754. return shaderMaterial;
  28755. }
  28756. function _getCubemapShader() {
  28757. var shaderMaterial = new RawShaderMaterial( {
  28758. uniforms: {
  28759. 'envMap': { value: null },
  28760. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28761. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28762. },
  28763. vertexShader: _getCommonVertexShader(),
  28764. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28765. blending: NoBlending,
  28766. depthTest: false,
  28767. depthWrite: false
  28768. } );
  28769. shaderMaterial.type = 'CubemapToCubeUV';
  28770. return shaderMaterial;
  28771. }
  28772. function _getCommonVertexShader() {
  28773. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28774. }
  28775. function _getEncodings() {
  28776. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28777. }
  28778. /**
  28779. * @author mrdoob / http://mrdoob.com/
  28780. */
  28781. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28782. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28783. return new Face3( a, b, c, normal, color, materialIndex );
  28784. }
  28785. var LineStrip = 0;
  28786. var LinePieces = 1;
  28787. function MeshFaceMaterial( materials ) {
  28788. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28789. return materials;
  28790. }
  28791. function MultiMaterial( materials ) {
  28792. if ( materials === undefined ) { materials = []; }
  28793. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28794. materials.isMultiMaterial = true;
  28795. materials.materials = materials;
  28796. materials.clone = function () {
  28797. return materials.slice();
  28798. };
  28799. return materials;
  28800. }
  28801. function PointCloud( geometry, material ) {
  28802. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28803. return new Points( geometry, material );
  28804. }
  28805. function Particle( material ) {
  28806. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28807. return new Sprite( material );
  28808. }
  28809. function ParticleSystem( geometry, material ) {
  28810. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28811. return new Points( geometry, material );
  28812. }
  28813. function PointCloudMaterial( parameters ) {
  28814. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28815. return new PointsMaterial( parameters );
  28816. }
  28817. function ParticleBasicMaterial( parameters ) {
  28818. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28819. return new PointsMaterial( parameters );
  28820. }
  28821. function ParticleSystemMaterial( parameters ) {
  28822. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28823. return new PointsMaterial( parameters );
  28824. }
  28825. function Vertex( x, y, z ) {
  28826. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28827. return new Vector3( x, y, z );
  28828. }
  28829. //
  28830. function DynamicBufferAttribute( array, itemSize ) {
  28831. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28832. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28833. }
  28834. function Int8Attribute( array, itemSize ) {
  28835. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28836. return new Int8BufferAttribute( array, itemSize );
  28837. }
  28838. function Uint8Attribute( array, itemSize ) {
  28839. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28840. return new Uint8BufferAttribute( array, itemSize );
  28841. }
  28842. function Uint8ClampedAttribute( array, itemSize ) {
  28843. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28844. return new Uint8ClampedBufferAttribute( array, itemSize );
  28845. }
  28846. function Int16Attribute( array, itemSize ) {
  28847. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28848. return new Int16BufferAttribute( array, itemSize );
  28849. }
  28850. function Uint16Attribute( array, itemSize ) {
  28851. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28852. return new Uint16BufferAttribute( array, itemSize );
  28853. }
  28854. function Int32Attribute( array, itemSize ) {
  28855. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28856. return new Int32BufferAttribute( array, itemSize );
  28857. }
  28858. function Uint32Attribute( array, itemSize ) {
  28859. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28860. return new Uint32BufferAttribute( array, itemSize );
  28861. }
  28862. function Float32Attribute( array, itemSize ) {
  28863. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28864. return new Float32BufferAttribute( array, itemSize );
  28865. }
  28866. function Float64Attribute( array, itemSize ) {
  28867. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28868. return new Float64BufferAttribute( array, itemSize );
  28869. }
  28870. //
  28871. Curve.create = function ( construct, getPoint ) {
  28872. console.log( 'THREE.Curve.create() has been deprecated' );
  28873. construct.prototype = Object.create( Curve.prototype );
  28874. construct.prototype.constructor = construct;
  28875. construct.prototype.getPoint = getPoint;
  28876. return construct;
  28877. };
  28878. //
  28879. Object.assign( CurvePath.prototype, {
  28880. createPointsGeometry: function ( divisions ) {
  28881. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28882. // generate geometry from path points (for Line or Points objects)
  28883. var pts = this.getPoints( divisions );
  28884. return this.createGeometry( pts );
  28885. },
  28886. createSpacedPointsGeometry: function ( divisions ) {
  28887. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28888. // generate geometry from equidistant sampling along the path
  28889. var pts = this.getSpacedPoints( divisions );
  28890. return this.createGeometry( pts );
  28891. },
  28892. createGeometry: function ( points ) {
  28893. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28894. var geometry = new Geometry();
  28895. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28896. var point = points[ i ];
  28897. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28898. }
  28899. return geometry;
  28900. }
  28901. } );
  28902. //
  28903. Object.assign( Path.prototype, {
  28904. fromPoints: function ( points ) {
  28905. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28906. return this.setFromPoints( points );
  28907. }
  28908. } );
  28909. //
  28910. function ClosedSplineCurve3( points ) {
  28911. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28912. CatmullRomCurve3.call( this, points );
  28913. this.type = 'catmullrom';
  28914. this.closed = true;
  28915. }
  28916. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28917. //
  28918. function SplineCurve3( points ) {
  28919. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28920. CatmullRomCurve3.call( this, points );
  28921. this.type = 'catmullrom';
  28922. }
  28923. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28924. //
  28925. function Spline( points ) {
  28926. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28927. CatmullRomCurve3.call( this, points );
  28928. this.type = 'catmullrom';
  28929. }
  28930. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28931. Object.assign( Spline.prototype, {
  28932. initFromArray: function ( /* a */ ) {
  28933. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28934. },
  28935. getControlPointsArray: function ( /* optionalTarget */ ) {
  28936. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28937. },
  28938. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28939. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28940. }
  28941. } );
  28942. //
  28943. function AxisHelper( size ) {
  28944. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28945. return new AxesHelper( size );
  28946. }
  28947. function BoundingBoxHelper( object, color ) {
  28948. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28949. return new BoxHelper( object, color );
  28950. }
  28951. function EdgesHelper( object, hex ) {
  28952. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28953. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28954. }
  28955. GridHelper.prototype.setColors = function () {
  28956. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28957. };
  28958. SkeletonHelper.prototype.update = function () {
  28959. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28960. };
  28961. function WireframeHelper( object, hex ) {
  28962. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28963. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28964. }
  28965. //
  28966. Object.assign( Loader.prototype, {
  28967. extractUrlBase: function ( url ) {
  28968. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28969. return LoaderUtils.extractUrlBase( url );
  28970. }
  28971. } );
  28972. Loader.Handlers = {
  28973. add: function ( /* regex, loader */ ) {
  28974. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28975. },
  28976. get: function ( /* file */ ) {
  28977. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28978. }
  28979. };
  28980. function XHRLoader( manager ) {
  28981. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28982. return new FileLoader( manager );
  28983. }
  28984. function BinaryTextureLoader( manager ) {
  28985. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28986. return new DataTextureLoader( manager );
  28987. }
  28988. Object.assign( ObjectLoader.prototype, {
  28989. setTexturePath: function ( value ) {
  28990. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28991. return this.setResourcePath( value );
  28992. }
  28993. } );
  28994. //
  28995. Object.assign( Box2.prototype, {
  28996. center: function ( optionalTarget ) {
  28997. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28998. return this.getCenter( optionalTarget );
  28999. },
  29000. empty: function () {
  29001. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29002. return this.isEmpty();
  29003. },
  29004. isIntersectionBox: function ( box ) {
  29005. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29006. return this.intersectsBox( box );
  29007. },
  29008. size: function ( optionalTarget ) {
  29009. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29010. return this.getSize( optionalTarget );
  29011. }
  29012. } );
  29013. Object.assign( Box3.prototype, {
  29014. center: function ( optionalTarget ) {
  29015. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29016. return this.getCenter( optionalTarget );
  29017. },
  29018. empty: function () {
  29019. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29020. return this.isEmpty();
  29021. },
  29022. isIntersectionBox: function ( box ) {
  29023. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29024. return this.intersectsBox( box );
  29025. },
  29026. isIntersectionSphere: function ( sphere ) {
  29027. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29028. return this.intersectsSphere( sphere );
  29029. },
  29030. size: function ( optionalTarget ) {
  29031. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29032. return this.getSize( optionalTarget );
  29033. }
  29034. } );
  29035. Frustum.prototype.setFromMatrix = function ( m ) {
  29036. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29037. return this.setFromProjectionMatrix( m );
  29038. };
  29039. Line3.prototype.center = function ( optionalTarget ) {
  29040. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29041. return this.getCenter( optionalTarget );
  29042. };
  29043. Object.assign( MathUtils, {
  29044. random16: function () {
  29045. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29046. return Math.random();
  29047. },
  29048. nearestPowerOfTwo: function ( value ) {
  29049. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29050. return MathUtils.floorPowerOfTwo( value );
  29051. },
  29052. nextPowerOfTwo: function ( value ) {
  29053. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29054. return MathUtils.ceilPowerOfTwo( value );
  29055. }
  29056. } );
  29057. Object.assign( Matrix3.prototype, {
  29058. flattenToArrayOffset: function ( array, offset ) {
  29059. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29060. return this.toArray( array, offset );
  29061. },
  29062. multiplyVector3: function ( vector ) {
  29063. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29064. return vector.applyMatrix3( this );
  29065. },
  29066. multiplyVector3Array: function ( /* a */ ) {
  29067. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29068. },
  29069. applyToBufferAttribute: function ( attribute ) {
  29070. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29071. return attribute.applyMatrix3( this );
  29072. },
  29073. applyToVector3Array: function ( /* array, offset, length */ ) {
  29074. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29075. }
  29076. } );
  29077. Object.assign( Matrix4.prototype, {
  29078. extractPosition: function ( m ) {
  29079. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29080. return this.copyPosition( m );
  29081. },
  29082. flattenToArrayOffset: function ( array, offset ) {
  29083. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29084. return this.toArray( array, offset );
  29085. },
  29086. getPosition: function () {
  29087. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29088. return new Vector3().setFromMatrixColumn( this, 3 );
  29089. },
  29090. setRotationFromQuaternion: function ( q ) {
  29091. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29092. return this.makeRotationFromQuaternion( q );
  29093. },
  29094. multiplyToArray: function () {
  29095. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29096. },
  29097. multiplyVector3: function ( vector ) {
  29098. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29099. return vector.applyMatrix4( this );
  29100. },
  29101. multiplyVector4: function ( vector ) {
  29102. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29103. return vector.applyMatrix4( this );
  29104. },
  29105. multiplyVector3Array: function ( /* a */ ) {
  29106. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29107. },
  29108. rotateAxis: function ( v ) {
  29109. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29110. v.transformDirection( this );
  29111. },
  29112. crossVector: function ( vector ) {
  29113. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29114. return vector.applyMatrix4( this );
  29115. },
  29116. translate: function () {
  29117. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29118. },
  29119. rotateX: function () {
  29120. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29121. },
  29122. rotateY: function () {
  29123. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29124. },
  29125. rotateZ: function () {
  29126. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29127. },
  29128. rotateByAxis: function () {
  29129. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29130. },
  29131. applyToBufferAttribute: function ( attribute ) {
  29132. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29133. return attribute.applyMatrix4( this );
  29134. },
  29135. applyToVector3Array: function ( /* array, offset, length */ ) {
  29136. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29137. },
  29138. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29139. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29140. return this.makePerspective( left, right, top, bottom, near, far );
  29141. }
  29142. } );
  29143. Plane.prototype.isIntersectionLine = function ( line ) {
  29144. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29145. return this.intersectsLine( line );
  29146. };
  29147. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29148. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29149. return vector.applyQuaternion( this );
  29150. };
  29151. Object.assign( Ray.prototype, {
  29152. isIntersectionBox: function ( box ) {
  29153. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29154. return this.intersectsBox( box );
  29155. },
  29156. isIntersectionPlane: function ( plane ) {
  29157. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29158. return this.intersectsPlane( plane );
  29159. },
  29160. isIntersectionSphere: function ( sphere ) {
  29161. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29162. return this.intersectsSphere( sphere );
  29163. }
  29164. } );
  29165. Object.assign( Triangle.prototype, {
  29166. area: function () {
  29167. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29168. return this.getArea();
  29169. },
  29170. barycoordFromPoint: function ( point, target ) {
  29171. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29172. return this.getBarycoord( point, target );
  29173. },
  29174. midpoint: function ( target ) {
  29175. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29176. return this.getMidpoint( target );
  29177. },
  29178. normal: function ( target ) {
  29179. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29180. return this.getNormal( target );
  29181. },
  29182. plane: function ( target ) {
  29183. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29184. return this.getPlane( target );
  29185. }
  29186. } );
  29187. Object.assign( Triangle, {
  29188. barycoordFromPoint: function ( point, a, b, c, target ) {
  29189. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29190. return Triangle.getBarycoord( point, a, b, c, target );
  29191. },
  29192. normal: function ( a, b, c, target ) {
  29193. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29194. return Triangle.getNormal( a, b, c, target );
  29195. }
  29196. } );
  29197. Object.assign( Shape.prototype, {
  29198. extractAllPoints: function ( divisions ) {
  29199. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29200. return this.extractPoints( divisions );
  29201. },
  29202. extrude: function ( options ) {
  29203. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29204. return new ExtrudeGeometry( this, options );
  29205. },
  29206. makeGeometry: function ( options ) {
  29207. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29208. return new ShapeGeometry( this, options );
  29209. }
  29210. } );
  29211. Object.assign( Vector2.prototype, {
  29212. fromAttribute: function ( attribute, index, offset ) {
  29213. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29214. return this.fromBufferAttribute( attribute, index, offset );
  29215. },
  29216. distanceToManhattan: function ( v ) {
  29217. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29218. return this.manhattanDistanceTo( v );
  29219. },
  29220. lengthManhattan: function () {
  29221. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29222. return this.manhattanLength();
  29223. }
  29224. } );
  29225. Object.assign( Vector3.prototype, {
  29226. setEulerFromRotationMatrix: function () {
  29227. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29228. },
  29229. setEulerFromQuaternion: function () {
  29230. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29231. },
  29232. getPositionFromMatrix: function ( m ) {
  29233. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29234. return this.setFromMatrixPosition( m );
  29235. },
  29236. getScaleFromMatrix: function ( m ) {
  29237. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29238. return this.setFromMatrixScale( m );
  29239. },
  29240. getColumnFromMatrix: function ( index, matrix ) {
  29241. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29242. return this.setFromMatrixColumn( matrix, index );
  29243. },
  29244. applyProjection: function ( m ) {
  29245. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29246. return this.applyMatrix4( m );
  29247. },
  29248. fromAttribute: function ( attribute, index, offset ) {
  29249. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29250. return this.fromBufferAttribute( attribute, index, offset );
  29251. },
  29252. distanceToManhattan: function ( v ) {
  29253. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29254. return this.manhattanDistanceTo( v );
  29255. },
  29256. lengthManhattan: function () {
  29257. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29258. return this.manhattanLength();
  29259. }
  29260. } );
  29261. Object.assign( Vector4.prototype, {
  29262. fromAttribute: function ( attribute, index, offset ) {
  29263. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29264. return this.fromBufferAttribute( attribute, index, offset );
  29265. },
  29266. lengthManhattan: function () {
  29267. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29268. return this.manhattanLength();
  29269. }
  29270. } );
  29271. //
  29272. Object.assign( Geometry.prototype, {
  29273. computeTangents: function () {
  29274. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29275. },
  29276. computeLineDistances: function () {
  29277. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29278. },
  29279. applyMatrix: function ( matrix ) {
  29280. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29281. return this.applyMatrix4( matrix );
  29282. }
  29283. } );
  29284. Object.assign( Object3D.prototype, {
  29285. getChildByName: function ( name ) {
  29286. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29287. return this.getObjectByName( name );
  29288. },
  29289. renderDepth: function () {
  29290. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29291. },
  29292. translate: function ( distance, axis ) {
  29293. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29294. return this.translateOnAxis( axis, distance );
  29295. },
  29296. getWorldRotation: function () {
  29297. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29298. },
  29299. applyMatrix: function ( matrix ) {
  29300. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29301. return this.applyMatrix4( matrix );
  29302. }
  29303. } );
  29304. Object.defineProperties( Object3D.prototype, {
  29305. eulerOrder: {
  29306. get: function () {
  29307. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29308. return this.rotation.order;
  29309. },
  29310. set: function ( value ) {
  29311. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29312. this.rotation.order = value;
  29313. }
  29314. },
  29315. useQuaternion: {
  29316. get: function () {
  29317. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29318. },
  29319. set: function () {
  29320. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29321. }
  29322. }
  29323. } );
  29324. Object.assign( Mesh.prototype, {
  29325. setDrawMode: function () {
  29326. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29327. },
  29328. } );
  29329. Object.defineProperties( Mesh.prototype, {
  29330. drawMode: {
  29331. get: function () {
  29332. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29333. return TrianglesDrawMode;
  29334. },
  29335. set: function () {
  29336. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29337. }
  29338. }
  29339. } );
  29340. Object.defineProperties( LOD.prototype, {
  29341. objects: {
  29342. get: function () {
  29343. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29344. return this.levels;
  29345. }
  29346. }
  29347. } );
  29348. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29349. get: function () {
  29350. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29351. },
  29352. set: function () {
  29353. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29354. }
  29355. } );
  29356. SkinnedMesh.prototype.initBones = function () {
  29357. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29358. };
  29359. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29360. get: function () {
  29361. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29362. return this.arcLengthDivisions;
  29363. },
  29364. set: function ( value ) {
  29365. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29366. this.arcLengthDivisions = value;
  29367. }
  29368. } );
  29369. //
  29370. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29371. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29372. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29373. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29374. this.setFocalLength( focalLength );
  29375. };
  29376. //
  29377. Object.defineProperties( Light.prototype, {
  29378. onlyShadow: {
  29379. set: function () {
  29380. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29381. }
  29382. },
  29383. shadowCameraFov: {
  29384. set: function ( value ) {
  29385. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29386. this.shadow.camera.fov = value;
  29387. }
  29388. },
  29389. shadowCameraLeft: {
  29390. set: function ( value ) {
  29391. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29392. this.shadow.camera.left = value;
  29393. }
  29394. },
  29395. shadowCameraRight: {
  29396. set: function ( value ) {
  29397. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29398. this.shadow.camera.right = value;
  29399. }
  29400. },
  29401. shadowCameraTop: {
  29402. set: function ( value ) {
  29403. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29404. this.shadow.camera.top = value;
  29405. }
  29406. },
  29407. shadowCameraBottom: {
  29408. set: function ( value ) {
  29409. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29410. this.shadow.camera.bottom = value;
  29411. }
  29412. },
  29413. shadowCameraNear: {
  29414. set: function ( value ) {
  29415. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29416. this.shadow.camera.near = value;
  29417. }
  29418. },
  29419. shadowCameraFar: {
  29420. set: function ( value ) {
  29421. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29422. this.shadow.camera.far = value;
  29423. }
  29424. },
  29425. shadowCameraVisible: {
  29426. set: function () {
  29427. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29428. }
  29429. },
  29430. shadowBias: {
  29431. set: function ( value ) {
  29432. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29433. this.shadow.bias = value;
  29434. }
  29435. },
  29436. shadowDarkness: {
  29437. set: function () {
  29438. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29439. }
  29440. },
  29441. shadowMapWidth: {
  29442. set: function ( value ) {
  29443. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29444. this.shadow.mapSize.width = value;
  29445. }
  29446. },
  29447. shadowMapHeight: {
  29448. set: function ( value ) {
  29449. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29450. this.shadow.mapSize.height = value;
  29451. }
  29452. }
  29453. } );
  29454. //
  29455. Object.defineProperties( BufferAttribute.prototype, {
  29456. length: {
  29457. get: function () {
  29458. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29459. return this.array.length;
  29460. }
  29461. },
  29462. dynamic: {
  29463. get: function () {
  29464. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29465. return this.usage === DynamicDrawUsage;
  29466. },
  29467. set: function ( /* value */ ) {
  29468. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29469. this.setUsage( DynamicDrawUsage );
  29470. }
  29471. }
  29472. } );
  29473. Object.assign( BufferAttribute.prototype, {
  29474. setDynamic: function ( value ) {
  29475. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29476. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29477. return this;
  29478. },
  29479. copyIndicesArray: function ( /* indices */ ) {
  29480. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29481. },
  29482. setArray: function ( /* array */ ) {
  29483. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29484. }
  29485. } );
  29486. Object.assign( BufferGeometry.prototype, {
  29487. addIndex: function ( index ) {
  29488. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29489. this.setIndex( index );
  29490. },
  29491. addAttribute: function ( name, attribute ) {
  29492. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29493. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29494. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29495. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29496. }
  29497. if ( name === 'index' ) {
  29498. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29499. this.setIndex( attribute );
  29500. return this;
  29501. }
  29502. return this.setAttribute( name, attribute );
  29503. },
  29504. addDrawCall: function ( start, count, indexOffset ) {
  29505. if ( indexOffset !== undefined ) {
  29506. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29507. }
  29508. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29509. this.addGroup( start, count );
  29510. },
  29511. clearDrawCalls: function () {
  29512. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29513. this.clearGroups();
  29514. },
  29515. computeTangents: function () {
  29516. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29517. },
  29518. computeOffsets: function () {
  29519. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29520. },
  29521. removeAttribute: function ( name ) {
  29522. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29523. return this.deleteAttribute( name );
  29524. },
  29525. applyMatrix: function ( matrix ) {
  29526. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29527. return this.applyMatrix4( matrix );
  29528. }
  29529. } );
  29530. Object.defineProperties( BufferGeometry.prototype, {
  29531. drawcalls: {
  29532. get: function () {
  29533. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29534. return this.groups;
  29535. }
  29536. },
  29537. offsets: {
  29538. get: function () {
  29539. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29540. return this.groups;
  29541. }
  29542. }
  29543. } );
  29544. Object.defineProperties( InterleavedBuffer.prototype, {
  29545. dynamic: {
  29546. get: function () {
  29547. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29548. return this.usage === DynamicDrawUsage;
  29549. },
  29550. set: function ( value ) {
  29551. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29552. this.setUsage( value );
  29553. }
  29554. }
  29555. } );
  29556. Object.assign( InterleavedBuffer.prototype, {
  29557. setDynamic: function ( value ) {
  29558. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29559. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29560. return this;
  29561. },
  29562. setArray: function ( /* array */ ) {
  29563. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29564. }
  29565. } );
  29566. //
  29567. Object.assign( ExtrudeBufferGeometry.prototype, {
  29568. getArrays: function () {
  29569. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29570. },
  29571. addShapeList: function () {
  29572. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29573. },
  29574. addShape: function () {
  29575. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29576. }
  29577. } );
  29578. //
  29579. Object.defineProperties( Uniform.prototype, {
  29580. dynamic: {
  29581. set: function () {
  29582. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29583. }
  29584. },
  29585. onUpdate: {
  29586. value: function () {
  29587. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29588. return this;
  29589. }
  29590. }
  29591. } );
  29592. //
  29593. Object.defineProperties( Material.prototype, {
  29594. wrapAround: {
  29595. get: function () {
  29596. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29597. },
  29598. set: function () {
  29599. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29600. }
  29601. },
  29602. overdraw: {
  29603. get: function () {
  29604. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29605. },
  29606. set: function () {
  29607. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29608. }
  29609. },
  29610. wrapRGB: {
  29611. get: function () {
  29612. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29613. return new Color();
  29614. }
  29615. },
  29616. shading: {
  29617. get: function () {
  29618. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29619. },
  29620. set: function ( value ) {
  29621. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29622. this.flatShading = ( value === FlatShading );
  29623. }
  29624. },
  29625. stencilMask: {
  29626. get: function () {
  29627. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29628. return this.stencilFuncMask;
  29629. },
  29630. set: function ( value ) {
  29631. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29632. this.stencilFuncMask = value;
  29633. }
  29634. }
  29635. } );
  29636. Object.defineProperties( MeshPhongMaterial.prototype, {
  29637. metal: {
  29638. get: function () {
  29639. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29640. return false;
  29641. },
  29642. set: function () {
  29643. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29644. }
  29645. }
  29646. } );
  29647. Object.defineProperties( ShaderMaterial.prototype, {
  29648. derivatives: {
  29649. get: function () {
  29650. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29651. return this.extensions.derivatives;
  29652. },
  29653. set: function ( value ) {
  29654. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29655. this.extensions.derivatives = value;
  29656. }
  29657. }
  29658. } );
  29659. //
  29660. Object.assign( WebGLRenderer.prototype, {
  29661. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29662. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29663. this.setRenderTarget( renderTarget );
  29664. this.clear( color, depth, stencil );
  29665. },
  29666. animate: function ( callback ) {
  29667. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29668. this.setAnimationLoop( callback );
  29669. },
  29670. getCurrentRenderTarget: function () {
  29671. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29672. return this.getRenderTarget();
  29673. },
  29674. getMaxAnisotropy: function () {
  29675. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29676. return this.capabilities.getMaxAnisotropy();
  29677. },
  29678. getPrecision: function () {
  29679. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29680. return this.capabilities.precision;
  29681. },
  29682. resetGLState: function () {
  29683. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29684. return this.state.reset();
  29685. },
  29686. supportsFloatTextures: function () {
  29687. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29688. return this.extensions.get( 'OES_texture_float' );
  29689. },
  29690. supportsHalfFloatTextures: function () {
  29691. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29692. return this.extensions.get( 'OES_texture_half_float' );
  29693. },
  29694. supportsStandardDerivatives: function () {
  29695. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29696. return this.extensions.get( 'OES_standard_derivatives' );
  29697. },
  29698. supportsCompressedTextureS3TC: function () {
  29699. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29700. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29701. },
  29702. supportsCompressedTexturePVRTC: function () {
  29703. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29704. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29705. },
  29706. supportsBlendMinMax: function () {
  29707. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29708. return this.extensions.get( 'EXT_blend_minmax' );
  29709. },
  29710. supportsVertexTextures: function () {
  29711. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29712. return this.capabilities.vertexTextures;
  29713. },
  29714. supportsInstancedArrays: function () {
  29715. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29716. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29717. },
  29718. enableScissorTest: function ( boolean ) {
  29719. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29720. this.setScissorTest( boolean );
  29721. },
  29722. initMaterial: function () {
  29723. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29724. },
  29725. addPrePlugin: function () {
  29726. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29727. },
  29728. addPostPlugin: function () {
  29729. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29730. },
  29731. updateShadowMap: function () {
  29732. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29733. },
  29734. setFaceCulling: function () {
  29735. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29736. },
  29737. allocTextureUnit: function () {
  29738. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29739. },
  29740. setTexture: function () {
  29741. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29742. },
  29743. setTexture2D: function () {
  29744. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29745. },
  29746. setTextureCube: function () {
  29747. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29748. },
  29749. getActiveMipMapLevel: function () {
  29750. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29751. return this.getActiveMipmapLevel();
  29752. }
  29753. } );
  29754. Object.defineProperties( WebGLRenderer.prototype, {
  29755. shadowMapEnabled: {
  29756. get: function () {
  29757. return this.shadowMap.enabled;
  29758. },
  29759. set: function ( value ) {
  29760. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29761. this.shadowMap.enabled = value;
  29762. }
  29763. },
  29764. shadowMapType: {
  29765. get: function () {
  29766. return this.shadowMap.type;
  29767. },
  29768. set: function ( value ) {
  29769. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29770. this.shadowMap.type = value;
  29771. }
  29772. },
  29773. shadowMapCullFace: {
  29774. get: function () {
  29775. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29776. return undefined;
  29777. },
  29778. set: function ( /* value */ ) {
  29779. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29780. }
  29781. },
  29782. context: {
  29783. get: function () {
  29784. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29785. return this.getContext();
  29786. }
  29787. },
  29788. vr: {
  29789. get: function () {
  29790. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29791. return this.xr;
  29792. }
  29793. },
  29794. gammaInput: {
  29795. get: function () {
  29796. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29797. return false;
  29798. },
  29799. set: function () {
  29800. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29801. }
  29802. },
  29803. gammaOutput: {
  29804. get: function () {
  29805. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29806. return false;
  29807. },
  29808. set: function ( value ) {
  29809. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29810. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29811. }
  29812. }
  29813. } );
  29814. Object.defineProperties( WebGLShadowMap.prototype, {
  29815. cullFace: {
  29816. get: function () {
  29817. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29818. return undefined;
  29819. },
  29820. set: function ( /* cullFace */ ) {
  29821. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29822. }
  29823. },
  29824. renderReverseSided: {
  29825. get: function () {
  29826. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29827. return undefined;
  29828. },
  29829. set: function () {
  29830. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29831. }
  29832. },
  29833. renderSingleSided: {
  29834. get: function () {
  29835. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29836. return undefined;
  29837. },
  29838. set: function () {
  29839. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29840. }
  29841. }
  29842. } );
  29843. function WebGLRenderTargetCube( width, height, options ) {
  29844. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29845. return new WebGLCubeRenderTarget( width, options );
  29846. }
  29847. //
  29848. Object.defineProperties( WebGLRenderTarget.prototype, {
  29849. wrapS: {
  29850. get: function () {
  29851. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29852. return this.texture.wrapS;
  29853. },
  29854. set: function ( value ) {
  29855. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29856. this.texture.wrapS = value;
  29857. }
  29858. },
  29859. wrapT: {
  29860. get: function () {
  29861. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29862. return this.texture.wrapT;
  29863. },
  29864. set: function ( value ) {
  29865. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29866. this.texture.wrapT = value;
  29867. }
  29868. },
  29869. magFilter: {
  29870. get: function () {
  29871. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29872. return this.texture.magFilter;
  29873. },
  29874. set: function ( value ) {
  29875. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29876. this.texture.magFilter = value;
  29877. }
  29878. },
  29879. minFilter: {
  29880. get: function () {
  29881. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29882. return this.texture.minFilter;
  29883. },
  29884. set: function ( value ) {
  29885. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29886. this.texture.minFilter = value;
  29887. }
  29888. },
  29889. anisotropy: {
  29890. get: function () {
  29891. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29892. return this.texture.anisotropy;
  29893. },
  29894. set: function ( value ) {
  29895. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29896. this.texture.anisotropy = value;
  29897. }
  29898. },
  29899. offset: {
  29900. get: function () {
  29901. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29902. return this.texture.offset;
  29903. },
  29904. set: function ( value ) {
  29905. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29906. this.texture.offset = value;
  29907. }
  29908. },
  29909. repeat: {
  29910. get: function () {
  29911. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29912. return this.texture.repeat;
  29913. },
  29914. set: function ( value ) {
  29915. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29916. this.texture.repeat = value;
  29917. }
  29918. },
  29919. format: {
  29920. get: function () {
  29921. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29922. return this.texture.format;
  29923. },
  29924. set: function ( value ) {
  29925. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29926. this.texture.format = value;
  29927. }
  29928. },
  29929. type: {
  29930. get: function () {
  29931. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29932. return this.texture.type;
  29933. },
  29934. set: function ( value ) {
  29935. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29936. this.texture.type = value;
  29937. }
  29938. },
  29939. generateMipmaps: {
  29940. get: function () {
  29941. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29942. return this.texture.generateMipmaps;
  29943. },
  29944. set: function ( value ) {
  29945. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29946. this.texture.generateMipmaps = value;
  29947. }
  29948. }
  29949. } );
  29950. //
  29951. Object.defineProperties( Audio.prototype, {
  29952. load: {
  29953. value: function ( file ) {
  29954. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29955. var scope = this;
  29956. var audioLoader = new AudioLoader();
  29957. audioLoader.load( file, function ( buffer ) {
  29958. scope.setBuffer( buffer );
  29959. } );
  29960. return this;
  29961. }
  29962. },
  29963. startTime: {
  29964. set: function () {
  29965. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29966. }
  29967. }
  29968. } );
  29969. AudioAnalyser.prototype.getData = function () {
  29970. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29971. return this.getFrequencyData();
  29972. };
  29973. //
  29974. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29975. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29976. return this.update( renderer, scene );
  29977. };
  29978. //
  29979. var GeometryUtils = {
  29980. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29981. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29982. var matrix;
  29983. if ( geometry2.isMesh ) {
  29984. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29985. matrix = geometry2.matrix;
  29986. geometry2 = geometry2.geometry;
  29987. }
  29988. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29989. },
  29990. center: function ( geometry ) {
  29991. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29992. return geometry.center();
  29993. }
  29994. };
  29995. ImageUtils.crossOrigin = undefined;
  29996. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29997. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29998. var loader = new TextureLoader();
  29999. loader.setCrossOrigin( this.crossOrigin );
  30000. var texture = loader.load( url, onLoad, undefined, onError );
  30001. if ( mapping ) { texture.mapping = mapping; }
  30002. return texture;
  30003. };
  30004. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30005. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30006. var loader = new CubeTextureLoader();
  30007. loader.setCrossOrigin( this.crossOrigin );
  30008. var texture = loader.load( urls, onLoad, undefined, onError );
  30009. if ( mapping ) { texture.mapping = mapping; }
  30010. return texture;
  30011. };
  30012. ImageUtils.loadCompressedTexture = function () {
  30013. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30014. };
  30015. ImageUtils.loadCompressedTextureCube = function () {
  30016. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30017. };
  30018. //
  30019. function CanvasRenderer() {
  30020. console.error( 'THREE.CanvasRenderer has been removed' );
  30021. }
  30022. //
  30023. function JSONLoader() {
  30024. console.error( 'THREE.JSONLoader has been removed.' );
  30025. }
  30026. //
  30027. var SceneUtils = {
  30028. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30029. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  30030. },
  30031. detach: function ( /* child, parent, scene */ ) {
  30032. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  30033. },
  30034. attach: function ( /* child, scene, parent */ ) {
  30035. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  30036. }
  30037. };
  30038. //
  30039. function LensFlare() {
  30040. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  30041. }
  30042. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30043. /* eslint-disable no-undef */
  30044. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30045. revision: REVISION,
  30046. } } ) );
  30047. /* eslint-enable no-undef */
  30048. }
  30049. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30050. exports.AddEquation = AddEquation;
  30051. exports.AddOperation = AddOperation;
  30052. exports.AdditiveBlending = AdditiveBlending;
  30053. exports.AlphaFormat = AlphaFormat;
  30054. exports.AlwaysDepth = AlwaysDepth;
  30055. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30056. exports.AmbientLight = AmbientLight;
  30057. exports.AmbientLightProbe = AmbientLightProbe;
  30058. exports.AnimationClip = AnimationClip;
  30059. exports.AnimationLoader = AnimationLoader;
  30060. exports.AnimationMixer = AnimationMixer;
  30061. exports.AnimationObjectGroup = AnimationObjectGroup;
  30062. exports.AnimationUtils = AnimationUtils;
  30063. exports.ArcCurve = ArcCurve;
  30064. exports.ArrayCamera = ArrayCamera;
  30065. exports.ArrowHelper = ArrowHelper;
  30066. exports.Audio = Audio;
  30067. exports.AudioAnalyser = AudioAnalyser;
  30068. exports.AudioContext = AudioContext;
  30069. exports.AudioListener = AudioListener;
  30070. exports.AudioLoader = AudioLoader;
  30071. exports.AxesHelper = AxesHelper;
  30072. exports.AxisHelper = AxisHelper;
  30073. exports.BackSide = BackSide;
  30074. exports.BasicDepthPacking = BasicDepthPacking;
  30075. exports.BasicShadowMap = BasicShadowMap;
  30076. exports.BinaryTextureLoader = BinaryTextureLoader;
  30077. exports.Bone = Bone;
  30078. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30079. exports.BoundingBoxHelper = BoundingBoxHelper;
  30080. exports.Box2 = Box2;
  30081. exports.Box3 = Box3;
  30082. exports.Box3Helper = Box3Helper;
  30083. exports.BoxBufferGeometry = BoxBufferGeometry;
  30084. exports.BoxGeometry = BoxGeometry;
  30085. exports.BoxHelper = BoxHelper;
  30086. exports.BufferAttribute = BufferAttribute;
  30087. exports.BufferGeometry = BufferGeometry;
  30088. exports.BufferGeometryLoader = BufferGeometryLoader;
  30089. exports.ByteType = ByteType;
  30090. exports.Cache = Cache;
  30091. exports.Camera = Camera;
  30092. exports.CameraHelper = CameraHelper;
  30093. exports.CanvasRenderer = CanvasRenderer;
  30094. exports.CanvasTexture = CanvasTexture;
  30095. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30096. exports.CineonToneMapping = CineonToneMapping;
  30097. exports.CircleBufferGeometry = CircleBufferGeometry;
  30098. exports.CircleGeometry = CircleGeometry;
  30099. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30100. exports.Clock = Clock;
  30101. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30102. exports.Color = Color;
  30103. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30104. exports.CompressedTexture = CompressedTexture;
  30105. exports.CompressedTextureLoader = CompressedTextureLoader;
  30106. exports.ConeBufferGeometry = ConeBufferGeometry;
  30107. exports.ConeGeometry = ConeGeometry;
  30108. exports.CubeCamera = CubeCamera;
  30109. exports.CubeGeometry = BoxGeometry;
  30110. exports.CubeReflectionMapping = CubeReflectionMapping;
  30111. exports.CubeRefractionMapping = CubeRefractionMapping;
  30112. exports.CubeTexture = CubeTexture;
  30113. exports.CubeTextureLoader = CubeTextureLoader;
  30114. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30115. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30116. exports.CubicBezierCurve = CubicBezierCurve;
  30117. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30118. exports.CubicInterpolant = CubicInterpolant;
  30119. exports.CullFaceBack = CullFaceBack;
  30120. exports.CullFaceFront = CullFaceFront;
  30121. exports.CullFaceFrontBack = CullFaceFrontBack;
  30122. exports.CullFaceNone = CullFaceNone;
  30123. exports.Curve = Curve;
  30124. exports.CurvePath = CurvePath;
  30125. exports.CustomBlending = CustomBlending;
  30126. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30127. exports.CylinderGeometry = CylinderGeometry;
  30128. exports.Cylindrical = Cylindrical;
  30129. exports.DataTexture = DataTexture;
  30130. exports.DataTexture2DArray = DataTexture2DArray;
  30131. exports.DataTexture3D = DataTexture3D;
  30132. exports.DataTextureLoader = DataTextureLoader;
  30133. exports.DecrementStencilOp = DecrementStencilOp;
  30134. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30135. exports.DefaultLoadingManager = DefaultLoadingManager;
  30136. exports.DepthFormat = DepthFormat;
  30137. exports.DepthStencilFormat = DepthStencilFormat;
  30138. exports.DepthTexture = DepthTexture;
  30139. exports.DirectionalLight = DirectionalLight;
  30140. exports.DirectionalLightHelper = DirectionalLightHelper;
  30141. exports.DirectionalLightShadow = DirectionalLightShadow;
  30142. exports.DiscreteInterpolant = DiscreteInterpolant;
  30143. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30144. exports.DodecahedronGeometry = DodecahedronGeometry;
  30145. exports.DoubleSide = DoubleSide;
  30146. exports.DstAlphaFactor = DstAlphaFactor;
  30147. exports.DstColorFactor = DstColorFactor;
  30148. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30149. exports.DynamicCopyUsage = DynamicCopyUsage;
  30150. exports.DynamicDrawUsage = DynamicDrawUsage;
  30151. exports.DynamicReadUsage = DynamicReadUsage;
  30152. exports.EdgesGeometry = EdgesGeometry;
  30153. exports.EdgesHelper = EdgesHelper;
  30154. exports.EllipseCurve = EllipseCurve;
  30155. exports.EqualDepth = EqualDepth;
  30156. exports.EqualStencilFunc = EqualStencilFunc;
  30157. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30158. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30159. exports.Euler = Euler;
  30160. exports.EventDispatcher = EventDispatcher;
  30161. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30162. exports.ExtrudeGeometry = ExtrudeGeometry;
  30163. exports.Face3 = Face3;
  30164. exports.Face4 = Face4;
  30165. exports.FaceColors = FaceColors;
  30166. exports.FileLoader = FileLoader;
  30167. exports.FlatShading = FlatShading;
  30168. exports.Float32Attribute = Float32Attribute;
  30169. exports.Float32BufferAttribute = Float32BufferAttribute;
  30170. exports.Float64Attribute = Float64Attribute;
  30171. exports.Float64BufferAttribute = Float64BufferAttribute;
  30172. exports.FloatType = FloatType;
  30173. exports.Fog = Fog;
  30174. exports.FogExp2 = FogExp2;
  30175. exports.Font = Font;
  30176. exports.FontLoader = FontLoader;
  30177. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30178. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30179. exports.FrontSide = FrontSide;
  30180. exports.Frustum = Frustum;
  30181. exports.GammaEncoding = GammaEncoding;
  30182. exports.Geometry = Geometry;
  30183. exports.GeometryUtils = GeometryUtils;
  30184. exports.GreaterDepth = GreaterDepth;
  30185. exports.GreaterEqualDepth = GreaterEqualDepth;
  30186. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30187. exports.GreaterStencilFunc = GreaterStencilFunc;
  30188. exports.GridHelper = GridHelper;
  30189. exports.Group = Group;
  30190. exports.HalfFloatType = HalfFloatType;
  30191. exports.HemisphereLight = HemisphereLight;
  30192. exports.HemisphereLightHelper = HemisphereLightHelper;
  30193. exports.HemisphereLightProbe = HemisphereLightProbe;
  30194. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30195. exports.IcosahedronGeometry = IcosahedronGeometry;
  30196. exports.ImageBitmapLoader = ImageBitmapLoader;
  30197. exports.ImageLoader = ImageLoader;
  30198. exports.ImageUtils = ImageUtils;
  30199. exports.ImmediateRenderObject = ImmediateRenderObject;
  30200. exports.IncrementStencilOp = IncrementStencilOp;
  30201. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30202. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30203. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30204. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30205. exports.InstancedMesh = InstancedMesh;
  30206. exports.Int16Attribute = Int16Attribute;
  30207. exports.Int16BufferAttribute = Int16BufferAttribute;
  30208. exports.Int32Attribute = Int32Attribute;
  30209. exports.Int32BufferAttribute = Int32BufferAttribute;
  30210. exports.Int8Attribute = Int8Attribute;
  30211. exports.Int8BufferAttribute = Int8BufferAttribute;
  30212. exports.IntType = IntType;
  30213. exports.InterleavedBuffer = InterleavedBuffer;
  30214. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30215. exports.Interpolant = Interpolant;
  30216. exports.InterpolateDiscrete = InterpolateDiscrete;
  30217. exports.InterpolateLinear = InterpolateLinear;
  30218. exports.InterpolateSmooth = InterpolateSmooth;
  30219. exports.InvertStencilOp = InvertStencilOp;
  30220. exports.JSONLoader = JSONLoader;
  30221. exports.KeepStencilOp = KeepStencilOp;
  30222. exports.KeyframeTrack = KeyframeTrack;
  30223. exports.LOD = LOD;
  30224. exports.LatheBufferGeometry = LatheBufferGeometry;
  30225. exports.LatheGeometry = LatheGeometry;
  30226. exports.Layers = Layers;
  30227. exports.LensFlare = LensFlare;
  30228. exports.LessDepth = LessDepth;
  30229. exports.LessEqualDepth = LessEqualDepth;
  30230. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30231. exports.LessStencilFunc = LessStencilFunc;
  30232. exports.Light = Light;
  30233. exports.LightProbe = LightProbe;
  30234. exports.LightShadow = LightShadow;
  30235. exports.Line = Line;
  30236. exports.Line3 = Line3;
  30237. exports.LineBasicMaterial = LineBasicMaterial;
  30238. exports.LineCurve = LineCurve;
  30239. exports.LineCurve3 = LineCurve3;
  30240. exports.LineDashedMaterial = LineDashedMaterial;
  30241. exports.LineLoop = LineLoop;
  30242. exports.LinePieces = LinePieces;
  30243. exports.LineSegments = LineSegments;
  30244. exports.LineStrip = LineStrip;
  30245. exports.LinearEncoding = LinearEncoding;
  30246. exports.LinearFilter = LinearFilter;
  30247. exports.LinearInterpolant = LinearInterpolant;
  30248. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30249. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30250. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30251. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30252. exports.LinearToneMapping = LinearToneMapping;
  30253. exports.Loader = Loader;
  30254. exports.LoaderUtils = LoaderUtils;
  30255. exports.LoadingManager = LoadingManager;
  30256. exports.LogLuvEncoding = LogLuvEncoding;
  30257. exports.LoopOnce = LoopOnce;
  30258. exports.LoopPingPong = LoopPingPong;
  30259. exports.LoopRepeat = LoopRepeat;
  30260. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30261. exports.LuminanceFormat = LuminanceFormat;
  30262. exports.MOUSE = MOUSE;
  30263. exports.Material = Material;
  30264. exports.MaterialLoader = MaterialLoader;
  30265. exports.Math = MathUtils;
  30266. exports.MathUtils = MathUtils;
  30267. exports.Matrix3 = Matrix3;
  30268. exports.Matrix4 = Matrix4;
  30269. exports.MaxEquation = MaxEquation;
  30270. exports.Mesh = Mesh;
  30271. exports.MeshBasicMaterial = MeshBasicMaterial;
  30272. exports.MeshDepthMaterial = MeshDepthMaterial;
  30273. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30274. exports.MeshFaceMaterial = MeshFaceMaterial;
  30275. exports.MeshLambertMaterial = MeshLambertMaterial;
  30276. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30277. exports.MeshNormalMaterial = MeshNormalMaterial;
  30278. exports.MeshPhongMaterial = MeshPhongMaterial;
  30279. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30280. exports.MeshStandardMaterial = MeshStandardMaterial;
  30281. exports.MeshToonMaterial = MeshToonMaterial;
  30282. exports.MinEquation = MinEquation;
  30283. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30284. exports.MixOperation = MixOperation;
  30285. exports.MultiMaterial = MultiMaterial;
  30286. exports.MultiplyBlending = MultiplyBlending;
  30287. exports.MultiplyOperation = MultiplyOperation;
  30288. exports.NearestFilter = NearestFilter;
  30289. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30290. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30291. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30292. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30293. exports.NeverDepth = NeverDepth;
  30294. exports.NeverStencilFunc = NeverStencilFunc;
  30295. exports.NoBlending = NoBlending;
  30296. exports.NoColors = NoColors;
  30297. exports.NoToneMapping = NoToneMapping;
  30298. exports.NormalBlending = NormalBlending;
  30299. exports.NotEqualDepth = NotEqualDepth;
  30300. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30301. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30302. exports.Object3D = Object3D;
  30303. exports.ObjectLoader = ObjectLoader;
  30304. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30305. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30306. exports.OctahedronGeometry = OctahedronGeometry;
  30307. exports.OneFactor = OneFactor;
  30308. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30309. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30310. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30311. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30312. exports.OrthographicCamera = OrthographicCamera;
  30313. exports.PCFShadowMap = PCFShadowMap;
  30314. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30315. exports.PMREMGenerator = PMREMGenerator;
  30316. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30317. exports.ParametricGeometry = ParametricGeometry;
  30318. exports.Particle = Particle;
  30319. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30320. exports.ParticleSystem = ParticleSystem;
  30321. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30322. exports.Path = Path;
  30323. exports.PerspectiveCamera = PerspectiveCamera;
  30324. exports.Plane = Plane;
  30325. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30326. exports.PlaneGeometry = PlaneGeometry;
  30327. exports.PlaneHelper = PlaneHelper;
  30328. exports.PointCloud = PointCloud;
  30329. exports.PointCloudMaterial = PointCloudMaterial;
  30330. exports.PointLight = PointLight;
  30331. exports.PointLightHelper = PointLightHelper;
  30332. exports.Points = Points;
  30333. exports.PointsMaterial = PointsMaterial;
  30334. exports.PolarGridHelper = PolarGridHelper;
  30335. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30336. exports.PolyhedronGeometry = PolyhedronGeometry;
  30337. exports.PositionalAudio = PositionalAudio;
  30338. exports.PropertyBinding = PropertyBinding;
  30339. exports.PropertyMixer = PropertyMixer;
  30340. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30341. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30342. exports.Quaternion = Quaternion;
  30343. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30344. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30345. exports.REVISION = REVISION;
  30346. exports.RGBADepthPacking = RGBADepthPacking;
  30347. exports.RGBAFormat = RGBAFormat;
  30348. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30349. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30350. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30351. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30352. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30353. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30354. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30355. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30356. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30357. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30358. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30359. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30360. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30361. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30362. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30363. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30364. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30365. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30366. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30367. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30368. exports.RGBDEncoding = RGBDEncoding;
  30369. exports.RGBEEncoding = RGBEEncoding;
  30370. exports.RGBEFormat = RGBEFormat;
  30371. exports.RGBFormat = RGBFormat;
  30372. exports.RGBIntegerFormat = RGBIntegerFormat;
  30373. exports.RGBM16Encoding = RGBM16Encoding;
  30374. exports.RGBM7Encoding = RGBM7Encoding;
  30375. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30376. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30377. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30378. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30379. exports.RGFormat = RGFormat;
  30380. exports.RGIntegerFormat = RGIntegerFormat;
  30381. exports.RawShaderMaterial = RawShaderMaterial;
  30382. exports.Ray = Ray;
  30383. exports.Raycaster = Raycaster;
  30384. exports.RectAreaLight = RectAreaLight;
  30385. exports.RedFormat = RedFormat;
  30386. exports.RedIntegerFormat = RedIntegerFormat;
  30387. exports.ReinhardToneMapping = ReinhardToneMapping;
  30388. exports.RepeatWrapping = RepeatWrapping;
  30389. exports.ReplaceStencilOp = ReplaceStencilOp;
  30390. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30391. exports.RingBufferGeometry = RingBufferGeometry;
  30392. exports.RingGeometry = RingGeometry;
  30393. exports.Scene = Scene;
  30394. exports.SceneUtils = SceneUtils;
  30395. exports.ShaderChunk = ShaderChunk;
  30396. exports.ShaderLib = ShaderLib;
  30397. exports.ShaderMaterial = ShaderMaterial;
  30398. exports.ShadowMaterial = ShadowMaterial;
  30399. exports.Shape = Shape;
  30400. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30401. exports.ShapeGeometry = ShapeGeometry;
  30402. exports.ShapePath = ShapePath;
  30403. exports.ShapeUtils = ShapeUtils;
  30404. exports.ShortType = ShortType;
  30405. exports.Skeleton = Skeleton;
  30406. exports.SkeletonHelper = SkeletonHelper;
  30407. exports.SkinnedMesh = SkinnedMesh;
  30408. exports.SmoothShading = SmoothShading;
  30409. exports.Sphere = Sphere;
  30410. exports.SphereBufferGeometry = SphereBufferGeometry;
  30411. exports.SphereGeometry = SphereGeometry;
  30412. exports.Spherical = Spherical;
  30413. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30414. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30415. exports.Spline = Spline;
  30416. exports.SplineCurve = SplineCurve;
  30417. exports.SplineCurve3 = SplineCurve3;
  30418. exports.SpotLight = SpotLight;
  30419. exports.SpotLightHelper = SpotLightHelper;
  30420. exports.SpotLightShadow = SpotLightShadow;
  30421. exports.Sprite = Sprite;
  30422. exports.SpriteMaterial = SpriteMaterial;
  30423. exports.SrcAlphaFactor = SrcAlphaFactor;
  30424. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30425. exports.SrcColorFactor = SrcColorFactor;
  30426. exports.StaticCopyUsage = StaticCopyUsage;
  30427. exports.StaticDrawUsage = StaticDrawUsage;
  30428. exports.StaticReadUsage = StaticReadUsage;
  30429. exports.StereoCamera = StereoCamera;
  30430. exports.StreamCopyUsage = StreamCopyUsage;
  30431. exports.StreamDrawUsage = StreamDrawUsage;
  30432. exports.StreamReadUsage = StreamReadUsage;
  30433. exports.StringKeyframeTrack = StringKeyframeTrack;
  30434. exports.SubtractEquation = SubtractEquation;
  30435. exports.SubtractiveBlending = SubtractiveBlending;
  30436. exports.TOUCH = TOUCH;
  30437. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30438. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30439. exports.TetrahedronGeometry = TetrahedronGeometry;
  30440. exports.TextBufferGeometry = TextBufferGeometry;
  30441. exports.TextGeometry = TextGeometry;
  30442. exports.Texture = Texture;
  30443. exports.TextureLoader = TextureLoader;
  30444. exports.TorusBufferGeometry = TorusBufferGeometry;
  30445. exports.TorusGeometry = TorusGeometry;
  30446. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30447. exports.TorusKnotGeometry = TorusKnotGeometry;
  30448. exports.Triangle = Triangle;
  30449. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30450. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30451. exports.TrianglesDrawMode = TrianglesDrawMode;
  30452. exports.TubeBufferGeometry = TubeBufferGeometry;
  30453. exports.TubeGeometry = TubeGeometry;
  30454. exports.UVMapping = UVMapping;
  30455. exports.Uint16Attribute = Uint16Attribute;
  30456. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30457. exports.Uint32Attribute = Uint32Attribute;
  30458. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30459. exports.Uint8Attribute = Uint8Attribute;
  30460. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30461. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30462. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30463. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30464. exports.Uniform = Uniform;
  30465. exports.UniformsLib = UniformsLib;
  30466. exports.UniformsUtils = UniformsUtils;
  30467. exports.UnsignedByteType = UnsignedByteType;
  30468. exports.UnsignedInt248Type = UnsignedInt248Type;
  30469. exports.UnsignedIntType = UnsignedIntType;
  30470. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30471. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30472. exports.UnsignedShort565Type = UnsignedShort565Type;
  30473. exports.UnsignedShortType = UnsignedShortType;
  30474. exports.VSMShadowMap = VSMShadowMap;
  30475. exports.Vector2 = Vector2;
  30476. exports.Vector3 = Vector3;
  30477. exports.Vector4 = Vector4;
  30478. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30479. exports.Vertex = Vertex;
  30480. exports.VertexColors = VertexColors;
  30481. exports.VideoTexture = VideoTexture;
  30482. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30483. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30484. exports.WebGLRenderTarget = WebGLRenderTarget;
  30485. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30486. exports.WebGLRenderer = WebGLRenderer;
  30487. exports.WebGLUtils = WebGLUtils;
  30488. exports.WireframeGeometry = WireframeGeometry;
  30489. exports.WireframeHelper = WireframeHelper;
  30490. exports.WrapAroundEnding = WrapAroundEnding;
  30491. exports.XHRLoader = XHRLoader;
  30492. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30493. exports.ZeroFactor = ZeroFactor;
  30494. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30495. exports.ZeroStencilOp = ZeroStencilOp;
  30496. exports.sRGBEncoding = sRGBEncoding;
  30497. Object.defineProperty(exports, '__esModule', { value: true });
  30498. })));